aki's quest
game design document

Game design copyright (C) 2001 Kevin Meinert, kevin@vrsource.org This design available freely only to members of the ISU Game Developers club. For outside use, please ask permission from the authors. Revisions are welcome, submit them to the club or to Kevin directly.

Contents:


AUTHOR(S) AND CONTRIBUTORS(S)

Kevin Meinert

GENRE

action adventure

detail description:
cross genre - (elements of RPG, puzzle, and arcade action combined)

KEYWORDS

puzzle, scientific method, mechanics, geometry,
heavy weapons, tank, girl

SIMILAR TO OTHER GAMES?

aki's quest takes ideas from many places:

basically blastermaster exploration, ankh puzzles/philosophy, quake weaponry, with zelda adventure, and mario/zelda fantasy.

(note: what's ankh, what's it look like?? go download an AppleIIe emulator and get ankh.dsk file for it :)

OBJECTIVE

general: Save the universe while trying to get back home. specific: Solve a series of puzzles using scientific method to advance in the game. Using heavy weapons, defeating any enemy that gets in the way of the adventure. Find and gather clues about getting your home portal to open again, and possibly save the universe

WHY THIS GAME IS FUN

player needs to be clever (puzzles!), lots of weapons, powerups, character building, RPG, puzzle, and arcade action combined

throughout, the player achievs a feeling of discovery (very important)
the player can express themselvs in many ways at once or one at a time

This game will also appeal to those who enjoy ancient civilization + technology + magic (tech = mechanical, electricity, atomic)

TARGET AUDIENCE

people who like puzzles with a mechanical/scientific slant combined with adventure with plenty of action complimented by an intelligent reason for playing (not stupid/weak like "save the princess"). The game will start out easy so anyone can play, and get progressivly harder.

some random philosophy (TODO: move this section elsewhere)

well... similar to metroid, zelda, blaster master etc... there were tons of areas or "levels", but they do end at some point, and there is a weak story line. levels are continuous, and able to be reentered from beginning or end. for example, Aki could return to the first village in the game to pick up more supplies if needed...

The primary focus in this game is the puzzles. puzzles run the universe, and is how to release energy and reveal paths. puzzles are mechanical in nature, and require the scientific method to solve.

Story. Very behind the scenes, but is a driving force. More story than super mario (not just dumb save the princess)... player should feel compelled to play because their imagination tells them that playing is important and that they are making some great change in the world. they are learning from the puzzles, and enjoy the challenge, and like how the plot twists itself into this puzzle game. but the story is still secondary. So basically, there should be a great story, not just some dumb "save the princess" like mario had. But it is important to note that this story is _behind_ the action (the gameplay is similar to mario and ankh).

GAMEPLAY IN GENERAL

character

puzzles

levels

travel

STORY / PREMISE

I'm going to brainstorm here. anyone want to revise this into english?

lets answer these questions:

PUZZLE DESIGNING GUIDE.

puzzles are solved using the scientific method:

Puzzles are never solved by chance

Be clever, these puzzles should be logic based, make you think, and make you appreciate it when you've solved it (i.e. it shouldn't be obvious). The puzzles can be imbedded into the map as well (below ground generally) throughout 2 or more rooms, or small puzzles in just one room. Generally I think of puzzles as hunt/gather/apply - where you need to find the pieces, then transport them to the problem area, then figure out how to assemble them to solve the problem. use your engineering minds!

Most puzzles will require some object (key, block, crystal, mechanism, spring, etc...)

WORLD DESIGNING GUIDE

World types

Transitions between worlds

No bosses! Just puzzles and minor creatures stand in your way of travel.

OUR STORY SO FAR

The basic premise: a prophecy is about to be fulfilled. In the universe, there is energy that connects every world. Every 1000 years this energy solidifies into actual passages that allow travel between worlds. The guardians of these passages are an ancient secret priesthood. They of course know of this prophesy, and must see to it that it is fulfilled. They contact Aki, for she is the chosen one...

