wade@darktreemedia.com
This is the Game Design Document for
Tasty: The Search for the Mending Blend
A game by the all-designer student team Skyscraper Games.
Published Jan 04, 2012.



Skyscraper Games consists of

Justin Benjamin
Producer, BAGD

planning, meetings, bug tracking, status reports, presentations, level design

Wade Henricksen
Design Lead, BAGD

GDD, game oversight, playtesting, game content, level design, sound

Jay Parsell
Technical Director, BSGD

technical architecture, TDD, source control, engine performance, technical oversight, sound

Sang Kim
Level Designer, BAGD

level design, modeling, UDK rigging, character animator

Todd Jacobson
Character Artist, BAGD

texturing, character design

Kat Kuo
Enemy NPC Artist, BFA

enemy design, modeling, rigging

Juan Monje
Environment modeler, BAGD

lead character modeling, rigging, environment textures
 




Table of Contents



Introduction
Game Flow

Game Mechanics
Game Characters

Game Resources
Game Environment

Game Controls
Visual Design
Audio Design
Behavior Design
Physics Design
Multiplayer Design


Sprites
Models
Textures
Fonts
Source

Sounds
Music
Source

Flowchart
Mockups
 



Section I - Game Overview


Introduction

The player is a portly chef that has been thrust into a bizarre alternate dimension by a malevolent, hungry overlord. In order to earn the chef’s freedom, the player must navigate deviously designed 3D labyrinths in search of recipe ingredients, combating “bad” junk food NPCs along the way. The player will be able to dynamically alter the walls surrounding them by collecting ingredients and activating switches.


Genre

3rd person action/adventure puzzle


Target Audience

E10+ (Everyone 10 and up)


Game Flow

Starting out in your kitchen inside a building, the player is in a large single room kitchen tutorial area teaching them how to move. Navigating out to the outer open elevator, the player will be immediately taken in by the surrounding large garden hedgemaze as the chef is lowered into his garden labyrinth.

The player will be in the garden looking for 3 ingredients to complete the meal he was making upstairs, explained by a note the player finds. Upon finding the final ingredient, that is where the twist in the game occurs. While seemingly backtracking in the hedgemaze following the rabbit, the player will find he has ended up in an alternate dimension where mazes are on the walls in a big hub with multiple paths leading out from it.

There is a neutral NPC in the middle of the hub that gives you a list of ingredients you need to find so that you can make a meal for a hungry, angry overlord in this alternate dimension. The NPC will explain how you’ve been summoned here for the sole purpose to cook for them. From the hub it will be clearly marked which way to which ingredient. Each ingredient will require the player to traverse a different puzzle/maze to acquire said ingredient.

Upon acquiring all ingredients, the player makes a meal which grants him access back to his normal realm after a final confrontation with overlord, who is female. The player will want to progress and explore the different areas to regain their freedom. It will be action based with sections requiring the user to think which ingredient would go with what meal. The entire game should not take any longer than 30 minutes.



Section II – Mechanics & Characters


Game Mechanics

Movement: The player will be controlled with keyboard WASD keys or with an XBOX360 controller.

Damage: The player will have a set amount of health. Getting attacked by an enemy will take away from that health. Periodic healing spas will completely re-heal the player. NPCs have static health as well.

Points: No point system. Only collection.

Winning: To win, complete your hasenpfeffer meal by getting back to your realm.

Losing: If you die, you lose, and start back at a checkpoint.

Stats: The game tracks what ingredients you’ve collected and how many puzzle mazes they have completed. This will be utilized with a percentage score next to username on main menu.

Line of sight: Enemy NPCs can see through walls but not forever. Once out of a certain range, they stop tracking.

Noise detect: Enemies cannot detect noise, but will attack if they see you over a wall.


Game Characters

Cookie: Player controlled

HP: 100

Combat: Melee

Ability: Scent mode

Purpose: To act as the main character

Story: A portly chef in Europe just trying to make some hasenpfeffer!


Rabbit: Neutral NPC

HP: n/a

Combat: n/a

Ability: speed

Purpose: For the player to follow through the garden during tutorial.

