Design Document – Everyone Gets Treasure! The Roleplaying Game Show

Design Document – Everyone Gets Treasure! The Roleplaying Game Show

Synopsis: 

A crazy wizard hosts a game show for adventurers to compete for fame and fabulous prizes. Heroes from all over the realm travel to his tower and are grouped into teams of five. Each episode, in front of a live studio audience, they  will do battle against waves of ever more dangerous enemies as they climb the tower higher and higher. When only one remains standing , the game stops. As the audience cheers, the wizard and hero reappear on stage. This hero can either return to compete in the dungeon again with a new party, or  go into the tower’s “Roster of villains” where they will appear in future episodes as bosses for the party to compete against.

Game Flow:

1> Title Menu – (Start Game, View Heroes, Credits, Options)

2> On start clicked, show wizard on stage with cheering audience. Wizard asks “Who will be competing today?”

 

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5 boxes appear. Tap on a box, it then shows a selection of character classes the user can choose from

This screen shows that class’s ability stats and a few facts about them ( Clerics can cast heal on party members etc ) – also shows a dice to select randomize name. Characters are set and will not be customised, but are assigned a colour. Eg the first slot is clothed in blue, the second in red, etc.

Once character is approved, they slide onto the stage. Repeat this process x5

When all characers are on stage, the wizard host starts throwing coins around and the crowd start cheering. The host channels Oprah Winfrey: “You get treasure. You get treasure! EVERYONE GETS TREASURE!”

The game’s logo flies down from the scaffolding as lights and music play to thunderous applause.

The host announces the game is starting, fades to black.

Fade back in to a circular pillar with the 5 heroes standing on it ( top down view). The pillar rises up through a tower, past windows etc. You can use this time to rearrange the position of your heroes – this is an important tactic in the battle, because heroes in the front can attack, heroes in the middle and rear can only used ranged weapons, and so on.

 

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The platform then comes to a standstill at a room with four gated doors. Depending on the level, there will be up to four stone walkways connecting to the pillar. Monsters will appear on the level out of one of the four doors. In early levels, they will only come from one direction (the north gate) but as the players get higher in the tower they will appear from the other gates.

Combat

Combat is phase and turn based. All heroes and monsters get a turn ( to attack, use an item, etc ) then the phase is over.  Monsters and heroes have a little green health bar above their heads.

 

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At the start of the turn, A green circle appears under the player who’s turn it is, and icons representing his options will appear in the middle of the screen. All characters have the following options by default:

1> Attack  – tap this, then tap the monster you want to attack. You can only attack monsters in your quadrant – so if you’re in the top left of the platform, you can attack monsters to the North and West.

2> Special Attack ( There may be several of these depending on your level. They have varying functions like attack for double damage, or destroy a group of monster ) … they have a cooldown also meaning they cannot be used for a while following use.

3> Switch position > Switches your position to another member of the party’s position. For example, you can move an injured fighter into the middle position where he can’t be hurt by monsters, switching whoever was in the middle to their position

4> Rest  – Ends the character’s turn and heals them slightly.

Monsters also will have these options. They will select a character based on their threat and then attack. For the most part, the same rules apply to the monsters as the heroes. They can only attack heroes in the front line and so on.

When an attack happens, the character tween animates over to the monster’s position and plays an attack animation. A damage splat with the amount of damage appears, then the character tweens back. The whole thing should take about 2 seconds or less.

The wizard will occasionally appear in a speechbubble to commentate on the fight’s progress. He might also decide to intervene in the game “Let’s throw some fireballs into the mix!” or “This is too easy, I think we need to get some giant slimes in there, what does the audience think?”

 

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Shoppe and Level Up:

After the level , each character still alive gains experience ( XP  ) depending on how well they fought. The entire party receives an amount of gold as well – gold however is for the whole party and not for individuals.

Any character who levels up will receive some stat boosts and (depending on the level) additional powers , such as the ability to heal everyone in the party at once for a cleric, or for a barbarian, the ability to attack monsters who are not in the frontline.

The platform lift continues to rise up through the tower until it comes to a window in the wall with the sign ‘Shoppe’ above it. A goblin shopkeeper appears and will sell items to the players such as healing potions, magic rings and trinkets. Each character has four slots under their character portrait that can be filled with these items. There is also a ‘group backpack’ that items can be stored in and then equipped to characters – but they may hold no more than four items at once.

 

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Mobs and bosses

Enemies will be made up of mobs that appear at the start of the level, and others that appear after X turns. So, for example, level 10 may have 6 goblins appearing from the north gate in turn one, and then 4 turns later a giant bat might fly in from the west.

