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Morpheme Game Design Document

An Educational Linguistics Game

Developers:
Maurice Johnson
Anthony Cravatta
Devin King
Nicole Stanford
David Sabre
Mark Weaver
Spence Hartnett
Thomas Hoffman
Clinton Huish
Chris Lee
Thomas Selby Jr
Sophie Robbins
Table of Contents
Overview
Core Concepts
Goals and Objectives
Inspiration
Other media
Originality
Possible Pitfalls
Solutions for Possible Pitfalls
Gameplay
Game Mechanics
Systems
Game Modes / Challenges
Freeplay mode
Objective mode
Fill-in-the-Blank mode
Gameplay Flowcharts
Freeplay Positive Feedback Loop
Scoring
Linguistics Dictionary
Word Setup
Dictionary
Power-Ups
Controls
Art
Concepts
Ship Concepts
Environment Concepts
UI/UX Concepts
Prop Concepts
Color Scheme
UI/UX Design
Environment
Props
Character/Ships
Font
Decals
Programming
Areas of Focus
Narrative
Original Game Narrative Pitch
Setup
Characters
Futuristic Female Overhead Voice
Futuristic Male Overhead Voice
Script
Futuristic Female Voice Overs
Futuristic Male Voice Overs
Audio
Sound Effects
Music
Level Design
Structure
Mock Up
Level Map(s)
Feature List

Overview
A linguistics educational action game that combines 3D ship shooting mechanics with
the ability to figure out which falling letters to not shoot in order to spell out words.

So far at this time, were focusing on one gameplay mode, known as free mode, that
allows the player to try spelling out as many words as they can under a time limit in order to get
the highest score possible. However, in the coming weeks we may add more gameplay modes
such as a more educational mode, an anagram mode, or a fill in the blanks mode that is
similar to Jeopardy.

Core Concepts
The core concepts of Morpheme are to allow the incoming ships that display letters you
want to use to create words to cross the line, and shoot the ships that display letters you do not
wish to use.

Goals and Objectives


The Goal of Morpheme is to achieve the highest score possible while avoiding the
incoming enemy ships, and destroying the ships you do not wish to use in the word you are
submitting. Words can be created from two to fifteen letters which will provide a score based on
the word length. The longer the word, the higher the score.

The objective of Morpheme is to use letters on the ships that are coming towards the
player to create words. Ships that fall below a point in the screen will be added to the players
word submission line. Ships that contain letters that the player does not wish to use must be
destroyed by the player so they do not end up in their word. Once the player is satisfied with
their word, they can submit the word for points. If the word is spelled correctly they will receive
points. If the word is misspelled they will be penalized and their score will be set to zero.

Inspiration

The pen is mightier than the sword -some guy

When I was girl, I dreamt of standing in a room, looking at a girl who was and was not myself, who
stood looking at another girl who was and was not myself. My mother took this as a nightmare. I saw
it as the beginning of a career in physics. Rosalind Lutece

Other media
Theres a 1989 NES game called, Sesame Street ABC that also used a similar
structure of trying to teach kids how to spell out words. The design team has looked to this
game for possible gameplay mode ideas, as well as a way to perhaps set up the spelling
structure for our game in general.
https://www.youtube.com/watch?v=2ZrZMXNjUDc

Originality
No ones ever really taken the concept of a spelling-action game before. In general,
linguistic-centered games are rare; theyre usually left for purely educational games, or games
like the Sesame Street game from the 80s. The unique twist that we added upon this, turning it
into a sci-fi action game, is something never before seen before. Hopefully if we meld these two
genres right, we can make a game that is both educational and engaging.
Possible Pitfalls
Dyslexia - Some players may find the mechanics a challenge due to dyslexia preventing
them from formulating linguistic structures correctly.
Control scheme possibly being overly complex for kids with physical or mental
disabilities who still want to try and play.
Epilepsy - Some players may have find the game impossible to play due to excessive
light and sounds which may trigger Epileptic Seizures.

Solutions for Possible Pitfalls


Dyslexia
Try different colored ships or structures to the ships to make certain letters stand
out more. A might be represented with a red color and a robust shape, while T is
a blue color and rounder shape. Shapes added for inclusion purposes for
possibly color-blind players, as well. Being able to associate a word in 3 different
ways - the letter itself, the shapes, and the colors - may help a younger or
disabled player better-recall how each word is correctly spelled.
Control Scheme
Possibly integrate a key binding scheme for players to re-setup the controls.
They can organize the controls to assist them with only one hand, or to
re-organize them to be used through a mouse if the player has any disabilities
that make using a keyboard hard. We should stress maybe in a loading screen or
something, where we can give tips, that the player is able to do so. Making this
game educational and for all ages brings in a large audience, and we need to
make sure that we accommodate for such.
Epilepsy
As with every game, a warning screen will be displayed that will make the player
aware of the possible risk of playing the game, if they suffer from this issue.
Possible develop a version that has reduced lighting effects and flashing, to
reduce the risk of causing these issues.

