Lord Generic Productions
   
   
  
   A Crash Course in Game Design 
   and Production
   Week 2 - From Vague Idea to 
   General Description
  
   
   
  
   Welcome back! This is the second 
   installment in "A Crash Course in Game Design and Production. 
   The purpose of this lesson is to introduce you to our course project, 
   and to go through the process of "filling in the details" 
   between our initial 
   GAME IDEA to our 
   project blueprint, the 
   GENERAL DESCRIPTION. 
   We cover a lot of material this week, so I'm splitting this lesson 
   into 4 pieces. This is part 3 of 4:
  
   
   Part 3 - Our Course Project - 
   General Description B
   Title screen, Demo, Game 
   Selection Screen, Game Start, Game play
   
   Title Screen and Attention Getter
   When the player starts the 
   program from Dos, the screen is cleared to BLACK. Then the Game Title 
   appears in color cycling 3D letters on a big sign with "chaser 
   lights" animating around it. Under the sign the words 
   "Presented by:", "Lord Generic 
   Productions","And","Euphoria Game Design 
   Team" "Starring:" "Inky", "Blinky",
    "Pinky", "Clyde" ,"and Packy" appear 
   in sequence. While each character's name is presented, (s)he appears 
   on alternating sides of the screen and move toward the sign and stop. 
   Packy appears under the sign, between it and his name. All characters 
   are animating, and continue to animate throughout the entire sequence.
   
   During this initial sequence, 
   Program "About" information, including Game Title, 
   Designer, Artist,...,begin scrolling across the bottom of the screen 
   in a one-line high animated "strip sign" and continue 
   scrolling until Play Game is selected.
   
   After all the characters are 
   introduced, the Game Selection Box appears in the lower 1/3 of the 
   screen, and the player can select "New Game" 
   "Options" or "About this Game." Also if at 
   anytime during the intro animation the player presses a key, the 
   screen is redrawn with all characters in their final position, and 
   the Game selection screen appears. 
  
   
   Self-Running Demo
   If the player doesn't hit a key 
   within 30 seconds after the Game Selection Box appears, the game goes 
   into demo mode. The Game Screen draws and one of three 
   "pre-recorded" games is replayed until packy is killed by a 
   ghost or until the player hits a key. If the player hit a key, the 
   screen switches back to the title page\game selection screen and he 
   can continue. Otherwise the "About" screen animations play, 
   then the "Attention Getter" Title sequence starts over. 
   
   "About This Game" Screen
   If this is called from the Title 
   Screen, the screen is cleared to medium blue and the sequence starts. 
   If this is called during a game or after the Self-Running Demo, the 
   "Game Window" is cleared to medium blue and this sequence 
   plays there.
   
   The "About this game" 
   credits split into three pages of text, the first page has design, 
   art, LGP, and EGDT credits on it. The second page has Contributing 
   Authors and Course Information. Page three has "For more 
   information" info on Euphoria, the Course, and LGP. At the 
   bottom of each page is a "Press a Key to Continue" message, 
   and the player hits a key to step through them. If the player does 
   nothing the screen advances after thirty seconds or so. After the 
   last screen, the program goes back to wherever called it.
   
   While the player is reading the 
   text, Packy is chased around the screen VERY fast by the four Ghosts. 
   
   Game Options screen
   The Player can choose the 
   following configuration options:
   Number of players - This 
   can be one or two.
   Sound  - This can be ON or OFF.
   Controls - The can be 
   Keyboard or Joystick (maybe mouse)
   Skill Level - This can be 
   Easy, Medium, Hard, or Nuts 
   Starting Maze # - This can 
   be 1-4
   Exit  - Takes you back to 
   where you came from
   
   Beginning a new game 
   When New Game is Selected, the 
   screen is cleared, the Game Screen is Drawn. The Game Screen has 2 
   parts they are:
  
   - 
   
    Game Window - This is 
    where the Game is played, and where the About This Game sequence 
    plays. At Game Start, it is cleared, and the Maze and dots are drawn. 
    Inky, Blinky, Pinky, and Clyde are placed in the penalty box, and 
    Snacky is placed in his starting positions in the Maze. The 
    Energizers are placed in the corners of the Maze, and begin animating. 
- 
   
    Feedback Window 
    - This is next to the Game window and is where the player's Score and 
    Number of Lives left is displayed. At Game Start, the appropriate 
    player's score is set to 000000 and his lives is set to three. 
    Packy's "Sugar Rush" level is set to 100% 
   After the Game Screen in drawn, 
   "Level 1" appears in a chaser-lighted sign momentarily in 
   the middle of the Game Window, then disappears. The Level Number is 
   also drawn inside the Penalty Box, (behind the Ghosts) so the player 
   can always see what level he's on. As the Level sign is onscreen, the 
   "get ready" music plays. When the music is over, the Sign 
   disappears too. And the game begins.
   