Main character is a girl named Aki. Aki is a normal girl, likes to play etc... she is especially facinated with toy guns and rocket launchers, and spends many hours in the back yard with her dog.

One night she wakes up to the sound of scratching at her closet. Fearless, she gets up to investigate and discovers that there is a cool wind coming from under the door. Throwing it open she climbs in and emerges into a rocky cavernlike tunnel. The door slams shut behind her and she is unable to open it.

clawed hands grab aki, around her are several birdlike figures in robes (like titanAE). they introduce themselves as an ancient order bestowed with the task of preserving order and freedom to the universe. they explain that there are several caves just like the one they are in that lead to other worlds. A prophecy has foretold that someone from aki's world would restore order and stability. "but why do you need me? you seem to know a lot about this already..." they explain that priests are not able to fight the evil that invade the interworld subterrainia because the evil force possess technology far too powerful (several mages have been defeated already it seems, the preisthood only possess a weak form of magic that allows them to read crystalballs and tealeaves and perform lesser magic such as healing and etc...)

   [add in dialoge from the first paragraph of "our story so far"]

the mages create a flock of luminescent insects and explain that they will guide aki to the start of her adventure. they wish her luck and cast the flock into the darkness. aki follows, and emerges from a secret door on the side of what appears to be a large ziggarraut...

anyway, this is where the story picks up, and the gameplay begins.

VILLAGE OF ATLA (THEME IS ANCIENT MAYAN)

At the base of the ziggurat there is a marketplace. Unsure what to do, Aki tries to blend in and checks out several of the stalls. One of them houses a strange mystic that upon seeing her invites her to come in and talk. Asking him questions teaches her much about her new world. Strangely he knows about her entrance from the closet, and informs her that she will not be able to get back because there is a force holding it closed. To disable the force will require some research and aquisition of powers the mystic can not provide. Thus he suggests that she explore the land and see what she can find. throughout the market are hidden powerups, so exploring here is a good thing. NOTEs: she doesn't find her vehicle until later, inner and outer atla she is walking and building her character Zelda 64 style.

OUTER ATLA (JUNGLE WITH CLEARINGS)

Here powerups are found in organic containers: mushroom stools, on enemies, etc... Also found in plain view: floating items, gems. (expand on this, gameplay, enemies, puzzles, etc...) Hidden is an entrance to the subterrainian world.

SUBTERRAIN ATLA (ROCKY + TECHNOLOGY)

lots of loderunner and mario action (ledges, weapon/item/wealth powerups, enemies). Here is where she vinds a vehicle, appanently it was being stored by some techomancer... To find it she solved 3 puzzles involving locks. The locks are not standard locks, but must be cleverly triggered. Inspection of the world are all the hints she has.

1st puzzle

10 rooms. press wall plates in a long winding corridor. The number above the plate opens the door with that number. you as a player need to notice that the numbers may be connected with each other.

2nd puzzle

she finds a key that emits a short tune. match this to the door that emits the same tune.

3rd puzzle

she finds a new kind of object that when "used" it emits a burst of energy (or bullet)... The burst always exits from the same direction (world aligned) no matter how she drops the item on the ground. She can "use" it while it is on the ground, or while it is in her inventory. Shooting it with a weapon will redirect the burst in the object's direction as well (only with certain gun). There will be a timed door that when triggered will close again after 2 seconds. Unfortunately for Aki the trigger is just too far away. She must place the shooting object near the trigger and shoot at it while standing near the door.

The vehicle is too big to fit through the way she came, and must exit out a larger tunnel, which leads her to a new world.... Plans on the walls of this cave showed that the vehicle is a prototype design. The plans illustrate the vehicle's advanced capabilities. currently, the vehicle can do the normal driving plus straef and jump. she soon notices that the vehicle is upgradable when she finds a simple weapon for it (drive over it to pick it up).

NOTE: the addition of the vehicle adds the need to find power for it. If the vehicle power runs out, then Aki's health meter is displayed, but will probably run out fast if against a vehicle-strength enemy... If vehicle power becomes too low, it will sink to the ground unable to move. Aki is able to get out and find vehicle power cells or repair kits.

