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Game Design Portfolio Damien Dixon 08005438

Trapper

A Clichéd and comic tale following the adventures of renowned monster hunter
Clovis D. Vandertrap and his womanising sidekick – An inanimate rabbit’s foot
named William.

Playstation 3

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Table of Contents
1.0 Overview ........................................................................................................................................... 3
1.1 Key themes/ ambience/ attitude ................................................................................................. 3
1.2 Game Story outline ....................................................................................................................... 3
1.3 Overall Game flow ........................................................................................................................ 4
1.4 World ............................................................................................................................................ 4
1.5 Non player characters ................................................................................................................... 5
1.6 Time and space ............................................................................................................................. 5
2.0 Interface ............................................................................................................................................ 6
2.1 Camera .......................................................................................................................................... 6
2.2 Game Interface ............................................................................................................................. 7
2.3 Menu Screen ................................................................................................................................. 7
2.4 Select menu .................................................................................................................................. 8
2.5 Controls ......................................................................................................................................... 9
2.6 Player Feedback ............................................................................................................................ 9
3.0 Player Statistics and abilities ........................................................................................................... 10
3.1 The player character: .................................................................................................................. 10
3.2 Character Statistics: .................................................................................................................... 10
3.3 Player Abilities............................................................................................................................. 12
4.0 Monetary system ............................................................................................................................ 13
4.1 How to get money....................................................................................................................... 13
4.2 What to spend money on ........................................................................................................... 13
4.3 Warehouse system...................................................................................................................... 13
4.4 Inventory system......................................................................................................................... 13
5.0 Experience and character progression ........................................................................................... 14
6.0 Combat system ............................................................................................................................... 16
6.1 Melee Attacks ............................................................................................................................. 16
6.2 Ranged attacks ............................................................................................................................ 17
6.3 Combos ....................................................................................................................................... 17
6.4 Traps and Status effects .............................................................................................................. 18
7.0 Items ............................................................................................................................................... 19
7.1 Healing pills ................................................................................................................................. 19
7.2 Trap components ........................................................................................................................ 20
7.3 Weapons ..................................................................................................................................... 20
7.4 Armor .......................................................................................................................................... 22
7.5 Enhancement Materials .............................................................................................................. 23
7.6 Misc Items ................................................................................................................................... 23
8.0 Enhancement system ...................................................................................................................... 24
9.0 Demon Power and Trap system (magic) ......................................................................................... 25
10.0 Missions ........................................................................................................................................ 27
11.0 Enemies ......................................................................................................................................... 29
12.0 Area Specifics: ............................................................................................................................... 31

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1.0 Overview

1.1 Key themes/ ambience/ attitude


The game is a clichéd comic adventure for the Playstation 3 console, this will be reflected upon
visual style of the game keeping it very cartoon like. The intended demographic will be 12+ to allow
for some adult humour which the game will feature heavily, not unfamiliar to that of Jak II (2003).

1.2 Game Story outline


Orphaned as a boy and taken in by the Holy Order, Clovis D.Vandertrap remembers little of his
family, all that ties him to them is his father’s surname and chest of possessions given to him by his
mentor, Bascom Wallace. Bascom tells Clovis that his father was once the best monster hunter in
existence and because of this he must strive to be better and stronger in order to seek revenge.

When reading through his father’s journal one afternoon Clovis notices a passage aimed specifically
at him which states that ‘a friend’ lies within a false bottom of the chest. After some examination
Clovis managed to unlock the false bottom to find nothing but a rabbit’s foot necklace. Equipping the
necklace he instantly starts to hear a voice in his head, the voice explains that his name is William an
ancient roman general and demon hunter who shaped his father into the best hunter to have
existed. After Telling Clovis that his father was murdered by an almost omnipotent demon named
Etrigan, he explains that he himself was his father’s insurance policy and has been instructed to train
Clovis and prepare him to face Etrigan.

After Completing his first mission for the Holy Order Clovis is aged 18, the youngest certified
monster hunter of all time. He is now able to accept missions from the Holy Order and other various
sources. Monsters are running rife and the task of tracking seven of the most powerful falls to Clovis,
who is prepared to do anything for information regarding Etrigan.

Against advice from William who claims he isn’t ready, Clovis heads off in search of ‘The Mummy’.
After wading through its lackeys like cannon fodder an arrogant Clovis finally comes face to face with
Mummy itself, although he soon finds out that this is a different enemy entirely. On the precipice of
defeat, about to be struck down, Clovis consumed by searing anger reaches for The Mummy...it
instantly combusts and is blown to pieces.

Afterwards William explains that Clovis has Etrigan’s blood within him as it was secretly fed to him
and a number of children by the demon himself as a child. William and his father didn’t know how
this would affect Clovis, now they do ... Clovis is half Demon.

