Wednesday 8 May 2013

FMP - Research: Donkey Kong Country Character, Level and gameplay design

For my research, I'm going to look into the Donkey Kong Country games for the SNES/GBA.
When these games were released in 1993, 1995 and 1996, they revolutionized the standards for a platformer game, bringing to the table expensive 3D pre-rendered graphics, vibrant immersive worlds, unique gameplay and level mechanics and also sporting an awesome soundtrack.

What I'll be looking into is the design of the game, such as:

.What do the items in the game do, and how do they aid/hinder the player?
.How does the characters moves and playing style change to fit certain situations?
.What unique gimmicks do the levels in these games sport?
.How are character designs molded to fit the characters role/mechanic?
.What trait does these games share with other games designed by Rareware?
.How did the gameplay and mechanics change when the Donkey Kong Country games changed into 3D with Donkey Kong 64 (Nintendo 64) and Donkey Kong Country Returns (Wii)?

Thursday 2 May 2013

FMP - Game Layout/Design Document

NOTE: I will be updating this post regularly when I develop new ideas.
For extra fun, read this design document in Stephen Fry's voice.


The story of this game is that Sketch and Trixie were enjoying a day of relaxation at Turtle Beach, when suddenly, the sunlight disappears and the evil Baron Krinde appears from nowhere and kidnaps Trixie, with no clear motive.
The sun returns and everything seems normal again, but Sketch, now infuriated, won't stand for this and immediately sets off on a quest to save his girlfriend and defeat the evil monarch.
He soon discovers, than not only Trixie is in trouble but inhabitants in many of the islands area's, so Sketch, while still keeping his main goal as Trixie, vows to return the island to normal and free the kidnapped inhabitants.

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Sketch has to traverse nine worlds, each containing three levels, a boss stage and a secret level. (With the exclusion of the final world, which is one normal stage and two bosses.)
Along the way, Sketch will have to free the inhabitants of the worlds by breaking the cages they are in, and also occasionly, Sketch will run across Sprites, which are fairy creatures who'll give Sketch health upgrades when found and sometimes give Sketch some special power or new ability to make the adventure easier. (These abilities wear off after you exit the world, but will always be active in that world especially.)

Turtle Beach
A beautiful beach, filled with glorious sunshine, green palm trees, glimmering sand, vibrant blue sea and sentient killer Ice-Cream.
Lovely.

NPC's to save: 3 Turtles, 1 Sprite

Enemies:
Ice ScreamA sentient Ice-Cream who walks around, sipping a freezing cold drink and enjoying the sun. (Odd for someone of his molecular makeup.)
He'll throw his drink at Sketch, and if the drink hits, Sketch will be frozen in place temporarily, which can be bad news if Ice-Scream is only a few steps in front of him, as Ice-Scream will Begin walking forward after throwing his beverage.


Crabschtick - A bunch of grouchy crustaceans who bury themselves in the beach, waiting for Sketch to come near so they can snip him up a treat.
A few jumps on their heads after they emerge should do the trick.


Mersalka - They may look similar to the charming merpeople of the Deep Blue, but unfortunately for Sketch, these renegade merpeople in particular are as evil as mixing marmite with jam.
They'll leap from the sea, harpoon in hand, ready to spear the catch of the day.
Worse than that, they are too far away for Sketch to attack, so you'll just have to dodge them.


Buck - Everyone likes to go to the seaside and build a sandcastle every now and again, but what can you do when the bucket and spade come to life?
Unfortunately, for Sketch, this beach has a few of these unnatural sandcastle building tools, and they'll quickly build a barrier in front of them that Sketch must destroy in order to proceed onward.


Grogs - Krindes 'run of the mill' henchmen.
They share their masters ugly looks and evilness, but unlike Baron krinde, these grunts are as thick as a puddle of mud, and usually run blindly after whatever their lord demands, even if it leads off a cliff.
This time Krinde wants Sketch, but these slack jawed imbeciles are very easy to take down, so there isn't much of a problem.


Boss Stage: Mermalade's Lagoon
Boss: Mermalade (A giant Mersalka.)
Sketch starts to run down a peer which leads to the forest nearby, but while travelling, he enters a small cove area with a cave leading straight out to sea.
Suddenly, a massive figure begins swimming from the distance towards the peir, and when it emerges, it turns out to be a massive 'queen' Mersalka, who's ditched the harpoon and instead uses her hands to smash the peir that Sketch is standing on.
Sketch will have to jump on her hands to harm the boss, and after half her health is gone, Mermalade becomes incredibily enraged, and begins to smash the pier much faster, and also she begins swiping at Sketch. (This can be dodged with a well-timed jump.)
She'll also swim tot he distance and start spitting a stream of water at Sketch.

After eight hits, she gives up the fight and quickly retreates into the briny, leaving Sketch with the ability to move onward.


Funky Forest
NPC's to save: Three Monkeys, Two Sprites

(Enemies and Boss to come soon)
Cobalt Caverns
NPC's to save: (Still idea developing)

(Enemies and Boss to come soon)

Dastardly Desert
NPC's to save: (Still idea developing)

(Enemies and Boss to come soon)

Deep Blue Sea
NPC's to save: Four Mermaids, One Sprite

(Enemies and Boss to come soon)

Swamp Level (Still developing.)
NPC's to save: Three Bee's, Two Sprites

(Enemies and Boss to come soon)
Creeper Carnival
NPC's to save: Four Clowns, One Sprite

Castle De Pore Krinde (Final Level)
NPC's to save: Trixie, no Sprites

(Enemies and Boss to come soon)