Story: A rabbit you find roaming your garden.


Chips: Enemy NPC

HP: 10

Combat: melee

Ability: chomp

Purpose: Stop you from getting good food. Grunt-level enemy.

Story: A good bag of chips turned bad by the overlord.




Choco: Enemy NPC

HP: 20

Combat: melee

Ability: Chocolate spill

Purpose: Stop you from getting good food. Grunt-level enemy.

Story: A half-eaten chocolate bar out for revenge.


Vines: Enemy NPC

HP: 10b

Combat: Ranged

Ability: Entangle

Purpose: Stop you from getting good food. Grunt-level enemy.

Story: The vines of red do not like to be disturbed.


Overlord: Boss NPC

HP: 100

Combat: Melee/Ranged

Ability: Maze generation

Purpose: Stop you from getting back to your realm

Story: Once good, turned twisted and bent on bad food.




Section III - Resources & Environment


Game Resources

Equipment Purpose

Rolling Pin Main characters melee weapon.


Collectables

Carrot Ingredient to be acquired.

Potato Ingredient to be acquired.

Strawberry Ingredient to be acquired.

Rabbit Meat Ingredient to be acquired.

Letter Has ingredients on them

Sign Wooden post to show directions


Environment

Bush Acts as garden wall.

Healing pool Heals the player

Rock Acts as alternate dimension wall

Pot To put ingredients in


Char models

Chef main character

Rabbit neutral NPC

Chips enemy NPC

Choco enemy NPC

Vines enemy NPC

Overlord enemy NPC


Game Environment

Environment 1: Kitchen / Cookies Garden. This is the starting area the player familiarizes himself with. It is bright and colorful and will contain an entry-level maze introducing the player to the games’ main mechanics with a couple dynamic walls but no enemies.

There will be two main areas here. This inside kitchen, and the outside garden.


Environment 2: Overlord realm. A slightly darker but also colorful abstract realm with enemies in similarly styled simple maze area but with the small added difficulty of low level grunts.

There will be three main areas in this realm. Three distinct areas, and one central hub.


Area 1 is the hub. The hub is a big circular area with three connecting maze puzzles to explore, each with respective ingredients to be found there.

Area 2 is also inside the underground area with a multidimensional maze that requires pressing switches to access different parts of the maze.

Area 3 is an outside maze along the side of a rock face that has you ascending to the overlords lair with all required ingredients.




Section IV - Control & Design


Game Controls

Keyboard: WASD for movement

Spacebar to jump

Mouse: Left click to swing rolling pin

Right click to activate scent-mode


XBOX360: Analog stick to maneuver character.

RB to swing melee

A to jump

RT to activate scent-mode


Visual Design:

Look and feel: The game will be bright and colorful in the outside realm, and slightly darker but also colorful in the abstract realm. The look the game will have the color palette of World of Warcraft. Colorful and cartoony. The gameplay will reflect this with its physics and animation/humor style of Looney Toons.

Camera: 3rd person high over the shoulder. Distance from the character will be somewhere between Gears of War and the original Fallout.


Audio Design:

Music will be light and fun. Non distracting to play, but representative to surrounding area. Light and fun in the garden, dark and brooding (but still light in theme) in the abstract world.


Behavior Design:

Certain enemies will be able to detect destroyable walls and break through them to get at you. Each junk food NPC will have its own unique personality. The final boss will not need AI pathing as she will be stuck in one spot merged with the wall behind her. Normal grunt-level NPCs will require simple pathing along the inside of each maze area.


Physics Design:

The game will have normal world physics applied to the character, objects, and NPCs. When the character jumps, he comes back to the ground. Physics objects like boxes will naturally fall.


Multiplayer Design:

No multiplayer is planned for this game.



Appendix A - Story


Chef Cookie is the son of one of the best Chefs in all of Europe. Living up to his fathers’ standard had not been an easy task, and making the perfect meal is his goal day in and day out. Then came the day that he needed to make the dish he had always feared making. Hasenpfeffer. His dad made it perfectly, and he never wanted to make it imperfect. So he decided this was the day he would make it!