After hunting down the 5 remaining monsters and gaining strength as he goes Clovis is now stronger
than ever, with Demon Powers and The Holy Order at his disposal he hunts down the final piece of
the puzzle, A rogue hunter named Dr. Millard Rush. After discovering his demonic blood can be used
against him Clovis decides to train himself resist holy magic, doing this earns him the attention of
other hunters and angelic like creatures. Now as well as having hell spawn, demons and monsters to
contend with he also has the forces of good in his way... deciding that he is too close to his target to
be deterred he continues by any means necessary.

Coming face to face with Etrigan, Clovis discovers that he isn’t a demon at all and actually a cast
down angel who drinks demon blood to remain hidden. This makes Clovis some kind unnatural

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abomination to both sides, a risk. After Killing Etrigan, content with his act of deicide Clovis retires to
try and live a life without being hunted... at least for a little while.

1.3 Overall Game flow


The game will be compartmentalised in chapters which will slowly edge you towards your overall
goal. There will be a main objective to complete in each chapter but also side quests, essentially the
game is free roaming but with a head objective required to complete each chapter and advance the
plot.

The missions will insure that the player will have raised at least 5 levels every two chapters. Learning
a trap in-between and cumulating on Clovis learning a new Demon power at the end of every second
chapter. Overall the game will have ten chapters eight of them ending in a boss fight.

Boss fights in order:

 The Mummy
 Nosferatu
 Dr. Jekyl
 Jack the Ripper
 Frankenstein’s Monster (Skin)
 Dracula
 Dr. Millard Rush (Rogue Holy Order)
 Etrigan (Final boss)

Abilities in accordance with story

Chapter Demon power Trap Combo


1 1
2 1 1
3 1
4 1 1
5 1 1
6 1
7 1 1
8 1 1
9 1
10 1 1

1.4 World
The world of Trapper is loosely based on the 18th century, somewhat Van Hellsing-esque, plagued
with monsters ghosts and a whole host of supernatural goings on. All in all there are 6 different cities
to visit and explore, each with their own feel and very own classic villain. From 18th century England
to Transylvania the player hunt monsters and complete missions to further his goal. Travel from
location to location will be done using a quick travel where the player can select the desired location
from the world map.

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1.5 Non player characters

Bascom Wallace:

An older hunter and Clovis’ mentor and guardian, you have known Bascom from an early age and
care for him deeply. He’s obsessed with modifying his equipment for no other reason than that he
can; refusing to explain the thought process behind these modifications he makes a joke out of it.
From time to time he will relay missions to be completed for The Holy Order.

The Blacksmiths:

Found within every port of call ‘The Blacksmiths’ run a successful equipment enhancement business.
For a reasonable price they will enhance your equipment with any stones you have found. You can
access the enhancement window by initiating dialog with this character.

The General Dealer:

Usually found in possession of pills, weapons, armor and if asked nicely a number of trap
components such as blood vials and rock salt. Everything you need can be bought from these dealers
which can be found in every town city and village.

William:

An ancient roman general and demon hunter whose soul is trapped in an inanimate rabbit’s foot.
Constantly sarcastic, womanising and doubtful it’s lucky that the only person to hear him is Clovis,
although he does have his uses. As an ex demon hunter and roman general he has skills to teach
Clovis as he progresses.

1.6 Time and space


The use of time and space in Trapper is centred on combat only:

Examples:

 Space within the game is measured in meters and applied in many abilities such as ranged
attacks and demon powers.
 Time in trapper is measured in seconds, the grand pentacle trap paralyses for a duration of
12 seconds and a purple pill has a cool down of 60 seconds.

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2.0 Interface

2.1 Camera
The majority of the game will stick to an over the shoulder 3rd person perspective as shown below.

However when there are special skill to be applied, such as a devil trap or AoE attack the camera will
switch to an isometric view enabling you to quickly decide where to place it.

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2.2 Game Interface


The interface will somewhat follow the traditional adventure RPG structure. Split into two simple
parts.

 Avatar: Shows the players avatar (Clovis) which will show different levels of injury in relation
to the health bar.
 Health Bar: Anytime the player takes damage from melee combat, explosions, or magic, the
health bar depletes and the screen darkens in relation to amount of health remaining.
 Demon power: When the player uses any demon power DP is deducted from this bar, much
like mana.
 Mini map: Used to navigate different areas. Points of interest are marked with different
icons.
 Skill Bar: This shows the currently assigned skills and powers plus their corresponding d-pad
buttons.
 XP bar: Shows the amount of XP required for the player to reach the next level

Avatar Health Bar


Mini
Demon power map

Skill bar

Xp bar

2.3 Menu Screen


The screen you are first presented with, the left analog stick will be used to navigate and the square
button to select your choices.