OTHER LEVELS

describe some levels here. going into details about the puzzles and strategy in each part. describe items and enemies too. give sketches or pictures of the map for each level (concept or fully planned)...

I want at least 3 of the levels themed to each of the following,

DESCRIBE MAIN CHARACTERS

aki

  • like the Link character from zelda, but female and kick ass!
  • she is really agile
  • she's strong
  • dark hair (with blue highlights)
  • is excited by heavy weaponry.
  • can run, walk or jump (like mario)
  • not afraid of anything
  • anime/cartoony style. we need a good balance so that she's not awkward to control like tomb raider. mario and zelda are both really easy to control (maybe because of character proportions?) she can turn on a dime, is controled while she jumps, etc...
  • she can "jump", "use", "fire", "change weapon", "straef", crouch maybe too...
  • some weapons auto aim, but not all.

ENUMERATE GAME OBJECTS

weapons

  • rocketlauncher
  • chaingun
  • plasma pistol (never runs out of ammo)
  • others? submit your ideas...

vehicles

  • describe some...

powerups

puzzle objects

world items (can't pick them up)

ENUMERATE ENEMIES

Timeline (milestones)

hmmm... probably will take a while.

BUDGET

$0 (just time cause we're all free!)

BRAINSTORM FEATURES (sorry no time to write this up! :)

just a raw brain dump...
- vehicle and aki mode (i.e. she can get in and out of the vehicle)
- powerups (for ship and aki)
  - for vehicle weapons, and aki weapons
  - health, speed, armor, etc..
  - treasure (different values of jewels spread everywhere like in Spiro)
  - aki can't carry ship powerups
  - ship can't carry aki powerups
- "get out of your vehicle" mode
  - there will be narrow areas that require this
  - there are a different class of weapons powerups for this mode
- Jump for both vehicle and aki
- puzzles
  - remote control
- RPG stats (for ship and aki)
  - speed 
  - aiming
  - armor
  - hand to hand combat
- bonus levels
- random thoughts
  - some enemies you can't squish
  - some you can't bury
  - some you can't shoot with certain weapons
- weapons
  - hot keys (like quake 1-9 and 0)
  - dig holes (like loderunner)
  - jumpsquash (supermario style)
  - traditional
    - rocket ...................(best)
    - railgun
    - chaingun (plasma?)
    - plasma ...................(worst)
- singleplayer with option for mplayer (pretty much singleplayer game)
- inventory screen
  - arrange picked up items.
  - specify what parts of ship has armor, weapons
  - covers entire view (to simulate not paying attention when arranging)
  - does not stop gameplay! :)
- triggered items
  - some remote control weapon (box that shoots, like in ankh)
    - the remote control can be picked up separately of course. :)
  - timed door who's trigger is in another room 
    (thus you'd have to use the remote control 
     weapon to push the button for you)
- savegame
  - save crystals found at every checkpoint give you the opportunity 
    to save them up and choose when they are used.
  - save is allowed at game exit (we're not cruel)
  - cheat mode gives a quick save anytime, but you don't get treasure.
  - consider this... quicksave available everywhere except for in areas 
    near the end of the level.
- lives
  - just one (like diablo ii)
  - you have a health meter (power ups will be available)
- vehicles
  - after certain "special" enemies are killed, you can repair their ship
    - and use it.
  - issue... how to repair the ship?
    - aki carries a repair kit found in special aki-only areas of the map
  - need to switch vehicles
    - new tank allows you to jump higher to a place you need to get to
    - more inventory but slower ship (or less and faster)
    - tank weapons can't transfer (cause the aki can't carry them!)
- camera (like mario64)
- enemies
  - when you learn the puzzles, the this can give the game replay
  - makes the game more fun, harder when puzzles are easy.
  - some can be buried, some jumpsquashed.  most can be shot, but not some. :)
  

TODO: break all this stuff out into chapters.  should make a nice 50
page doc when done. :)