Gameplay
We want the control scheme to be pretty simplistic. The player can move, they can
shoot, and they can create words. Because this is an educational game for ages 10+, we dont
intend for the gameplay to get too ridiculous or extreme. This should be something that a 20
year old kid can play at home, but also something a 10 year old who doesnt game much could
easily play on their school computer for part of an assignment.

Rules

Scoring Rules
Scoring is based on the amount of letters used when submitting a word. When a word is
submitted correctly, the player is rewarded with points and time is added to the clock.
When a word is submitted incorrectly, they are penalized by losing points and time from
the clock. Exact scoring details can be located in the Score Table in the Basic Score
Section.

Miscellaneous Rules
Words that are deemed inappropriate will not be accepted and rewarded points. These
will not register in the gameplay system.

Game Mechanics
Movement - The player will have four directions of movement of their ship. The player
will be able to move up, down, left and right on the screen.
Shooting - The player has the ability to shoot at enemy ships. This is done to eliminate
the letters they do not want to use in their words.
Player Damage - When the player shoots an enemy ship, it will fragment into pieces of
debris. This debris will move towards the player. If the player makes contact with the
debris piece(s) and is not shielded by a power-up, their ship will be destroyed.
Submit Word - Once the player is satisfied with their word, they will submit the word for
points.
Clear/Delete Word - If for any reason, the player does not want to submit the word they
are currently working on, they can remove letters one at time until there are no letters left
in the bar. This will give the player a chance to spell a previous word they want to use
instead of waiting for one specific letter.
Word Bank Line - When the ships cross the word bank line, they will be added to the
players submittable word line. The word bank line will be in the middle of the screen in
front of the player ship. It will move up or down the play area based on the difficulty of
the game mode. For example, if the player is playing on the easiest setting, the bar will
be lower towards the player. On a harder setting, the bar will be higher, which will give
the player less time to decide if the the should destroy a ship or allow it to pass the line.

Win / Lose Conditions

Win Conditions
In the base free play version of Morpheme, there is no real winning the game. The player
continues to play the game until they have run out of time.

Lose Conditions
In the base free play version of Morpheme, the player will lose the game by running out
of time or by the player ship being destroyed. Once the timer has reached zero, the game is
over. If the player makes contact with debris from the enemy ship, and is unprotected by a
shield, the player's ship will be destroyed.

Systems

Power-ups
Power-ups will be given to the player throughout the game. Some of these will reward
the player, while some will harm the player. Power-ups will spawn a few different ways. The first,
will be from the top of the screen and move towards the player. The Second way they will
spawn will be from enemy ships. They will spawn with less frequency from the ships than they
will from the top of the play area. Power-ups will spawn from the top every 25 seconds and will
have a 10% spawn chance from a destroyed enemy ship.

When the power-ups spawn, they will not always move in a simple straight lines all the
time. When the power-ups are spawning from the top of the game area, they may all in a
straight line, or the may come down at an angle or in a Sin wave towards the bottom of the
screen. This is also how the power-ups will spawn from the enemy ship, if they spawn when the
ship is destroyed.

Positive Power-ups
Negative Zone
When the player acquires this power-up, enemy ships will slow to a half of their
original speed. This will allow the player more chance to pick and choose their
letters and avoid ships that are threatening a collision. This power-up will last for
8 seconds. This power-up will also give the player +30 seconds of game time.
Bonus
When the player acquires this power-up, the player will receive 500 bonus points
that will be directly applied to their score. This bonus amount will vary based on
the player's current score multiplier. This power-up will also give the player +30
seconds of game time.
Multiplier
When the player acquires this power-up, their multiplier will be increased by 1 of
a multiplier level. This increase will not cause the multiplier to exceed the
maximum of x10. This power-up will also give the player +30 seconds of game
time.
Shield
Shield appears around ship for 5 seconds. This shield will protect the player from
damage caused by collision with an enemy ship. This power-up will also give the
player +30 seconds of game time.
Freeze Time
When the player acquires the Freeze Time power-up, everything in the game will
freeze except the player. This will give the player a chance to move strategically
and eliminate letters they do not wish to use. This effect will last a total of ten (10)
seconds.
Stardust
When the player acquires the Stardust power-up, this effect will take place. This
effect will last a total of X seconds.
Time Multiplier
When the player acquires the Time Multiplier power-up, the time bonus they
receive for submitting a correct word will be multiplied 1.5 times the original time
they would have received. This effect will last a total of one (1) minute.

