Gungineer
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GUNGINEER is a game concept created for an assignment with the following restrictions and criteria: Restrictions Requirements The group was assigned by the course examiner. Each team was furthermore Work on this project began 10/10/14 and concluded 07/11/14. The paper prototype One Page DesignElevator pitch/High ConceptDestroying waves of glitched robots in a challenging and randomly generated dungeon crawler to enhance your own ego, unlocking upgrades as you go, transforming yourself into a cyborg. Key features
SynopsisThe player takes on the role of an engineer who is on a rogue mission to shut down the robot production facilities belonging to the private galactic military company Robotnics. The player needs to infiltrate and take control of the different facilities scattered around on planet Earth in order to prevent a galactic robotic takeover threatening humanity! Narrative
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| Ego-Perk Name,Ego-Points required | Stat Effect | Visual Effect |
| Adrenalin rush,6 Ego-points required | This Perk is only active when the player has 1 hp left.The fire rate is increased by 30%. Movement speed is increased by 15%. Projectile damage is increased by 30% | The avatar’s head and limbs are shaking. |
| Swift feet,14 Ego-points required | Movement speed + 5% + (eventual Loot Upgrade bonus) | The movement animation is sped up/longer strides. |
| Piercing Bullet,23 Ego-points required | Projectiles carry through one enemy. The projectile has a 60% dmg reduction to the next enemy it hits. | Projectile can pierce through robots. |
| Overcharged,35 Ego-points required | Damage + 10% + (eventual Loot Upgrade bonus) | Projectile color is changed |
| Shocking Touch,50 Ego-points required | Any enemy that touches the player gets knocked back and takes 20% damage. Bosses take 10% dmg. | The avatar gets a blue outline. When an enemy touches the avatar, blue lightning bolts will circle around it for 2 seconds. |
Loot Upgrades
When the player kills a boss, the boss spawns or drops a random upgrade for the player to pick up. These upgrades can either improve the player’s stats, change the projectiles’ behavior of the player’s weapon, or improve the effect of an Ego Perks.
Stat upgrades include, but are not limited to, slight improvement of the players’ movement speed, rate of fire, attack damage, projectile speed, maximum health and/or projectile range.
Some loot upgrades can also change the way the projectiles behave. Projectile upgrades include, but are not limited to: Player can shoot two-four projectiles at once (depending on the upgrade), projectile hitbox and damage is altered, projectile damage and color is changed.
Loot upgrades that affect the Ego Perks will increase the effect of an active Ego Perk. E.g. the Overcharge perk might give the player a 12% damage boost instead of a 10% damage boost. Loot upgrades are the only upgrades that can visually change the appearance of the payer avatar.
Examples of loot upgrades are:
| Loot Drop | Visual Effect | Effect Variant 1 | Effect Variant 2 | Effect Variant 3 |
| Robot arm, Has three different variants | Avatar gets an robot arm with a built in cannon | Basic projectile dmg + X% | The Overcharge Perk dmg boost is increased X% | The player shoots two projectiles at once. |
| Robot Leg, Has two different variants | Avatar gets a robotic leg prosthesis. | Basic movement speed + x% | The Swift Feet Perk speed boost is increased + X% | |
| Robot eye, has one variants | The avatar gets a red robotic eye | Homing projectile | ||
| Robot torso, has three variants | Part of the avatar’s torso is now made out of metal | Maximum HP is increased by 2, Medpacks now heal 2 HP/use. | Maximum HP is increased by 2, | Maximum HP is increased by 4 |
| Extra gun, has three variants | The avatar gets a second gun. | Rate of fire is increased by X | Rate of fire is increased by Y but dmg is decreased by X% | Rate of fire is increased by Y but projectile range is decreased by X% |
| Bigger gun/cannon, has three variants | The avatars gets a bigger gun | The projectile hitbox is increased | The Piercing bullet perk’s dmg reduction is decreased by 20% | The Piercing bullet perk allows the projectile to travel through one additional enemy. |
| Battery, has three variants | The avatar get a battery on the back | The Shocking Touch perk deals 80% dmg instead of 20% to one enemy or 45% dmg to up to three closeby enemies. Bosses takes 20% dmg. | The player does not take any dmg when this perk is active, however she still loses ego-points. | Knockback is increased, and the enemy is stunned and cannot move for 2 seconds. |
Treasure
Like any dungeon crawler, Gungineer has treasure to stimulate and reward player exploration. There are several types of ‘treasure’ that can spawn on the map:
| Treasure name | Treasure effect | Activation method |
| Medipack | Restores 1 hp | Player selection |
| Caffeine pills | Increases movement speed for 20 seconds or ‘til the player exits the room | Player selection |
| Steroids | Damage is increased by X%, lasts til the player exit current entire room. | Player selection |
| Energy drink | Increases fire rate | Player selection |
| Master Keycard | Opens all the doors in the current room | Player selection |
| Stim | Doubles firing rate and increases movement speed by 30% | Activates when the player has 1hp left, lasts as long as the player has 1hp |
Treasure has a much higher chance of spawning directly behind a locked door. The corresponding key card must be found elsewhere on the level to open a locked door. The player can only hold two items at a time. Items that the player does not pick up or drops will remain on the map. The player can pick up items by walking up to them and interacting with E key or RMB. The keys will display as a little popup with the words “Pick up [item name]?” to make sure the player understands. If a player already has two items and picks up a third, the first item in their item slots will drop, yielding a visible animation. The picked up item will be placed in slot two, and the item from slot two will move to slot one. This way, the player can simply and easily manage their held items by cycling through dropped items in this fashion.
Challenges
The challenges presented to the player involve shooting enemies, dodging enemy projectiles, avoiding enemies, managing the Ego-meter and solving puzzles.
Example level design for first level (assigned playthrough time limit 10-15 minutes/level):
The Glitch puzzle spawn location is important. Completing a Glitch puzzle will grant access to the boss room, but also make any remaining enemies on the level more difficult to kill. This serves as an impetus to our player to explore the entire map before returning to complete the Glitch puzzle. Therefore, the Glitch puzzle should ideally not spawn either too close to the starting position or the Boss room – particularly for the first level the player faces. In this example of a first level map, the Glitch puzzle is placed somewhat in the center: enough rooms exist between it and the Boss room to punish the player should they solve the puzzle immediately rather than continue exploring, but neither do we intentionally sabotage the player by spawning it too early. One possible solution would be to have the puzzle room spawn after y amount of rooms the player has already visited, where x<y<z .
The game levels will be randomly generated so that each playthrough is unique. However, this does not mean “anything goes.” There will naturally be limitations and structures programmed into the random generation, so that the starting room doesn’t end up containing the boss, for example, or so that a red keycard doesn’t end up behind a locked red door.
Aesthetic Goals
Goal one:
Exploration: The player wants to, or feels the need to explore the entire map in order to gain more Ego-Points, more powerful Perks, and find useful treasures. Every playthrough will feel unique and not like the previous.
Goal two:
Challenge: The player feels the need to complete the game, have the perfect play session.
Goal three:
Badassery: The player is rewarded for overcoming difficult challenges.
Examples of in-game enemies and concept art:
Ripomatic:
Art by:
http://teroniborg.wordpress.com/
Oscar Davidsson





