Gameplay Design

1. Executive Summary

Bubbles was once a happy-go-lucky goldfish living in the aquarium with his parents. Some say Bubbles’ parents raised him too soft, and would have described him as a “bleeding-heart liberal” when it came to sharks. But after coming home from a long day in the ‘School of Fish’ to discover that his parents were brutally eaten by a vicious shark, Bubbles underwent a change.

No longer could anyone describe him as a nice little goldfish. Bubbles had become a homicidal goldfish, disgruntled at the aquarium, and bent on revenge. Using the only weapon he has, his bubbles, Bubbles is going to seek out and kill the shark that killed his parents. His anger toward the aquarium’s incompetence at preventing this terrible crime causes him to kill everything that moves in the aquarium. Of course, Bubbles must avoid the usual dangers that threaten all life in the aquarium: the Cat’s paw, and the little boy who keeps trying to squeeze fish to death. Along the way Bubbles loots the aquarium of all its treasures.

2. Game Mechanics

2.1 High priority reactions

The following list of reactions must be met for the game to be playable.

2.1.1 The player reacting to the world

The following section describes how the player responds to the world, i.e., the aquarium.

Basically, we will use the parallax scrolling technique in our game. Bubbles will appear at one third of the screen at the beginning of the game. When the Bubbles reaches two third of the screen in the forward direction, the scrolling will start at the same speed as Bubbles. Same technique applies to the backward movement. When Bubbles moves back to one third of the screen, the scrolling will move at the same speed as Bubbles. If the scrolling reaches the end including forward direction and backward direction, the scrolling just stops. When the opponent moves fast enough, the water in aquarium will produce the effect of vibration.

The player can move up, move down, move forward, move backward and move diagonal. However, we will give a limited space of aquarium. When the player moves to the end of the scrolling including forward direction and backward direction, or moves to the top of the aquarium, or the bottom of the aquarium, it will collide with aquarium, so it knows that is the edge of the aquarium and turn around to swim to another direction.

When the player dies, as we wish the game to continue, we shall reset the player’s position, and in order to avoid the opponents constantly attacking the player, we remove the opponents from the game and reset their positions during the next round of the game.

2.1.2 Things the user can do in the world

The user can move around in 2D in the world, and shoot bubbles forward from the mouth at victim fish. The user can kill victim fish, the level boss, and collect treasures along the way.

3. Artificial Intelligence

3.1 High priority

3.1.1 World reacting to player

When the bubble shot out by Bubbles gets too close to an opponent (victim goldfish or starfish), both the opponent and the bubbles (the weapon) die. The bubbles (the weapon) will of course live again when the player fires again, but the opponent will not be so fortunate for this round of the game. When Bubbles shoots at the level boss (the shark), bubbles (the weapon) need to hit the head of the level boss for three times, and then the level boss dies.

We will space out the opponents in the aquarium.

For our statistics, we shall inform the user how many lives the user remains and which level the user is playing.

3.1.2 Treasure Chests will be scattered at the bottom of the aquarium.

Each will be assigned with a point. Those ones with higher points will be located more close to the opponent. The number of treasure chests will be random but no more than a certain limit at a time. We will use a random timer to control the appearance of the treasure chests. When the player is close enough to treasure chest, the treasure chest will be disappear and point assigned to that disappeared treasure chest will be accrued to the player’s winning point.

3.1.3 Individual Opponent Response to the Player

In general, we will give our opponents the appearance of intelligence by letting them move towards the player, the Bubbles. When they are looking in the right direction and the player is close enough. The following section describes how the individual opponent responds to the Bubbles in the aquarium.

3.1.3.1 Victim Goldfish

Victim goldfish, the opponent, attempts to kill the Bubbles by spitting bubbles back at Bubbles. Victim goldfish tries not to be killed by not being with the Bubbles at the same level in the aquarium. It dies when Bubbles hits it by shooting bubbles.

3.1.3.2 Starfish

Starfish, the opponent, tries to kill the Bubbles by spinning towards Bubbles. In order for the starfish to be smart and not easy to be killed, it does not spin at the same level as the Bubbles. It spins towards the Bubbles from different angle. It dies when Bubbles hits it by shooting bubbles.

3.1.3.3 Shark

Shark, the level boss, attempts to kill the Bubbles by trying to eat the Bubbles. It moves at a speed towards the Bubbles. It dies when Bubble kills it by firing bubbles and hitting the shark’s head for three times.

3.2 Low priority of reactions

The following is a list of reactions that, while would be nice to include, are not required for the first version of the game, but may be included if time permits.

