Documente Academic
Documente Profesional
Documente Cultură
Version
Hang On
Team
LOLQQ
Project lead
Harshal Chheda
harshalchheda@hotmail.com
Tech lead
Amol Bankar
Art lead
Siddhesh Malkarnekar
Concept art consultant
Jerome Regef
1.0
1.1
16-11-09
17-11-09
1.2
17-11-09
1.3
18-11-09
1.4
21-11-09
24-11-09
First draft
Major proofreading
Collating and integration of sketches and text from various documents
Major formatting, added graphics and polish effects
Added section: Team Structure
Minor grammatical, formatting and technical corrections
Fixed text in the Enemies section not showing because of textbox size
Added change log
Added controls section
Correctly placed Progression topic
Fixed descriptions of some normal form ability sketches not being in numbered lists
Major formatting, added graphics and polish effects
Added abilities in Game play section
Moved weakness and vulnerabilities to the Game play section
Balancing section removed
Added Technical Overview
Minor grammatical, formatting and technical corrections
Table of Contents
Introduction .............................................................................. 1
Universe .......................................................................................... 2
Premise and characters .................................................................. 3
Visual Style ..................................................................................... 4
Colour schemes and ambiance ....................................................... 5
Gameplay................................................................................. 6
Normal Form ................................................................................... 7
Abilities............................................................................................ 7
Weakness and vulnerability ............................................................ 7
Inflated Form ................................................................................... 8
Abilities............................................................................................ 8
Weakness and vulnerability ............................................................ 8
Goo Form ........................................................................................ 9
Abilities............................................................................................ 9
Weakness and vulnerability ............................................................ 9
Hardball Form ............................................................................... 10
Abilities.......................................................................................... 10
Weakness and vulnerability .......................................................... 10
Game Demonstration .................................................................... 10
Progression ................................................................................... 17
Enemies ................................................................................. 18
Plants ............................................................................................ 18
Sucker Plants .......................................................................................... 18
Random Pea Shooter ............................................................................. 18
Aimed Pea Shooter ................................................................................. 18
Eater Plant .............................................................................................. 18
Animals ......................................................................................... 19
Camo ...................................................................................................... 19
Spiky blow random.................................................................................. 19
Spiky blow aimed .................................................................................... 19
Fireflies ......................................................................................... 19
Level Elements....................................................................... 20
Platforms ....................................................................................... 20
Plants ...................................................................................................... 20
Flexi-branches ........................................................................................ 20
Grabbing Platforms ................................................................................. 20
Anti-Grab Platforms ................................................................................ 20
Poles ....................................................................................................... 20
Moving Platform ...................................................................................... 20
Pivot Platform .......................................................................................... 20
Bouncing Pads ........................................................................................ 20
Obstacles/Hazards ........................................................................ 21
Lava ........................................................................................................ 21
Acid Pool ................................................................................................. 21
Rocks ...................................................................................................... 21
Thorns ..................................................................................................... 21
Conveyor belts ........................................................................................ 21
Blocking Walls and Planks ...................................................................... 21
Props............................................................................................. 22
G O O
F U
G A M E
D E S I G N
Introduction
Genre
Players
View
Platform
Engine
Ages
Plat former
Single
Side View, 3D
PC
UDK
8+
Universe
he Goo-Fu universe has strange and varied landscapes and creatures. There
are many different species of intelligent to semi-intelligent creatures on
Coops planet. The part where Coops people live is a Goo-swamp, and the
creatures are made mainly of goo, like humans are made mainly of water.
However, the geography of the planet changes drastically and also includes molten
lava-filled landscapes, tropical forests, icy mountains and deserts
Visual Style
oo-Fu is in 3D and played with the camera locked in side-view, like the
game Trine. The dark storyline, where Coops family is dead and his
people are in jeopardy, along with the destruction of the land are
contrasted by colourful, humorous characters.
Goo-Fu is in 3D and played with the camera locked in side-view, like the game
Trine.The dark storyline, where Coops family is dead and his people are in
jeopardy, along with the destruction of the land are contrasted by colourful,
humorous characters.
These plants are some of the examples of props that you will see in game:
Gameplay
situation.
Each of the four different forms possessed by Coop have their own strengths
and weakness. Coop has to use these forms according to the in game situations.
Each situation demands a different kind o action and technique which is
strategic to one of the four different forms.
Normal Form
his is the form Coop starts with and is in by default. It has two limbs that
can be controlled independently to grab, pull, shock, etc. In this form,
Coop has excellent maneuverability, as he can pull himself towards
platforms, swing from platform to platform, shock enemies, pull and drag
objects and even pull himself towards some enemies that he has grabbed.
Abilities
Two independently controlled limbs for:
Grabbing platforms
Pulling and grabbing objects
Swing from platform to platform
The limbs have blue energy to shock enemies.
Pulling himself towards the platforms and enemies that he has grabbed
Weakness and vulnerability
Normal walk speed
No jumping
Fire vulnerability
Sharp/projectile vulnerability
Fall damage vulnerability
Impact damage vulnerability
Inflated Form
oop becomes like an inflated balloon he is very light and delicate, with
the ability to bounce (jump) and float around. When falling in this form,
he floats down slowly, avoiding taking damage.
Note
Abilities
Jumping and bouncing from platform to platform
Reduced fall speed
No fall Impact and damage
Goo Form
oop collapses into a living puddle of jelly-like goo. In this versatile form,
bullets go through Coops liquid body and he can push himself through the
narrowest of gaps, going places otherwise impossible to get to. He can also
rise up like a wave and devour an enemy, slowly assimilating him over time
for a health boost!