Leaving his kitchen, Cookie descends the elevator down into his garden to acquire some meat for the stew. When he finds a rabbit he begins to chase it down with his rolling pin to knock it out and bring it back upstairs for food preparation.

While chasing the rabbit however, the chef to his bewilderment ends up in an alternate dimension and the rabbit is nowhere to be seen!


He ends up in a dark and colorful realm filled with mazes and stuck in a large hub with a shady NPC telling him about an overlord and how the overlord is hungry and summoned you here to make food for them.


The chef must avoid junk food that has turned evil in this realm while acquiring new ingredients to make for the overlord. When the chef finally acquires all needed ingredients, he must face the overlord to feed them the meal they requested. When the chef enters the overlords’ room, you find out the overlord is in fact a crazed lady who is very hungry. The chef satisfies her hunger which changes the world around him back to the reality he was used to and he returns back home to finally make the hasenpfeffer.




Appendix B - Art List


Sprites:

Glow effect to surround ingredients.


Models:

Rolling Pin

Filename: RollingPin.mdl

Description: A rolling pin to be used for melee. No bones or physics needed.

Format: .mdl

Poly count: low poly

Size: a little longer than the length of an arm.


Carrot

Filename: Carrot.mdl

Description: an ingredient to be collected No bones or physics needed.

Format: .mdl

Poly count: low poly

Size: About 4 feet tall. Nice and big.


Potato

Filename: Potato.mdl

Description: an ingredient. No bones or physics needed.

Format: .mdl

Poly count: low poly

Size: a little longer than the length of an arm. Nice and big.


Strawberry

Filename: Strawberry.mdl

Description: An ingredient. No bones or physics needed.

Format: .mdl

Poly count: low poly

Size: a little longer than the length of an arm. Nice and big.


Rabbit

Filename: Rabbit.mdl

Description: a small rabbit that can hop. Will need bones and rigging.

Format: .mdl

Poly count: low poly

Size: About the size of a normal rabbit. A little bigger than normal.



Bush

Filename: Bush.mdl

Description: A bush that acts as a wall in Cookies, garden.

Format: .mdl

Poly count: low poly

Size: About 20 feet long, 4 feet tall. Should be tileable.


Chef

Filename: Chef.mdl

Description: a portly chef in an apron. Needs bones and rigging.

Format: .mdl

Poly count: medium poly
Size: About 5 feet tall.




















Chips

Filename: Chips.mdl

Description: A crinkly bag of angry potato chips. Needs bones and rigging.

Format: .mdl

Poly count: medium poly

Size: About 4 feet tall.







Choco

Filename: Choco.mdl

Description: A half-eaten chocolate bar with plastic wrap for hands. Will need bones and rigging.

Format: .mdl

Poly count: medium poly

     Size: About 4 feet tall.










Vines

Filename: Vines.mdl

Description: A red licorice enemy that is snakelike and moves on the ground. Will need bones and rigging.

Format: .mdl

Poly count: low poly

Size: About 1 feet tall. 20 feet long.







Overlord

Filename: Overlord.mdl

Description: The final boss. A female mounted into a wall. Will need bones and rigging.

Format: .mdl

Poly count: high poly

Size: About 10 feet tall.



Textures:

Grass

Filename: Grass.tga

Description: Grass in the garden.

Format: .tga

Size: 512x512 px


Tile

Filename: Tile.tga

Description: Kitchen tile.

Format: .tga

Size: 512x512 px



Wood

Filename: Wood.tga

Description: Table legs

Format: .tga

Size: 256x128 px


Counter top

Filename: Counter.tga

Description: kitchen counter

Format: .tga

Size: 512x512 px


Wallpaper

Filename: Wallpaper.tga

Description: Kitchen walls.

Format: .tga

Size: 512x512 px


Rock

Filename: Rock.tga

Description: Alternate dimension floor.

Format: .tga

Size: 512x512 px


Boulder

Filename: Boulder.tga

Description: Alt rock texture for physical rocks.