Negative Power-ups
Time Increase
When the player acquires this anti-powerup, enemy movement speed will be
increased by 2 times their original movement speed. This will cause the player to
make decisions faster and test their reflexes for dodging incoming ships. This
power-up will also give the player +30 seconds of game time.
Achievements
While playing Morpheme, the player will have the chance to complete achievements.
Some achievements will unlock content within the game. The tasks required to complete the
achievement will be displayed in the achievement screen. Some of the achievements will have
their required task hidden from the player.

Achievement List
(Optional) How Achievement
Achievement Name Achievement Purpose
Affects Gameplay
Play freeplay mode for the first
Free Play time.
Time Paradox Slow time 10 times.
Spell ABRACADABRA during
Abracadabra Unlocks ship model texture.
gameplay.
Spelling Bee 25 words created.
Linguistic 50 words created.
Spellbound 100 words created.
Interstellar (Interspellar) 1000 words created.
Light Speed Speed up time 5 times.
QuickSilver Speed up time 15 times.
Bounty Hunter Destroyed 10 bonus ships.
Shell Shocked 3 shield powerups in a row.
It's-a Me Spell MARIO.
Way Past Cool Spell SONIC.
Palindrome Spelled 10 palindromes.
Crossword 50 enemy ship crossed.
Bless You Spell the word ACHOO
Thats What You Are! Spell WINNER. Unlocks 2nd ship model texture.
Frag Master Shoot 100 ships.
All Your Base Belong to Us Shoot 1000 ships.
submit 3 correctly spelled words in
Fast speller
under 10 seconds
submit 5 correctly spelled words in
Speedy speller
under 20 seconds
Spell a word without destroying
Pacifist
any ships at the start of a game
Millionaire Get 1,000,000 points
increase player time by 15
Time Saver seconds with only 1 second left on
the clock (timed mode)
What's in a name? Spell "MORPHEME"
What am i doing again? Spell the word AMNESIA
Spell a word without using A, E, I,
Wh_t's _ v_w_l?
O, or U
Meet the team Name all of the team members
You Are The Praiseworthiest! Spell a 15 letter word Unlocks 3rd ship model texture
Achievement Unlocked Spell the word ACHIEVEMENT
Easy as ABC Complete Tutorial

Game Modes / Challenges

Freeplay mode
Freeplay mode is where a player can try to create as many words as they can given a
time limit. The length of the words submitted will increase the players time and score, and
failing to spell a word correctly will hinder the players score and deduct time from the clock.
Ultimately, they want to spell as many words correctly as they can under the time limit in order
to get a high score. This mode is more competitive than it is educational, and allows the player
to double check their spelling abilities while gaming.

Objective mode

In objective mode, the player will travel from planet to planet, nine in total, completing the
objective of each planet. Each planet will present the player with a different objective to
complete. To advance to a new planet, the player must first complete the objective of the planet
they are currently on. The game will save the player progress as they unlock new planets. The
player will be able to leave objective play, and come back to continue their adventure.
Planets will present the player with objective themes such as Nouns, Adverbs,
Adjectives, Verbs, Sports, Colors, Environments, Foods and Animals. The player must submit
enough words to earn the proper amount of points to advance to the next level. Upon
completion of the level, the player will be rewarded. The rewards the player can receive range
from weapon upgrades, new skins for their ships and even new ships.

The rewards the player will receive while playing this game mode will consist of three
different categories. The player will obtain extra ship parts, projectile types and power-ups.

Ship parts
Part 1 - Ship armor
Part 2 - Thrusters
Part 3 -
Projectile Types
Projectile Type 1 - Double Shot (2 rounds, 1 from each side of ship
Simultaneously)
Projectile Type 2 - 3 round burst
Projectile Type 3 - explosive shot
Power-ups
Power-up 1 - clear everything in front of player.
Power-up 2 - invincibility
Power-up 3 -

Customization Screen
In the customization Screen, the player will be able to view and equip all of the items that
the acquire in the Objective Mode.