 Resume: this enables you to resume your last saved game.


 New Game: Selecting this starts a new game.
 Load game: Brings you to a selection of previously saved games.
 Options: Opens the options screen where you can set game parameters.
 Credits: Rolls the games credits.

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Game Title
Resume

New game

Load Game

Options
Background Picture
Credits

2.4 Select menu


This screen can be accessed by pressing the elect button and will have 4 different screens.

 Inventory: This screen will show and image of the character, his stats and everything
contained in your inventory. This is where you will spend your earned attributes each level.
 Journal: The journal will contain information on current quests, weaknesses of known
monsters and strategies on how to defeat them.
 Area/world map: will contain a map of the players current area and a map of the overall
game world.
 Dp/Traps: Contains information on your Devil powers and traps also explains how they can
be combined, allows you assign these abilities to the d-pad.

Character Inventory
stats/image

Inventory

Journal

Area/word map

DP/Traps

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2.5 Controls
The control system will allow for seamless interaction between Ranged, Melee and Magic type
combat. Enabling the player to integrate the three into combo attacks.

2.6 Player Feedback


Feedback will be given in several different ways, visual, auditory and vibrational.

Auditory feedback:

 Low on mana: When Clovis is low on mana and does not have enough to use the desired
demon power he will inform the player in a sarcastic and funny manner.
 Near death: when Clovis is badly injured either he or William will let the player know.
 Blocking an attack: When a player blocks an attack you will hear *ting* deflection noise.
 Type of attack: Different types of attack will have different noises, if the player hears the
swish of an arrow they know they are being attacked at range.

Visual feedback:

 Avatar/screen feedback: As the health bar depletes the avatar will appear more injured and
the screen will darken to give the illusion of fainting.
 Target: A circle around the enemy’s feet will show who the player is targeting.
 Block: If an attack is successfully blocked, a flash of sparks from the melee weapon will show
this.
 Knockback: if they player is hit with a particularly damaging attack, they will suffer a
knockback effect.

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Vibrational feedback:

 Charge attack: When the player uses a charge attack the controller will go through stages of
vibration. When this is at its strongest, the attack is fully charged.
 Knockback: When the players suffers an attack that causes knockback, the controller will
vibrate violently.
 Demon Powers: When certain powerful demon powers are used, the controller will vibrate
in relation to their effect.
 Combos: When combos are activated the controller will vibrate in accordance to their effect.

3.0 Player Statistics and abilities

3.1 The player character:


The protagonist of Trapper is renowned monster hunter Clovis D.Vandertrap, Trapper to his friends
and enemies. The history of Trapper is a murky one with many grey areas. He is unexplainably able
to use what seems like ‘Magic’ , yet these powers have been shunned as demonic by the Holy Order.
To a lot of the people he encounters, Trapper appears to be on the verge of sanity, constantly talking
to himself. In reality he is completely sane and conversing with his sidekick William – A womanising
but brilliant demon hunter and ancient Roman general, whose soul has been trapped in an
inanimate rabbit’s foot. Only the bearer can hear William, and that bearer happens to be Clovis.

History:

As a boy Clovis was a perfectly normal child, his father on the other hand... not so much. A Paragon
of his kind Halvar Vandertrap was the best monster hunter in existence, until he bit off more than
even he could chew. He had learned that most powerful of demons, Etrigan, had been feeding
selected children his blood while they slept and Clovis was one of them. Not long after this discovery
Clovis came home one day to find his family had been murdered, he was immediately taken into
care by Bascom Wallace of the Holy Order and gifted with a chest that his father left for him.
Through the Holy Order Clovis was trained to be the monster hunter he is today.

3.2 Character Statistics:


There will be 4 primary modifiable character statistics that are used within Trapper.

Strength – measures the character's physical prowess, and directly affects the damage a character
deals in physical combat. It also contributes to the accuracy of melee attacks.

 Increases damage from all weapons except ranged.


 Increases attack score in melee combat by 0.5 for each point purchased.
 Increases physical resistance by 0.5 for each point purchased.
 Prerequisite for weapon talents and higher-level armor and weapons.

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Willpower – represents health and resilience. Higher willpower directly increases the amount of
damage a character can take before falling on the battlefield. Willpower also represents a
character's determination and mental fortitude. With a high willpower, the character can use demon
powers more frequently.

 Increases health by 5 for each point purchased.


 Increases physical resistance by 0.5 for each point purchased.
 Increases DP by 5 for each point purchased.
 Prerequisite for many Demon powers.
 Contributes to mental resistance.

Intelligence – represent the characters ability to memorise and research different devil . A higher
intelligence will lead to more devil traps being memorised before a mission.

 Increases amount of devil traps memorised by 0.2 for each point purchased.
 Prerequisite for and devil traps.