   Game play
   When the game begins, the Ghosts 
   leave the Penalty Box one at a time, Blinky first, followed by Pinky, 
   Inky, and Clyde. They wander the maze in dogged persuit of Snacky. 
   Player controls Snacky with the Arrow keys. [SPACE] stops Snacky 
   wherever he is. He continues to "Chomp in place" until he 
   is moved again. Pressing [ENTER] Gives Snacky a "Sugar 
   Rush," which allows him to move at twice(?) normal speed for a 
   limited duration, up to 10 seconds per level, unless recharged by a 
   Candy Bar. Pressing the [ENTER] key again returns Packy to normal 
   speed. The Sugar Rush can be used again until Packy's Sugar Rush 
   Level is 0%
   
   The Player's Primary Game Goal is 
   to eat all the dots in the maze. When he has eaten all the dots, the 
   level is over.
   
   The Player's Secondary Game Goal 
   is to eat as many Ghosts as he can by strategic use of the Energizers.
    When Packy eats an Energizer, the Ghosts become "edible" 
   for a short period of time and will give the player a bonus that 
   increases with the number of Ghosts eaten in rapid succession, as:
   
   First Ghost - 200 points
   Second Ghost - 400 points
   Third Ghost - 800 points
   Fourth Ghost - 1600 points
   
   When a Ghost is eaten, he 
   disappears, and his "eyes" appear. They wander back to the 
   penalty box very fast and once inside, the Ghost 
   "reincarnates" inside the Penalty Box. The Ghost stays 
   inside, pacing back and forth until his "Penalty Time" is 
   completed, then he emerges from the box and continues his persuit. If 
   there are Ghosts inside the Penalty Box when Packy eats an Energizer, 
   they also are affected, but no Ghosts reincarnated while that 
   Energizer is active is affected. It is possible for the player to 
   time his moves so that Packy can eat an Energizer, eat one or more 
   Ghosts, then eat another Energizer and get to the Penalty Box in time 
   to catch the newly reincarnated Ghosts as they try to leave.
   
   After a period of time, the 
   effect of the energizer wears off and the Ghosts become lethal again. 
   This change is evidenced by the Ghosts "Flashing" five 
   times between their normal and Energized images. During this 
   transition period, the Ghosts are still edible, but chasing down a 
   flashing Ghost is a High Risk activity. If the player's timing is 
   off, and he catches up to the ghost too late, he's killed. The 
   duration of an Energizer's effect decreases by the level the Player 
   is on: 
   
   Level 1 - 10 seconds 
   Level 2 - 8 seconds
   Level 3 - 6 seconds
   Level 4 - 4 seconds
   Level 5 - 2 seconds
   
   The last two seconds of each 
   duration are transition periods where the Ghosts are 
   "Flashing." From level 5 on the Ghosts begin flashing right away.
   
   If Packy eats another Energizer 
   while the last one is active, the Ghosts that were affected by the 
   first one will continue to be affected for the entire duration of the 
   second Energizer. 
   
   The Player's Tertiary Game Goal 
   is to eat Bonus Objects which appear in the Maze from time to time, 
   giving the player bonus points. Each Level has a different Bonus 
   Object associated with it, with the Bonus Point Value increasing with 
   each level. The Bonus Objects are animated.
   
   Level Object Point Value Animation
   Level 1 Pumpkin 50 Blinks its eyes
   Level 2 100
   :
   :
   
   In the next part of this lesson, 
   we'll finish up the General Description with PowerUps, PowerDowns, 
   Game Levels, Milestone Events, End of Game, and Game Exit descriptions.
   
   
  
   End of Lesson 2 - From Vague 
   Idea to General Description - Part 3 of 4
  
   If you have any questions for 
   group discussion, or if you have any other questions, comments or 
   suggestions email them to pastor@BeRighteous.com
    
     Mail monetary donations 
   large or small to:
     Lord Generic Productions 
   1218 Karen Ave Santa Ana, Ca 92704
   
     A
    Crash Course in Game Design and Production - Euphoria Edition
     (C) Copyright 1996,2001 
   Michael Packard - All Rights Reserved