Boss monsters can also appear – from a visual point of view, we might have them not appear on a platform, but coming up from the tower depths, ( a giant serpent for example would be far too big for the platform but can disappear into the gloom. These boss monsters are much harder than regular mobs but offer much more reward in gold and experience.

Some levels might even have water underneath the platforms , so we can have aquatic enemies that attack the players. A giant tentacled squid for example.

Game Over 

At some point during the battles, characters will die. They cannot be resurrected by any means. The party must go on without them, meaning battles continue to get tougher. If the group survives a level but has a few deaths, items once belonging to those heroes will appear in the group’s backpack inventory.

Once all heroes are dead, the game is technically over – however, on the killing blow for the last hero, the game will fade to white and that hero will reappear floating in the air, lights around him. The wizard will appear and announce something like “Barbarian is the last hero standing!”

The player is then given the option of reviving the barbarian ( for a gold cost depending on what level they reached ) – if they do so, that character then goes into a pool of heroes that may be used in future games.

Should the player not choose to revive the barbarian, the crowd will boo and the barbarian will become a BOSS MONSTER in future adventures. This character goes into the pool of monsters and will be randomly selected to appear in future games. Even if killed, they will keep returning. Eventually, the tower will be full of these villains who were once in your party.

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Repeat Plays

The next time a game begins, any characters in your pool of heroes can be added to your group, making your group far more powerful. For a gold cost, the group can also start at a higher level ( but no higher than whatever tower level their most powerful character has reached. )

Should these ‘allstar’ characters die, they will still return to the pool of heroes but will not gain any power they may have earnt during this playthrough ( unless of course you choose to revive them again at the end of the game – you can alternatively send this new, more powerful hero into the dungeon as a villain to be faced off against.)

 

Character classes ( can add more later if the game is popular ) :

1> Warrior
2> Mage
3> Knight
4> Cleric
5> Bard
6> Rogue

Each character class has different statistics:

ATTACK: A % number that determines how likely this character is to hit enemies
DEFENCE: A % number that determines how likely this character is to dodge attacks from enemies.
DAMAGE: Determines how much health is taken from your enemies on a successful basic attack
SPEED: Determines which order the character gets to have their turn. Faster characters/monsters attack before slower – but all characters will get their turn unless asleep, dead, incapacitated etc
HITPOINTS: An abstracted measurement of how much damage you can take. Armour is not really addressed in the game other than special items the characters may equip (which will not be seen on the character sprite)
MAGICKA: Each time you use a special attack, it costs you magicka. Magicka will replentish every round. The amount of magicka you have will go up each level.
THREAT: How much of a threat to monsters your character represents. The more damage your character does to enemies, the more of a threat he becomes

In addition to these stats, characters also have unique powers, such as the cleric’s ability to heal his party, or the mage’s ability to cast fireballs which can hurt groups of monsters at once.

Every level, your characters stats will automatically improve. How much they improve each level is determined by your character class. Barbarians, for example, will gain a lot more hitpoints each level than a mage, who will gain a lot more Magicka instead.

Art assets required ( 2D, iPad resolution of 1024×768 ) 

* Title screen image – five heroes on a circular platform , monsters all closing in on them.
* Game logo
* Wizard host – 5 different expressions ( Happy, excited, angry, questioning,  clapping  etc )
* Game show stage in layers (  back wall, scaffolding with spotlights, curtains, wooden stage, darkened audience in front )
* Tower interior ( looking down from above ) , featuring random windows, 4 gates ( open and closed ) , 4 stone bridges and a platform
* Shopkeeper goblin portrait
* Various UI elements like buttons and menu backgrounds. Potentially can use transparent rounded boxes for simplicity.
* Icons for attack, rest, switch movement and special abilities ( up to 5 per character )
* Character and monster art. Each character has six animation frames:

  1. Standing 1
  2. Standing 2
  3. Attack Start ( sword held up, wings up ready to attack etc )
  4. Attack finish ( sword strikes , wings buffet etc )
  5. Special Attack ( one frame only , for things like casting a spell )
  6. Dead

* Characters will be colour coded, so if the player wants five barbarians, they’ll see the same sprite but the first will be in blue, etc. The colour order is as follows: Blue, Green, Red, Yellow, White

Monsters List

1> Bat
2> Skeleton
3> Goblin
4> Orc
5> Giant Slime
6> Lizard man
7> Evil Mage
8> Black Knight
9> Vampire

 

Additional modes

Potentially, the game could have a multiplayer mode in which you take your five best heroes and compete against other people in turn based combat. This will be determined by how easy it is to get a decent multiplayer API in the game and hosting costs.

Game release platforms

iOS and Android simultaneous launch. Steam greenlight campaign. Web version may be used as a promotional tool.

 

 

 

 

 

By | 2014-07-22T11:02:54+00:00 July 22nd, 2014|Uncategorized|

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