Agility – is a measure of reflexes, and balance. Higher agility improves the character’s chances to hit,
makes the character more likely to dodge incoming blows, and contributes to the damage dealt by
ranged weapons such as crossbows.

 Increases attack score in melee combat by 0.5 for each point purchased.
 Increases attack score in ranged combat by 1 for each point purchased.
 Increases armor rating by 0.5 for each point purchased.
 Increases physical resistance by 0.5 for each point purchased.
 Prerequisite for ranged weapons.

Secondary stats are calculated based on equipment and primary stats.

Armor Rating – represents how hard the character is to hit. This number is determined by armor
worn and the characters agility score.

Attack Score – represents the roll modifier when attempting to hit a target.

Ex. (d20+ attack score) vs. (d20+ armor rating)

Physical resistance – represents the roll modifier when trying to resist an enemy skill that may result
in knockback or knockdown.

Ex. (d20+ strength) vs. (d20+ Physical resistance)

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3.3 Player Abilities


The player has many abilities for combat and exploration, including some context sensitive actions.

 Running: The player can run instead of walking by pressing in the R3 button to toggle
between running and walking.
 Blocking: The player can attempt to block by holding the X button, this will give the player a
+5 modifier to his armor rating.
 Evade: While blocking the player can move the analogue stick in any direction to perform a
quick dodge, this increases the players +5 blocking modifier to +8. This takes time to recover
from.
 Melee attack: The player can use the square and triangle buttons to initiate a melee attack,
there are two types of attack, fast attacks which do less damage and strong attacks which
are slow but do heavy damage.
 Ranged attacks: The player can use ranged weapons to attack enemies from afar, L1 is used
to aim and R1 used to fire the weapon.
 Demon power/traps: Clovis can use his demon powers or devil traps by pressing the
assigned d-pad buttons.
 Lock on: The player can lock on to an enemy to make combat easier by using the R1 button
while not aiming a ranged weapon.
 Context sensitive actions: throughout missions the player will be required to open doors,
examine and climb etc. This can be done when a context sensitive action appears on the
screen, they can be activated by pressing the X button.

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4.0 Monetary system


The monetary system in Trapper is simple, it is based around copper, silver gold and platinum.

 100 copper = 1 silver.


 100 silver = 1 gold.
 100 gold = 1 platinum.

This is a universal currency within the game and can be used anywhere to purchase weapons,
potions etc.

4.1 How to get money


A lot of the players money will come from completing missions for the Holy order. As well as
completing side quests for various NPC’s, another source of income is selling equipment collected
while carrying out these missions to a broker

4.2 What to spend money on


Primarily there are five different ways to spend your money in trapper, each of these benefiting the
player character in one way or another.

 Weapons.
 Armor.
 Accessories.
 Potions.
 Items.

4.3 Warehouse system


Within Trapper there is a warehouse system so the player can store items he is not able to use yet,
or craft items he does not have room for.

 Space: the warehouse system will have 50 storage slots, items take up one slot and
duplicate items can be stacked.
 Cost: it costs 1 silver to store an item, which is paid when the item is taken out of the
warehouse.

4.4 Inventory system


The inventory system works just like the warehouse system but without the cost. There are 50
square inventory slots for the player to use, duplicate items can be stacked.

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5.0 Experience and character progression

Clovis grows in strength as he gains experience during his quest to exact revenge upon Etrigan.
Experience can be gained from completing missions and turning them in to the mission giver.
Experience will not be given for killing monsters enabling the player to choose how he completes the
mission objectives.

As Clovis gains experience, he will level up, gaining additional combos, demon powers and stat
points. In addition, he will be able to wield more powerful weapons and wear higher quality armor.

The maximum level in game is 25 and the player will receive 3 stat points every level to spend on
strength, willpower, intelligence and agility.

 The player will have a total of 75 stat points to spend.


 There are 7 combo points to spend from level 1-25.
 The player will gain 4 devil traps and 5 demon powers from level 1-25.

Level Experience Ability Combo point


1 1 1
2 2001
3 4401
4 7401 1
5 11001 1 dp
6 14901
7 19401 1 trap
8 24401 1
9 29901
10 35901 1dp
11 42401
12 49401 1
13 56901
14 64901 1 trap
15 73401 1dp
16 82401 1
17 91901
18 101901
19 112401
20 123401 1dp 1
21 134901 1 trap
22 146901
23 159401
24 172401 1
25 185901 1 trap 1 dp

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The graph shows the exponential curve of the experience system. This curve insures that the player
is constantly challenged throughout the game. The first 7 levels are all within 20k experience; these
can be considered the tutorial levels where the player is still learning.

After that levels per 20k experience decrease to 3 between levels 7 and 16 this can be considered
mid game where the player character will have access to mid game items and skills. From that point
onward the player will receive 2 levels per 20k until level 24 and 25 which are the hardest to obtain
but unlock the best abilities.