Abilities
squeeze through the narrowest gaps
stretch coop body upto a certain limit
assimilate (eat) enemies
Bullets go through Coop without damaging him.
Weakness and vulnerability
Normal crawl speed
No jumping
Fire vulnerability
Fall damage vulnerability
Impact damage vulnerability
Hardball Form
he ultimate Goo-Fu fighting technique, this form lets Coop turn into a
rock-hard mass that is almost invulnerable to ordinary damage, with the
ability to bulldoze through opponents like they were mere bowling pins.
Abilities
Coop can plough through enemies and destroy walls
Takes greatly reduced damage from fire, bullets, etc.
Game Demonstration
Double-Click the box below for a short demonstration of the main game play.
Gameplay _Demo.sw f
Note
This link may not work if this document is in .pdf form.In that case,please acess the
Gameplay_Demo.swf file manually
10
his section will describe the abilities that the player has access to in each
form, with example illustrations.
Normal Form
Swinging across a gap
1. Grabbing the ceiling
2. Swinging across
3. Landing on the destination platform
4. Inflated form is too big to make the jump
Chain Swinging
1. Grabbing the ceiling
2. Chain swinging
3. Landing on the destination platform
11
12
Inflated Form
Slow fall, jump-kill
1. Grabbing a platform and pulling up
2. Shocking enemy
3. Avoiding enemy by swinging over it
Controlling falls
1. Falling in normal form
2. Switching to inflated form to slow and
better control fall
3. Quickly switching to normal form,
swinging to hidden area
4. Taking power up
5. Continuing fall in inflated mode
13
Goo Form
Bullet immunity and assimilation
(Enemy is shooing at coop)
14
Hardball Form
Fire Wave regular intervals
1. Starting in normal mode, which is
vulnerable to fire
2. Change to hardball mode to greatly reduce
the fire damage when the wave hits
3. Continue in the interval between waves
See-Saw
1. In normal form, Coop is too light to
move the see-saw
2. Change to hardball form to swing see-saw
downwards
3. Move up the see-saw in normal form
4. Swing to destination
Rolling smash
1. Start in normal form
2. Change to hardball form and roll down
the slope
3. Smash the wall and enemy
15
Hardball Form.contd
Booster smash
1. Starting in hardball from
2. Using the booster to shoot towards the
enemies and crush them
Springs
1. Starting in normal mode, standing on the
spring
2. Changing to hardball mode, whose heavy
weight compresses the spring
3. Swapping back to normal mode, the spring
expands forcefully pushing coop upwards
4. Grabbing the ceiling and swinging to the
destination
16
Progression
oop starts off in Normal Form and, as the story unfolds, gets trained in
the Inflated, Goo and Hardball Forms by the old, eccentric Goo-Ball. He
can also find upgrades for each Form, such as the ability to cause
explosions that damage groups of enemies instead of just shocking one,
the ability to gain a burst of speed in Hardball Form, the assimilate ability in Goo
Form, etc.
The tutorial and teaching the use of new abilities is embedded in the storyline. For
example, when the eccentric Goo-Ball teaches Coop Inflated Form, he makes
Coop go through training with that form, which becomes a level in itself,
dedicated to that form.
17
Enemies
Plants
Sucker Plants
Eater Plant
18
Animals
Camo
Fireflies
These files are at certain places in the game moving about along
certain paths. They are constantly on fire so they can damage the
player, especially in inflated form.
19
Level Elements
Platforms
Platforms are of various types in this game, including ground, trees, rocks, etc.
Plants
Flexi-branches
Grabbing Platforms
These platforms are on the top side of the scenario so Coop has to grab them with
his limbs to cross them
Anti-Grab Platforms
Pivot Platform
Bouncing Pads
20
Obstacles/Hazards
Elements that can harm the player or stop him from progressing.
Lava
Will kill the players that fall into it, can also spout lava balls
Acid Pool
Pool of acid, if player falls in this pool it will kill it slowly so player has the time to
save himself till he completely drowns in the pool
Rocks
These help contribute to puzzle elements and can be used by the player to kill
enemies
Thorns
Thorns are placed in the middle of the path. Inflated form is especially vulnerable
to these.
Conveyor belts
Platforms that act like conveyor belts, pulling the players in a certain direction if
they are standing on them
Blocking Walls and Planks
These are blockages in the path. The walls and planks can be smashed by the hard
ball form to help the player to pass through them
21
Props
Objects that are used to fill up the scenery and have no effect on game play.
22
23
Technical overview
The following is a brief about the technical requirements and tools of the project
Target System Requirement
Goo-Fu based on the UDK engine, will be developed for PC distributions of
the game.
Epic lists the following system requirements on the retail box:
Operating System:
Windows 98 / Me / 2000 / XP
Processor:
Pentium IV 3.0 GHz or higher
Memory:
1 GB RAM minimum (2 GB RAM
recommended)
Hard Disk Space:
10 GB free space
Video:
NVIDIA GEFORCE 9100 M G Minimum
or higher
Sound:
XP/Vista compatible sound card
DirectX:
DirectX version 9.0b (included) or higher
Tools
All members of the development staff will have access to development computer
with standard office programs such as Microsoft Word and Excel. In addition, all
members will have access to the basic tools that accompany UDK.
24
Team Structure
Blue :
Green :
Core Team
Outsourced
25
THE END!
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