Fill-in-the-Blank mode
Similar to freeplay mode, except a word is already partly filled out. Players must try to fill
out as many words as they can using the blank spaces under the time limit.

The fill-in letters might circulate once every 25 seconds or so. For example, the
already-filled letters might be something like, P _ _ N _ _ for 20 seconds, where the player can
come up with words like, PLANE, PLANT, PLANET, PLAN, and etc. As you can see,
players are able to cut the word off short after the last letter, or they can create longer words
after all pre-placed letters are used.

Educational Mode
Cut from the project. Keeping in GDD in case we re-approach it later.
This style of play will be used to teach the player the proper use of grammar and
sentence structure. This game mode will be broken up into different circuit modes of difficulty.
As the player advances through the circuit, the difficulty level will increase.

This mode will introduce players to ideas like I before E except after C. The game will
also explain how this rule is not always true and will provide examples.

Misspell Mode
Cut from the project. Keeping in GDD in case we re-approach it later.

In this game mode, the player will be presented with a word that is spelled incorrectly.
The player will have to figure out what the word is, and spell it the proper way.
The player will be presented with a word such as FSAT. Obviously the correct word is
fast. The player will need to identify what the misspelled word is and correctly spell it.

Gameplay Flowcharts

Freeplay Positive Feedback Loop


(Must have the draw.io Google Drive extension in order to view the full size of this document:
https://drive.google.com/file/d/0B1-UjSb8oEsHMkYxczdzU1Njdlk/view?usp=sharing)
Scoring

Basic Scoring
Scoring in Morpheme will be based off of the amount of letters that the player uses when
they submit a word. The player will receive more points for a word that contains more letters.

Players achieve a score by allowing the letters that they wish to use to pass through the
line on the play area. Based on the amount of letters used in the word, will dictate the amount of
points that will be added to the player's score. The more letters that the players uses, the higher
score they will be awarded.

When the player submits a word that is misspelled, the will be penalized for the error.
The amount deducted from the player's score will be dictated by the amount of letters that are
being submitted. A word with 8 letters will deduct more points than a word with 4 letters.
Score Table
Letter Count Correct Correct Incorrect Incorrect
Submission Submission Submission Submission
Points Time Awarded Points Time Awarded
(Sec) (Sec)

2 Letter Word +50 +10 -50 -1

3 Letter Word +100 +10 -100 -2

4 Letter Word +200 +10 -200 -3

5 Letter Word +400 +10 -400 -4

6 Letter Word +700 +20 -700 -5

7 Letter Word +1100 +20 -1100 -6

8 Letter Word +1600 +20 -1600 -7

9 Letter Word +2200 +20 -2200 -8

10 Letter Word +2900 +20 -2900 -9

11 Letter Word +3700 +30 -3700 -10

12 Letter Word +4600 +30 -4600 -11

13 Letter Word +5600 +30 -5600 -12

14 Letter Word +6700 +30 -6700 -13

15 Letter Word +10,000 +30 -10,000 -14

Score Multiplier
As the player successfully submits words that are spelled correctly, they will earn a score
multiplier. This score multiplier will multiply the score the player submits by the current multiplier
number. The multiplier number will go from x1 to x4. The score multiplier will never exceed the
maximum of x4. If the player submits a word that is misspelled, the score multiplier will be reset
uitar Hero and
back to x1. This would work in the same fashion as rhythm games like G
Rockband.

Linguistics Dictionary

Word Setup
Inside of Morpheme, we plan to have several gameplay modes that factor in different
dictionary setups, on top of our base dictionary possessing all of the words that can possibly be
constructed throughout the game.

Dictionary
Dictionary for themes and words contained inside document:
https://docs.google.com/document/d/1sGvFOdjt4Asi1Rgi3W7QackWkfwvZ3ywtbsxPZALaf0/edit
?usp=sharing

Controls
Tutorial Mode
Full flowchart:
https://drive.google.com/file/d/0B1-UjSb8oEsHVll3RTJkT1F3UTA/view?usp=sharing
Art
In Morpheme, were hoping to use a sci-fi futuristic theme to our game. Bright neon
colors, tall skyscrapers with glowing decal signs, and metallic streets and hovering cars are the
theme for the art direction in this game. Were hoping this will allow a breath of fresh air in terms
of educational games, which usually stick to a more basic and simple art direction, and allows
us to reach out to a wider audience.

Concepts

Ship Concepts
Environment Concepts
UI/UX Concepts
Prop Concepts
Color Scheme
UI/UX Design
Environment
When environment is made, add it here.

