Bantam Menace: Chop Socky Chooks
Bantam Menace: Chop Socky Chooks
Bantam Menace: Chop Socky Chooks
in
Bantam Menace
Game Design Document
Version 1.1
Table of Contents
I. Game Overview
A. Executive Summary
You play as Chuckie Chan. Wasabi has kidnapped 4 of your pupils, and is
attempting to use their skills to power a new video game that will destroy the
Chooks in the real world. You must rescue your pupils before this can happen by
fighting your way through 4 levels and boss encounters. Your martial arts skills
and combo attacks are at your disposal.
B. Storyline (N/A)
C. Names (N/A)
Your task is to make it to the end of each level, where you will take part in a boss
encounter. Defeating the boss will free one of your pupils. There is one pupil per
level.
To achieve this you move Chuckie Chan horizontally through the levels. As you
progress you are attacked by a variety of enemies and objects, whose sole aim is
to hamper your progress.
As you walk the game level scrolls with you. You can turn back and walk in the
opposite direction, but the level never scrolls back on itself (you simply get to the
edge of the screen and stop).
1) Set markers within each level. These are trigger points that release one (or
more) enemies at you when you reach that part of the level.
Enemies attack at set points in each level. They attack from both sides (in front
and behind you). If you linger for too long without scrolling the level forwards then
new enemies will be spawned, rushing at you from both sides. The spawn rate
gets faster the longer you linger, eventually over-powering you.
You have 3 lives and a power bar. Certain enemy attacks result in the instant
loss of a life, others result in your power bar being drained. Once your power bar
is empty, you lose a life. Once all lives are gone, the game ends.
C. Game Controls
The controls are slightly more complicated than a typical game, due to the nature
of combining the keys to perform different attack moves.
Movement / Action
Walk Left
Walk Right
Jump Up
Crouch
+ Jump Forward
+
Punch
Kick
Launch PowerBall
Jumping Attack
KICK +
KICK + +
Flying Kick
KICK + +
Low Attack
KICK +
D. In-game GUI
The GUI elements will appear at the top of the game in separate panel / window.
See Appendix I.
C. Game Mechanics
Enemy Types
Grippers
Lobbers
These enemies throw mall objects at you (plants, cans, burger boxes,
etc). Lobbers are stationary and do not advance towards you. They
appear at set points in the level, based on level markers. They stand on
the spot repeatedly throwing items at you. The items are either thrown
“high” or “low”. High items can be avoided by crouching, so the item flies
over your head. Low items can be avoided by jumping, so the item travels
under your legs. If a Lobbers item hits a Gripper, it will knock them down.
You do not score any points if this happens. Lobbers‟ items cannot hurt
other Lobbers. Lobbers will often appear in pairs, one in front of you and
one behind, both throwing at the same time.
Scenery
Scenery items are non-character based events that can hurt or damage
you. For example a pit of spikes would need to be jumped over. Walking
into it would cause you damage for as long as you remain over the pit.
Other scenery items can include falling debris from the Mall.
Enemy “Death”
No-one ever visually “dies” in this game. Enemies when hit will be “stunned” off
the screen, falling away with a dazed expression on their face. Items thrown at
you will not be “dangerous” (i.e. knives). They will still cause damage, but they
won‟t visually look as if they would inflict serious harm.
Power-Ups
Power-ups can drop down onto the level, or be dropped by certain enemies.
Power-ups include:
1) Replenish Health
Scoring
The more “powerful” the attack, the more points you will get. For example using a
Powerball to destroy a whole wave of enemies would net a much higher score,
due to the time and skill required to unleash the Powerball move.
Similarly a jumping kick would score higher than a straight standing kick.
Each action listed in II. C – Game Controls, will have an XML defined score
associated with it.
Level Progression
The Levels will scroll in alternating directions. Level 1 will scroll from right to left.
Level 2 will scroll from left to right. This will enhance the player‟s experience and
help reduce repetitiveness.
Chuckie eventually reaches his final destination, Wasabi‟s HQ, high above the
clouds, where the final battle takes place.
Boss Stages
Each Boss stage involves beating Bubba, and his slamming fists, although each
round introducing more challenging situations and challenges.
The first level will involve simply avoiding his fists, and attacking them when
vulnerable.
The second will allow Bubba the extra ability to slam his fists into the ground,
stunning you for a few seconds.
The third round involves avoiding Bubba alongside waves of Ninja Chimps,
attacking from both sides.
By the final round the player will have to contend with all of Bubba‟s skills, Ninja
Chimps and projectiles flying in from all angles.
C. Objects (N/A)
D. Intro Scene
The intro scene will start identical to the US Chop Socky Game “Big Trouble in
Wasabi Warehouse”. A rendered gong with „Chop Socky Chooks‟ written across it
leading to a shot of all three chooks.
E. Menu
The Menu will appear after the Intro scene and will feature the Chuckie mid
attack on one or more Ninja Chimps. There will be one button, Play
F. How to Play
This is the instruction screen. It will contain:
Game controls (see Section IIC: Game Controls)
G. End Screen
V. Sound
A. Music
The music will be simple loops taken from the cartoon series. They should
include:
- Opening section
- Menu Loop
- Standard Game Loop
- Boss Level Game Loop
B. Sound Effects
Sound effects will be included throughout the game. Meaty punch and kicks on
contact, Kung Fu style swooshes, explosions, war-cries etc.
VI. Cheats
We will provide any testing cheats available throughout the earlier testing
periods, and will include three public cheats for later release.