3.2.1 Cat’s Paws

Cat’s paws randomly reach into the aquarium and try to touch the Bubbles. Bubbles needs to doge the cat’s paws in order not to be killed.

3.2.2 Little Boy’s Fingers

Little boy’s fingers randomly reaches into the aquarium and tries to touch the Bubbles. Bubbles needs to doge the little boy’s fingers in order to be alive.

3.2.3 Obstacles

Obstacles will be created and randomly put in the aquarium. Bubbles needs to doge them to avoid hitting the obstacles.

4. Game Progression

4.1 Tasks

Tasks the player should accomplish.

4.1.2 Collect points

The player collects points by killing victim fish and by collecting treasures.

4.1.3 Advance to higher levels

The player advance to higher levels by killing the victims in the current level and the level boss at the end. (low priority).

4.1.4 Avoid Cats’ Paws and Little Boys’ Fingers

The player must avoid coming in contact with cats’ paws and little boys’ fingers, otherwise the player looses a life. (low priority).

4.2 Levels

4.2.1 Finishing a level

The player finishes a level when the player kills the level boss at the end.

4.2.2 Level differences

Further levels look the same but are different in the following ways: there are more enemies, the enemies move around faster, the enemies shoot faster, there is less treasure, and it is harder to kill the level boss (i.e. the level boss must by struck 3 * level_number times to die).

4.2.3 Persistence of lives

A player’s lives are persistent across the levels of the game. For example, if the player had 2 lives left at the end of level 1, then when the player start level 2, the player still has 2 lives left.

4.2.4 Persistence of points

The points the player accumulates across levels remains when the player advances to the next level.

5. Game Elements

5.1 High priority of characters, items and objects

The following list of characters, items and objects must be met for the game to be playable.

5.1.1 Characters

Characters that are encountered at each level of the game.

5.1.1.1 Bubbles

Bubbles, the player, is a homicidal goldfish bent on killing all other fishes such as victim goldfishes, starfishes and the level boss, shark in the aquarium. Rationale: Bubbles represents the player and the main character in this game. The player can move the Bubbles around and kill other fishes in the aquarium.

5.1.1.2 Victim Goldfish

Victim goldfish is the enemy that tries to shoot and kill the Bubbles in the aquarium. Rationale: This allows the Bubbles, the player, to kill the victim goldfish in order to win the points and keep the game going.

5.1.1.3 Starfish

Starfish is another type of the opponent that tries to kill the Bubbles in the aquarium. It usually spins towards the Bubbles. Rationale: This allows the Bubbles, the player, to fight the starfish in order to keep alive and win the points at the same time.

5.1.1.4 Shark

Shark is the level boss, the final enemy at the end of each level. It also tries to kill the Bubbles. Rationale: This increases the difficulty for the player to play at the end of each level. The Bubbles, the player, needs to kill the shark in order to play the next level and win the big points at the same time.

5.1.2 Items

Items that are encountered at each level of the game.

5.1.2.1 Aquarium

Aquarium is a glass container for Bubbles, victim goldfishes, starfishes, shark and other water plants to live. It provides the environment and background for the game. Rationale: This allows the player to visualize what the game environment is since all characters in this game are the water animals.

5.1.2.2 Treasure Chest

Treasure chest is the item that the Bubbles needs to collect in order to get points. The treasure chest usually locates in the bottom of the aquarium. Rationale: This allows player to win more points.

5.1.2.3 Bubbles (Weapon)

Bubbles, the player, and victim goldfishes use bubbles, the weapon, to shoot the opponent. Rationale: This allows the player to use bubbles, the weapon, to kill the enemies. Also, the victim goldfishes use bubbles, the weapon, to shoot the player.

5.1.3 Objects

Objects that are encountered at each level of the game.

5.1.3.1 Lives of Bubbles Indicator

There is an indicator that shows how many lives the Bubbles, the player, has. It usually displays at the upper right corner of the scene. Rationale: It allows player to know how many lives the Bubbles remains in any stage of the game.

5.1.3.2 Level Indicator

Level indicator is used to show the player what level he/she plays. It may locate at the lower left corner of the scene. Rationale: This allows the player to see what level he/she is playing in any stage of the game.

5.1.3.3 Score Indicator

Score indicator is used to show the player how many points the player has. It may locate just below the level indicator. Rationale: This allows the player to track how many points he/she won.

5.2 Low priority of characters, items and objects

The following is a list of characters and items that, while would be nice to include, are not required for the first version of the game, but may be included if time permits.

5.2.1 Characters

Characters that are encountered at each level of the game.