Format: .tga

Size: 1024x1024 px



Dirt

Filename: Dirt.tga

Description: Dirt around grass.

Format: .tga

Size: 512x512 px


Variously colored walls

Filename: xxxx.tga

Description: Around 4 or 5 different primary colors to act as different walls in the alternate dimension.

Format: .tga

Size: 512x512 px


Model textures

Filename: xxxx.tga

Description: A texture map for each model

Format: .tga

Size: 1024x1024 px


Fonts:

Chef Maze

Filename: ChefMaze.TTF

Description: A custom font for menu that is thick like IMPACT but a little more whimsical.

Format: .ttf


Source:

Textures will be a combination of being pulled from DigiPen’s library and created by our texture artists.





Appendix C - Audio List


Sounds:

Pickup #1

Filename: pickup1.wav

Description: The chef says “alright!” when he picks up an ingredient.

channels: mono

frequency: 44.1 kHz

looping: no

compress: no

Pickup #2

Filename: pickup2.wav

Description: The chef says “eureeka!” when he picks up an ingredient.

channels: mono

frequency: 44.1 kHz

looping: no

compress: no

Pickup #3

Filename: pickup3.wav

Description: The chef says “yes!” when he picks up an ingredient.

channels: mono

frequency: 44.1 kHz

looping: no

compress: no

Pickup #4

Filename: pickup4.wav

Description: The chef says “super duper!” when he picks up an ingredient.

channels: mono

frequency: 44.1 kHz

looping: no

compress: no

wind

Filename: wind.wav

Description: ambient wind

channels: stereo

frequency: 44.1 kHz

looping: yes

compress: no





oomph #1

Filename: oomph1.wav

Description: player gets hit

channels: stereo

frequency: 44.1 kHz

looping: no

compress: no


oomph #2

Filename: oomph2.wav

Description: player gets hit

channels: mono

frequency: 44.1 kHz

looping: no

compress: no


whoosh

Filename: whoosh.wav

Description: player swings rolling pin

channels: stereo

frequency: 44.1 kHz

looping: no

compress: no


thunk #1

Filename: thunk1.wav

Description: rolling pin strikes enemy.

channels: mono

frequency: 44.1 kHz

looping: no

compress: no


thunk #2

Filename: thunk2.wav

Description: alt rolling pin strikes enemy.

channels: mono

frequency: 44.1 kHz

looping: no

compress: no


bonk #1

Filename: bonk1.wav

Description: rolling pin strikes rock.

channels: mono

frequency: 44.1 kHz

looping: no

compress: no


bonk #2

Filename: bonk2.wav

Description: alt rolling pin strikes rock.

channels: mono

frequency: 44.1 kHz

looping: no

compress: no


pshhhh #1

Filename: pshhh1.wav

Description: rolling pin strikes bush.

channels: mono

frequency: 44.1 kHz

looping: no

compress: no


pshhhh #2

Filename: pshhh2.wav

Description: alt rolling pin strikes bush.

channels: mono

frequency: 44.1 kHz

looping: no

compress: no


Music:

menu

Filename: menu.ogg

Description: menu music.

channels: stereo

frequency: 44.1 kHz

looping: yes

compress: 160kbps


overworld

Filename: overworld.ogg

Description: kitchen and garden music.

channels: stereo

frequency: 44.1 kHz

looping: yes

compress: 160kbps


abstract world

Filename: underworld.ogg

Description: abstract world area music.

channels: stereo

frequency: 44.1 kHz

looping: yes

compress: 160kbps


boss

Filename: boss.ogg

Description: boss music.

channels: stereo

frequency: 44.1 kHz

looping: yes

compress: 160kbps


credits

Filename: credits.ogg

Description: credits music.

channels: stereo

frequency: 44.1 kHz

looping: yes

compress: 160kbps


Source:

Sounds and music will be a combination of being pulled from DigiPen’s library and created by our team.



Appendix D – Interface Flow


Game Flow




Menu rough mockup






Tasty ©DigiPen 2012



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