Level and experience curve


200000
180000
160000
140000
120000
100000
80000
60000
40000
20000
0
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25
6.0

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6.0 Combat system


The combat system in Trapper incorporates seamless interaction between Ranged, Melee and Magic
type combat. Enabling the player to integrate the three into combo attacks.

6.1 Melee Attacks


The chance to hit an enemy is centred on d20 dice rolls, the attack score of the player and the armor
rating of the enemy. These formulas also apply for when the player character is being attacked. For
example:

Action Light Melee Attack


Type Melee
Target Enemy
Success (d20+attack score) vs. (d20+armor rating)
DP cost 0
Range Touch
Effect (Strength + weapon damage) damage to target
Notes This is a fast melee attack, to determine how much damage is dealt use the weapon
damage (ex. 11.90) and add your strength.

Action Heavy Melee Attack


Type Melee
Target Enemy
Success (d20+attack score) vs. (d20+armor rating)
DP cost 0
Range Touch
Effect (Strength +( weapon damage + 100%)) damage to target
Notes This is a heavy melee attack, to determine how much damage is dealt use the
weapon damage (ex. 11.90), double it and then add your strength.

A successful light melee attack would be (19+22) vs. (11+25) the amount of damage the monster
would receive depends on the weapon and strength so (41+11.90) would mean that the monster
would take 53 damage. If this were a successful heavy attack the weapon damage would be doubled
and the monster would take 67 damage.

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6.2 Ranged attacks


Work in a similar way but takes the current distance of the enemy from the player into
consideration. For example:

Action Shoot
Type Ranged attack
Target Enemy
Success (d20+attack score) vs. (d20+armor rating + range)
DP cost 0
Range Any
Effect (Agility + ranged weapon damage) damage to target
Notes This is a standard ranged attack. It works much like a melee attack but with a range
penalty.

This attack works the same as a melee attack but uses agility for the damage modifier and suffers a
range penalty of 5 for every 10 meters. If an enemy is 30 meters away the formula would read
(d20+attack score) vs. (d20+armor rating + 10).

6.3 Combos
These are activated by using attacks in succession and add modifiers to damage or status if
executed correctly. For example:

Action Demon Fire combo


Type Demon power attack
Target Enemy
Success Automatic
DP cost 30
Range 1 meter
Effect (Willpower + power damage + (strength/2)) fire damage to target
Notes The Demon Fire combo is activated by inputting 2 light attacks, 2 heavy attacks and
then activating the power Demon Fire. This combo effectively adds half your strength
modifier to the Demon Fire attack. Has no effect on fire based creatures but has a
50% damage modifier when used against ice based creatures.

This combo lets the player add half their strength modifier to an otherwise willpower governed
attack. The first 4 attacks are counted as melee attacks and are a prerequisite to activating the
combo. After these attacks the player character fires an explosive fireball at point blank range which
cannot be dodged.

The damage is calculated as above, for example (32 + 15 + (41/2)) with these stats the Demon Fire
combo would equate to 67 fire damage. If this combo were used against an ice type creature the
damage would equate to 100.

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6.4 Traps and Status effects


These are the tricks of the trade used by the holy order, Items are required to use them and they
are drawn on the floor in the form Devil trap. They often have status and holding effects and can be
combined with other traps or demon powers for surprising results

Action Devil trap – Grand Pentacle


Type Trap
Target Enemy
Success (Willpower + intelligence) vs. Physical resistance
Item cost 1 bag of salt (requires certain items present in inventory)
Range Any
Effect If an enemy activated the trap it is paralysed for 12 seconds.
Notes The grand pentacle is a trap designed to paralyse the enemy. It is activated when an
enemy steps onto the trap.
If an explosive demon power is cast within the trap, the effect becomes AoE within
20 meters.

 Paralyse: This renders the victim completely helpless and unable to move for the
duration unless they resist due to a physical resistance check.
 Blocking: if blocking is occurring armor receives a +5 boost.
 Hexed: This gives the victim a -25% penalty to their attack bonus and also increases
the modifier of elemental attacks against them by +25%.
 Weakened: This halves the strength modifier when using melee attacks.
 Poisoned: Depending on the strength of the poison the victim will take damage
every 5 seconds. This can be resisted (intelligence vs. Physical resistance).
 Stunned: The enemy is stunned for 3 seconds, unable to act. This can be resisted
with a physical resistance check (Str vs. Physical resistance).
 Knockback: The victim is knocked back interrupting their action. Resisted using a
physical resistance check (Str vs. Physical resistance).