Props
Character/Enemy Ships

Player Ship(s)
Enemy Ships
Font

Decals
Programming

Language Being Used


C# will be used in the creation of this game.

Areas of Focus
Week 1

Ui

Dictionary/ spelling implementation

Player movement/shooting

Randomized Spawning

Score and Scoring Line

Destruction of Enemy Ship

Enemy movement

Week 2

Enemy formations and fancy flying

Pickups

Asteroids | Attacks from enemies

Things we break from week 1

TBD

TBD
TBD

Narrative

Original Game Narrative Pitch


Beyond the cosmos, the galaxy is being dominated by the evil cube Armada.

Step into the pilot seat of your state of the art starfighter, and use its weaponry as well as your
mastery of language to disrupt their hive collection and become the savior of the universe.

Finalized Narrative Pitch

Setup
The narrative is not a core element to the game, but it is still prevalent. The player knows
who the male and female overhead voices are, and why theyre helping out the player. The
player should also be aware of why the lettered ships exist, and theyre given a reason as to
why theyre doing what theyre currently doing. The narrative will be factored into the tutorial, in
the opening of the game, and in a few relevant cutscenes if time allows it.

Characters

Revani - Female Overhead Voice


This character is more of a guide to inform the player of events that occur.

A scientific female-based AI who was created to help assist the government on any
measure where an AI is so needed. Shes been assigned to the player to help overcome the
Armada threat. Shes to-the-point, factual, and can come off as somewhat cold or emotionally
inappropriate at times, due to her faceted programmed personality. Still, in her own way, she
can be seen making jokes every once in awhile. Whether or not shes actually serious or not is
up in the air. She is directed by the commander-in-chief, Carson.
Voiced by: Nicole Stanford

Carson - Male Overhead Voice


This character is more of a guide to inform the player of events that occur.

The Lieutenant to the player. Hes in charge of making sure that operations go smoothly
and efficiently, and to direct the player in what their mission and objectives are. Hes assisted by
the AI, Revani. Hes a chill, down to earth and rather macho-standard enthusiastic kind of guy.
Just the kind of guy who you would envision going to a dive bar and betting wagers on drinking
contests, if this wasnt a rated E10+ video game. He banters with Revani and is audibly
annoyed with her to-the-point robotic demeanor, but manages to always have fun with her and
the player.
Voiced by: Dave Sabre

Script

Futuristic Female Voice Overs


"Multiplier"
"Letter Combo"
Morpheme - "Flying Linguistic Action"
"Shield"
"Perfect"
"Stardust"
"Mission Failed"
"Game Over"
"Enemy Approaching"
"Start Mission"
Start Tutorial
Futuristic Male Voice Overs
"Bonus"
"Time Multiplier"
"Time Increase"
"Time Freeze"
"Negative Zone"
"Free Play"
Anagram Mode
Hangman Mode
Options
High Score

Audio
Audio will change dynamically throughout the game. Each time the player initiates the
game, they will have a different sounding music in the background. Audio will be changes
throughout the game based on variables such as score, power-ups, word completion and
difficulty.

Sound Effects
[Link to Sound Effects]

One of the dynamic factors about the game is how the enemy formation in the game will
have different melodic beats; almost as if forming its own music as enemies come in. This is
one of our solutions to help make different letters stand out. The sound effects for us to do so
are found: [here]

Music
The music tracks on Morpheme are very unique. The player will notice that as the game
becomes more difficult or the player has a higher score, the music will become faster and more
hectic. On lower difficulty level or when the player has a lower score, the player will hear a
slower type of music. Audio will also be affected by game variables such as power-ups and
word completion.
The music for Morpheme is designed so that each time the player comes to the game,
they may not hear the same music they heard during their last playthrough. This was done to
keep the music fresh and appealing to the player.

Level Design

Structure
Despite the presentation pitch mockup being a 2D structure with a top-down camera, our
actual version is going to be quite different. The camera will be raised, but ultimately it will be a
third person camera. Players will see enemies fall down toward them, while still being able to
see the enemy ships letters the moment they appear on the board.

The player is also in an enclosed board space, only able to move in the small given
space provided. The letters fall above them in an area that they cannot reach, and they must
depend on the bullets that they shoot to stop letters that they dont want falling into effect the
words that theyre spelling. Outside of the board, the player can see the sci-fi dynamic world
with skyscrapers and glowing neon around them.

Presentation Pitch Mock Up


Mock Up

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