5.2.1.1 Cat’s Paws

Cat’s paws may be in the aquarium and try to touch the Bubbles. Bubbles needs to doge the cat’s paws in order to keep alive. Rationale: This tends to create the difficulty for the game.

5.2.1.2 Little Boy’s fingers

Little boy’s fingers can be in the aquarium and try to touch the Bubbles. Bubbles needs to doge it in order to not lose life. Rationale: It just another feature to make game difficult to play.

5.2.2 Items – Items that are encountered at each level of the game.

5.2.2.1 Obstacles

Obstacles are used to put in the aquarium randomly. So the Bubbles has to make a detour in order to avoid hitting the obstacles and losing its life. Rationale: This is used to increase the degree of the difficulty for the player to player.

5.3 Story

Bubbles is a homicidal goldfish bent on killing the shark that killed his parents and all other fishes as well.

6. Sound Effects

6.1 High priority of sound effects

The following list of sound effects must be met for the game to be playable.

6.1.1 General Background Music

When the homicidal goldfish game starts, cute background music will accompany.

6.1.2 Boss Background Music

When fighting the level boss, shark, different “angry” background music plays.

6.1.3 Bubbles Shooting Sound

This is the sound when Bubbles shoots.

6.1.4 Victim Goldfish Shooting Sound

This is the sound when victim goldfish shoots.

6.1.5 Starfish Sound

This is the sound when starfish fish spins and tries to hit the Bubbles, the player.

6.1.6 Collect Treasure Sound

This is the sound when the bubbles collects the treasure chest from the bottom of the aquarium and wins the points.

6.1.7 Kill Opponent Sound

This is the sound when Bubbles kills the opponents such as victim goldfish and starfish.

6.1.8 Kill Level Boss Sound

This is the sound when Bubbles successfully kills the level boss, the shark.

6.1.9 Victory Music

The victory music plays after the bubble kills the level boss and passes the current level.

6.1.10 Bubbles Gets Killed Sound

This is the sound when Bubbles gets killed by the enemies.

6.2 Low priority of sound effects

The following is a list of sound effects that, while would be nice to include, are not required for the first version of the game, but may be included if time permits.

6.2.1 Cat’s Paws Sound

This is the sound when cat’s paws touch the Bubbles.

6.2.2 Little Boy’s Fingers Sound

This is the sound when the little boy’s fingers touch the Bubbles.

6.2.3 Collision Sound

This is the sound when Bubble hits the obstacles in the aquarium.

7. Menus and Interface Design

7.1 Environment Control

The player controls the game by using keys on the keyboard.

7.1.1 Up Arrow Key

Moves Bubbles up.

7.1.2 Down Arrow Key

Moves Bubbles down.

7.1.3 Left Arrow Key

Moves Bubbles backwards.

7.1.4 Right Arrow Key

Moves Bubbles forwards.

7.1.5 Up & Right Arrow Keys

Moves Bubbles forwards and up.

7.1.6 Down & Right Arrow Keys

Moves Bubbles forwards and down.

7.1.7 Up & Left Arrow Keys

Moves Bubbles backwards and up.

7.1.8 Down & Left Arrow Keys

Moves Bubbles backwards and down.

7.1.9 Esc Key

Quits the game.

7.1.10 Space Key

Fires bubbles (the weapon).

7.1.11 Enter Key

Starts a new game.

7.2 Game Dashboard

7.2.1 Lives

The number of lives the player has left is displayed at the top left of the screen while the game is in progress.

7.2.2 Points

The number of points the player has is displayed at the bottom left of the screen while the game is in progress.

7.3 Opening Menu/Screen

When the player starts the game the opening menu/screen is displayed. This menu allows the player to start a new game by pressing the ‘Enter’ key, and to quit the game by pressing the ‘Esc’ key. This also displays instructions and credits to the user.

7.3.1 Start game

Player starts a new game by pressing ‘Enter’ on the keyboard. This is displayed on the opening menu/screen.

7.3.2 Quit game

Player can quit the game by pressing ‘Esc’ on the keyboard. This is displayed on the opening menu/screen.

7.3.3 Instructions

Game instructions are displayed on bottom left of the opening menu/screen.

7.3.4 Credits

Game credits are displayed on the bottom right of the opening menu/screen.

7.3.5 Game Title

The game title is displayed across the top of the opening menu/screen.

7.4 Save/Load Game

7.4.1 Save Game

The player is not allowed to save the game.

7.4.2 Load Game

The player is not allowed to load a game.

8. Art Bible/Story Boards

See 'Art Bible' section.