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7.0 Items

7.1 Healing pills


While Clovis is not in combat his health regenerates slowly, but for when the enemy has gained the
upper hand in a battle the Holy Order has developed magic pills that magically knit open wounds
and mend fractured bones instantly. There are many different kinds of pills; they vary from instant
and prolonged healing effects to antidotes for almost any poison.

When the player decides to use a pill it will take 2 second for the avatar to reach into his pouch and
the consume the pill.

Examples:

Name Purple Health pill Name Red Health pill


Cooldown 60 seconds Cooldown 60 seconds
Price 50 silver Price 1 gold
Effect The purple health pill Effect The red health pill is a
regains 10% of Max HP potent instant healing
every 5 seconds for 25 pill. It instantly recovers
seconds. 50% of the players Max
HP

Name Green Health pill


Cooldown 120 seconds
Price 2 Gold
Effect The green health rids
the player of most
weakening effects,
including Poison and
Hexes. Does not work
for paralysis.

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7.2 Trap components


The Holy Order in their centuries of fighting monsters and demons have developed their own kind of
magic. Strongly based on the occult most of these involve drawing symbols with various materials
that aren’t demon or monster friendly. They range from vials of blood to bags of salt, and even holy
water.

Examples:

Name Rock Salt Name Blood Vial


Cooldown 0 Cooldown 0
Price 50 silver per bag Price 50 silver per vial
Effect Rock Salt is used in a lot of Effect Blood vials are used in the
situations while battling high end devil’s traps. It is
Ghosts and Demons. It’s mostly used to draw traps
most useful application is that banish demonic
the Grand Pentacle devil’s enemies.
trap which paralyses the
enemy.

Name Liquid Silver


Cooldown 0
Price 5 gold per vial
Effect Liquid Silver is an
expensive but necessary
component in traps that
deal with vampires and
the like. Usually used in
weakening and damage
over time traps.

7.3 Weapons
There are two basic types of weapons within Trapper, melee weapons and ranged weapons.

Melee weapon types:

 Sword – Normal attack speed (Medium Damage)


 Hammer – Slow attack speed (High Damage)
 Axe – Normal/slow attack speed (Normal / High Damage)
 Rapier – Fast/Normal attack speed (Low/High Damage)
 Dagger – Very fast attack speed (Low Damage)

Ranged weapon types:

 Crossbow – slow/ one shot reload (High Damage)


 Gun – slow/ 6 barrel reload (Medium Damage)

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Examples:

Name Broad Sword


Type Melee, Sword
Prereq. Lvl.7 – 18 str
Damage 8.40
Effects 10% chance of causing
knockback.

The broad sword: A general two-edged blade popular from the 6th century onward. Ranging in
length from 30" to 42" in length and weights around 1.3kg, they were the pinnacle of medieval
European sword technology. An agile fighting weapon capable of delivering dismembering cuts
without being slow or clumsy.

Name Bascom’s Revolver


Type Ranged, Gun
Prereq. Lvl.16 – 26 Agility
Damage 13
Effect +3 Agility and 5%
chance of stunning the
enemy.

Bascom’s Revolver: This is a 6 chamber revolver once used by Bascom of the Holy Order. It has a
distinct bronze finish with two barrels which fire simultaneously; because of this it requires reloading
every three shots. The double barrel feature gives it a chance to stun the enemy, years of care and
modification from Bascom has made it easier to use giving a +3 bonus to agility. When Clovis asked
about his double barrel modification he replied “I put a gun on my gun, so I can shoot while I shoot”.

Name Skin Hammer


Type Melee, Hammer
Prereq. Lvl.15 – 32 strength
Damage 16.40
Effect Grants +10 Physical
resistance and a 15%
chance of stunning the
enemy.

The Skin Hammer: Wielded by Frankenstein’s monster who had taken the Skin for his own. The
hammer is a heavy melee weapon covered in badly stitched skin harvested from his victims, because
of its size it grants +10 physical resistance and a 15% chance of stunning the enemy.

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7.4 Armor
There are 4 areas where the player can equip armor in trapper.

 Head
 Hands
 Torso
 Feet

For each area you can equip armor which will add to the overall armor rating of the character, if a
matching suit is equipped the player receives extra bonuses.

Examples:

Name Hunters Hat


Type Armor, Head
Prereq. Lvl.5
Armor +3
Effect +1 agility

Hunters Hat: A hat given to hunters from the Holy Order after completion of their first official
mission. If worn with the hunters Jacket, boots and gloves the player receives a +10 attack score
bonus

Name Armored Duster


Type Armor, Torso
Prereq. Lvl.10 – 22 str
Armor +8
Effect +5 Physical resistance

Armored Duster: A leather duster jacket with chainmail in the seams, it looks like a normal Jacket
but is extremely heavy. The weight of the jacket adds to the players physical resistance, making him
harder to knockdown and stun.

