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Pirates of Galactic Proportions: Game Design Document


Primary Story Line



Level Design


Characters (Much More Information to Come)


The Motley Crew

Captain Tiberius Ecks

Captain Tibs for short, is a very level headed captain who for some odd reason puts up with the crazy antics of his Motley Crew.

Jezra

Don't call her nicknames (Jez, Ra, etc...)

Zip (John Smith)

Spot

Cora Bora Fugitive

HAZMAT

Ex-military grade robot with underdeveloped Emotions

MOM

The n-IGMA's AI

n-IGMA

The n-IGMA (Notoriously-InterGalactic Massive Assult Ship) is the mother ship of the Motely Crew. The n-IGMA's main

Wendy

The n-IGMA's Mechanic



The Dark Flame Pirates

Captain Doctor Robert Joe (Little John) Johnson

As a failed doctor, Little John is Captain of The Scurvy, crewed by the Dark Flame Pirates and is the arch nemesis of Captain Tibs.

Zack "Flytrap" Jaeckels

The indefatigable Kronk

Hot Headed Gladiator

Tatyana

Strategist / Defensive Expert

Vortex

Genius Mechanic / Weapons Specialist



GOD - Giant Orb of Death


Locations (Much More Information to Come)


Map of Galaxy

Deep Space

The Moon of the Moon of Planet Mojave

Hyperspace

Asteroid Preservation Facility #667

This is where the Motley Crew commences operation "Jackpot" but stumbles upon a law breaking hermit named Gold Nugget. He Loves... Asteroids... and thats it...



Factions(Much More Information to Come)





Technology



Gameplay Mechanics


Controls

Default Controls - PC

By default the character will simply pilot the space ship using the standard FPS controls W, A, S, and D to move Up, Left, Down, and Right respectively. To fire the primary weapon, the player will simply click the left mouse and may either rapidly click or hold the left mouse button down for continuous fire.

To fire the "alternate" weaponry, the player will simply click the right mouse button. The player may change between different types of alternate weaponry that he has acquired within the game by scrolling the mouse wheel up or down.

To bring up the pause menu, the player will press the enter key, in the pause menu, or any other menu, the player will navigate the menu by using W, A, S, and D, in the same manner as moving the ship and will select menu items by again pushing the enter key. If the player wants to break out of a menu completely (Without navigating to a cancel or exit option) they may press the Escape (ESC) key.

Alternate Controls

The player will have the option to change the control scheme by entering the options menu via the main menu when the game starts or via the pause menu. Once in the options menu the player may then select the Controls menu in which he will choose the key binding he would like to change and then actually change it by pressing the button he would like it changed to. If the button the user selects is already in use, the game will merely swap the two key bindings.

Example: If a player is on a PC and wants to change the fire button from the left mouse button to the enter key and the enter key is already in use for pausing the game, the game will automatically swap the keybindings so that the enter key becomes the fire button and the left mouse button becomes the pause button.

The HUD

Overview

The HUD (Heads Up Display) has been left as simple as possible to leave maximum space for the action. In the upper right hand corner will be the players total amount of Credits earned (either overall or for the level being played - TBD). The bottom left hand corner will contain a symbol and a number representing the number of lives the player has left. In the bottom right corner will be a symbol, depending upon the current alternate weapon selected, and a number representing the number of uses left for that alternate weapon. When communication is to occur in the level, a message box containing any information transmitted by the Motley Crew will appear on the bottom middle section of the screen, and other communicators will have their own messagebox in the top middle section.

Artificial Intelligence

Rogue - V Formation

Seven rogue shps in a V Formation Fly down from the top of the screen, simply charging the player.

Rogue - "Zig Zag" Formation

As each rogue spawns, it yields an opposite x velocity of the last ship that spawned while maintaining a constant y velocity. After it has traveled for a specified amount of time, the rogue will fire a laser and head in the opposite direction for a specified amount of time. This process repeats until the rogue has been killed or flies off the bottom of the screen.

Rogue - Super Rogue

This rogue is larger than your average rogue and is also colored differently to represent his awesomeness. This rogue flies down the middle for a set amount of time before traveling back and forth along a horizontal path. As the super rogue travels along its horizontal path, it will fire three lasers at a given interval.

Player Character Development

Overview (Still in Development)

Throughout the game, the players will be acquiring two types of currency per se. The first and most obvious are Credits which will be used to purchase temporary upgrades for the player such as alternate weaponry, temporary shields, etc. This allows the player to alter his ships abilities on a short term basis.

The second type of currency will be experience points (XP). XP is awarded at the end of each level and is based upon tasks completed in the level such how many of each type of enemy the player destroyed. If the ammount of XP accumulated for the level brings the players total XP to or above a certain point, the player is then prompted to level up their ship which will give the player permanent bonuses to their ship such as increased attack power, increased defenses, and special abilities.