Name Bascom’s Trapper gloves


Type Armor, Hands
Prereq. Lvl.16 – 20 int
Armor +6
Effect Halves time taken to draw
Devil’s traps.

Bascom’s Trapper gloves: A pair of armoured gloves used by Bascom of the Holy Order. Renowned
for modifying his equipment these gloves can half the time it takes to use Devil’s traps due to the
dispenser built into the wrist. When Clovis asked about his glove modification he replied “I put a
glove on my glove, so I can draw while I draw”.

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7.5 Enhancement Materials


Throughout Trapper the player will come across stones which can be used to enhance his equipment
at any blacksmith in the game world. There are three grades of stones:

 Flawed Stones.
 Clear Stones.
 Flawless Stones.

Example:

Name Flawed Fire stone Name Flawless Poison Stone


Type Enhancement stone Type Enhancement stone
Prereq. N/A Prereq. N/A
Effect Socketing this stone into Effect Socketing this stone into
your weapon will give you your weapon will give you
+2 fire damage to your a 20% chance to poison
attacks. If used with armor your enemy. If used with
it will grant 4% fire armor it will grant 20%
resistance. Poison resistance.

Name Flawed Grey stone


Type Enhancement stone
Prereq. N/A
Effect Socketing this stone into
your armor will grant +2 to
physical resistance.

7.6 Misc Items


These items are useless to the player but NPC’s throughout the game buy them for a price, or
request them in their missions. They can be sold to a vendor Ex. Ectoplasm sells for 10 silver.

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8.0 Enhancement system

The enhancement system within trapper is centred around stones that can be socketed into your
weapons and armor. Once these stones are part of the weapon they exhibit special qualities such as
a burning blade that would inflict fire damage. There are three grades of stones within Trapper:

 Flawed stones.
 Clear stones.
 Flawless stones.

Each weapon within the game has 2 enhancement slots which can each be filled with one stone.
Armor on the other hand only has 1 enhancement slot which can be filled, this is due to the fact you
can wear more pieces of armor than you can wield weapons.

The weapons are enhanced by taking them to a blacksmith NPC, he will then present you with the
enhancement screen where you place your stones and weapon. Once you have placed the desired
stone in the slot you press confirm and your weapon/armor has been enhanced.

Confirm
Stone Stone

Weapon
Inventory

Cost

There is a cost associated with enhancing your weapons however, the price is directly related to the
quality of weapon you want enhanced, and the quality of stones you wish to use. The level
requirement of the equipment you want upgraded directly effects the cost. Enhancing a sword with
a level requirement of 20 using one flawless stone would cost 35 gold.

Example:

 Flawed – 5 gold
 Clear - 10 gold
 Flawless – 15 gold
 Level req. – 1 level = 1 gold (level 20 sword = 20 gold)

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9.0 Demon Power and Trap system (magic)


‘Magic’ in Trapper relies on Clovis’ Demon Powers which stem from him being fed demon blood as a
child, and the Holy Order’s Devil’s traps which stem from centuries of occult research. Each are
governed by a different skill, and each has their own requirement system.

 Demon Powers require energy which is governed by Willpower.


 Devil’s traps have an intelligence requirement and need item components such as Rock Salt.

The system will have an elemental circle of four as shown below. Each element will have a weakness
and strength. For example fire is strong against water but weak against wind. This weakness is
shown by enhancing the damage of said strengths by 50% and reducing the damage dealt by 50% if
the element is weak.

Example:

 Fire cast against water = +50%


 Fire cast against wind = -50%

Examples

Action Demon Fire


Type Demon power -Fire
Target Enemy
Damage 30
DP cost 30
Range 15 meters
Effect (Willpower + damage) fire damage to target
Notes Demon fire is a magical attack in which Clovis uses sheer willpower and the
demon blood within him to summon an explosive ball of flame to his palm.
Can be combined with Grand Pentacle Trap.

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Action Demon Blood Control


Type Demon Power - Water
Target Enemy
Damage 10 every 5 seconds – Can be interrupted.
DP cost 50
Range 10 meters
Effect Target held until it passes a resis. check (Willpower +Str) vs. Physical resis.
Notes A power often used by demons to paralyse their target. It allows for direct
control of the blood within the enemy, paralysing them and inflicting
damage over time until it is interrupted by an attack or the target passes a
resistance check. Can be combined with the Grand Excelsior to banish a
demon instantly.

Action Grand Excelsior Devil’s Trap


Type Devil’s Trap - Earth
Target Enemy
Damage 0
Item 1 Vial of blood
Range Touch
Effect Target is unable to leave the circle for 10 seconds and becomes hexed.
Notes This trap is learned early on within the holy Order, using blood they are
able to trap an enemy within its borders. This trap is especially effective
against demons, if a demon is caught in the trap and then subjected to
demon blood control they are destroyed instantly.

There are 5 demon powers and 4 traps which are unlocked at key points within the game. However
these powers can be combined by casting them on or within traps for a completely different effect.
When this happens both the power and the trap are consumed.

Example: Demon fire + Grand Pentacle Trap = paralysis to all enemies within 20 meters.

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10.0 Missions
Missions in trapper are the only source of experience points within the game; this is to enable the
player to go about fulfilling the mission objectives however they please and avoid any uninteresting
‘grinding’.

There are two types of mission to be accepted:

 Side missions – Not essential for game progression.


 Story missions – Essential for game progression.

The missions flow much like a supply and demand system, there are NPC’s out there that need
monsters slaying, people rescued and items retrieved. For a reward and a chance to better your
skills, you’re the person for the jobs.

 Collect mission from NPC.


 Fulfil mission objectives.
 Return to NPC for reward.

The main mission string follows those given by the holy order in your quest to find Etrigan, They
follow the 6 classic monsters and villains each with their own city and area filled with side quests to
explore.

Example:

Mission NPC Marla Singer


Experience 1000
Reward Silver Crossbow
Objectives  Gain access to Marla’s house
 Defeat the ghost haunting
within.
 Retrieve and rescue Marla’s son
Charles.

Description

Marla Singer a hysterical woman by the side of the road screaming at passers by for help. Once
calms down she explains that her house is haunted and the ghost has taken her only son captive.
Marla wants you to go to the house, defeat the ghost escort her son back to her. In return for this
she is willing to part with her late husband’s silver crossbow, a weapon that would surely be useful.

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Mission NPC Jimmy Gough


Experience 700
Reward Werewolf pelt boots 5 gold
Objectives  Head to the forest.
 Kill 5 werewolves for their pelts
 Defeat werewolf ringleader

Description

Jimmy is a business man, leather tanner by trade. Like any business man he needs to transport his
goods to make a profit, after explaining to you that werewolves have been attacking trade caravans
on his route, he offers you the job of exterminating them. Willing to pay you 5 gold and make you a
nice pair of werewolf skin boots with the pelts collected.

Mission NPC Bascom Wallace


Experience 10000
Reward Demon power, new trap, Vampire hunters
sword 100 gold
Objectives  Head to Transylvania
 Follow up leads on Dracula
 Kill Dracula

Description – Storyline quest

Bascom Wallace of the Holy Order tasked with giving you the orders he could not fulfil himself. The
Order has heard of a possible lead involving Etrigan in Transylvania. It is believed that an ancient
vampire known as Dracula may hold a clue to his whereabouts; you are to travel to Transylvania and
follow up this lead, helping the town’s people while you are there. If you complete your task return
to Order headquarters for reassignment.

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11.0 Enemies
The enemies within Trapper are mostly supernatural in origin, from ghosts and demons to vampires
and werewolves. They are all weak or strong to certain attacks and elements, whether it’s a ghost
weak to fire or a vampire being strong against melee attacks.

Examples

Mob/ele Werewolf – N/A


Weapon Claws – 10 Damage
Armor rating 27.5
Strength 30
Agility 25
Willpower 30
Intelligence 20

Description

The werewolf is a fierce creature, which was once human, suffering from an irreversible curse very
few werewolves ever retain their humanity. Werewolves are weak to silver and constantly
regenerate at a rate for 10% max hp every 10 seconds.

Mob/ele Ghost - Wind


Weapon Wind Magic
Armor rating 30
Strength 15
Agility 15
Willpower 50
Intelligence 15

Description

A ghost is a spirit that has not been able to move on and over time has become filled with hatred
lashing out at the living. Ghosts are weak to earth powers and are incorporeal which means that
melee attack against them have a 50% chance of failure.

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Mob/ele Shapeshifter - water


Weapon Bone Dagger 12.0 dmg
Armor rating 27.5
Strength 50
Agility 46
Willpower 30
Intelligence 25

Description

The Shape shifter is victim to a genetic disorder, not necessarily hostile and can be reasoned with.
Enemy shape shifters make for a dangerous enemy however, able to take almost any shape you
need a keen eye to spot a shifter when he doesn’t want to be seen. Shape shifters are weak to fire
powers and can be completely invisible until they initiate the first attack.

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12.0 Area Specifics:


Location: Small town of Maldon outside Transylvania

Enemies present: Roaming werewolves in surrounding forests.

Shops

 2. General dealer with limited supply available.


 5. Blacksmith

Quests: being the starting area in Transylvania there are three quests.

 1. Jimmy Gough – To skin a wolf – located next to general dealer.


 3. Marla Singer – A haunting in Maldon – located in town centre.
 4. Mayor Maldon – Investigate disappearance – located in town hall.

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