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Game Design Doc

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Submitted By simmo1991
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TIV The Innovator
Game Design Document
Group 1

Martin Hannappel (536634)
Valerina Hocaku (538514)
Ashley Kok (523313)
Matthew Simpson (539898)
TIV The Innovator
Game Design Document
Group 1

Martin Hannappel (536634)
Valerina Hocaku (538514)
Ashley Kok (523313)
Matthew Simpson (539898)

Contents 1. Game Mechanics 3 1.1.Core Game Play 3 1.2.Game Control 4 1.3.Game Flow (Player Experience) 4 1.4.Characters 6 1.5.Game Play Elements (Alphabetically Ordered) 7 1.6.Game Physics and Statistics 11 1.7.Artificial Intelligence 12 1.8.Game Mode: Ghost Run 13 2 User Interface 14 2.1Flowchart 14 2.2 Functional Requirements 16 2.3 MOCK-UPS 17 3. Art and Video 21 3.1 Style guide/ Overall goals: 21 3.2 2D Art & Animation/ 3D Art & Animation 21 3.3 Game Play Elements 24 3.4 Cinematics/ Video 29 4.Sound and Music 32 4.1 Overall Goals 32 4.2 Game Walkthrough 32 5.Story 37 5.1 Background 37 5.2 Synopsis 37 5.3 Story (3 Levels + The Grand Theft) 37 6.Level Requirements 39 6.1 Level Diagram (Simple linear model) 39 6.2 Asset Revelation Schedule 40 6.3 Level Design Seeds Notes About the Diagrams Below 41

1. Game Mechanics

1.1. Core Game Play
Permanent running; the player only stops when falling into a gap between the houses, running into obstacles, falling through sky-windows, getting shot or caught by the persecutors/enemies

Preset pathway; no “real” own direction choices possible, though within the preset pathway the position can be changed either to the left or to the right side of the screen through swiping

Jumping; to proceed in the game, the player needs to jump over the gaps from house to house

Sliding; dependent on the obstacle, the player can slide under it (e.g. drying lines, barricades)

Throwing; the player can use gathered/bought items; works only for throw-able items (e.g. fruits, drumsticks, vinyl, etc.)
Shooting;
the player can use weapons to shoot at enemies or obstacles to eliminate enemies and avoid getting caught/held back

Kicking/Punching; the player can use kicks or punches to beat enemies to avoid getting caught/held back or destroy obstacles such as crates; the way the player punches/kicks depends on learned skills (based on XP and an FX bar that loads per killed enemy) special moves can be performed to kill the enemies more spectacularly

Back viewing; a rear-view will enable the player to look behind and see the effect of used items on his persecutors (police)

Collecting; the player can collect items (see game elements) and money throughout the levels; the money will be used to achieve certain level goals and for purchasing items in the game shop

Combining; at certain points in the game, the player has to use and combine collected items/parts to a whole new to progress in the game, e.g. the single parts to make a new ID/passport, this will take place in between the levels in the shop/backpack window

1.2. Game Control

Moving; within the preset pathway, the player is able to change his position by swiping left or right on the touch screen, the strength/speed of swiping will directly influence on how far to the left/right respectively
Jumping;
the player is able to jump through pressing and holding the jump-button (lower right hand side of the HUD); the jump height is determined by the length of holding the jump-button; when releasing the jump button in a certain direction via swiping, a minor direction change can be performed
Sliding;
the player can slide under obstacles by swiping downwards on the touchscreen
Rear-view;
through rapidly shaking the playing device towards the player can activate the rear-view mode; by repeating the shake the player gets back to the front-view
Item Use; by selecting them in the item-select-wheel (bottom left-hand side of the HUD), the player can use items that have been either collected or bought previously; guns and other weapons aim either automatically at enemies by shooting/pressing the item-use button (right next to the item select wheel) or by tipping on the enemy on the touchscreen

1.3. Game Flow (Player Experience)

Level 1 - New York
It is a hot, bright summer day and I just managed to escape from prison in New York, finding myself climbing up a ladder that brings me on the rooftop of a house. After I reached the top, I start constantly running. I can’t stop, as I know that the police is searching for me and officers are already on my trace. Luckily a friend was able to give me a radar, on which I can trace the persecutors behind me and see the distance left. When crossing the first rooftop I reckoned that there will be no other choice than keep on running, as there is no point of return. The first house gap is coming closer and I know that I have to jump as high as I can to get to the next rooftop. From my running speed and jump intensity my vision gets blurred and I can hardly see the houses around me. If I want to avoid getting caught by the police I will have to evade all the obstacles on my way, as the rooftops begin to get cluttered with air-condition units and wooden crates. I can either jump over them or move to the left/right around them. I know that if I fall down one of these house gaps, I will be dead. Fortunately, I can find many coins and other useful things lying on the rooftops and I collect as much as I can, so that I can use them at a later state.

Level 8 - Moscow
I made it to Moscow, but I still have the police right behind me so I can’t stop running. The police increased their efforts by building police barricades on the rooftops, blocking my way. Also, there are many wooden crates, staircases and oil drums standing on the rooftops, acting as severe obstacles on my way. Only by moving left/right, jumping or sliding I can avoid getting stuck in obstacles. The weather in Moscow is making it hard for me to see, reducing my sight to a minimum in front of me. This makes it much harder for me to identify possible obstacles or enemies ahead. The snowy and frosty ground let me slip every time I make a move, slide or jump, increasing the risk of bad movements or falling down the houses. The police guards are guarding the pathway as well, trying to shoot at me from distance or holding me when I get to close. Even though I can hardly see, I try to use my weapons to eliminate the enemies on the run, otherwise I have to fight them head-to-head with punches and kicks. If I can find the snow chains in Moscow, I can improve the grip of my shoes again. When I run against oil drums, the spilling oil makes me slip severely, reducing my movement to a minimum. Again I will collect all money and items that are left on the pathway over the rooftops and jump, move and slide my way through Moscow.

Level 10 - Bangkok
I have reached my final destination, Bangkok, the place of the diamond. The skyscrapers of Bangkok are stunning, especially in this nighttime setting, showing all the lights of the buildings. Though, it is harder to see during night and I have to use my night vision goggles if I want to improve my sight. While jumping from house to house, I find myself avoiding heavy police barricades by jumping over or sliding under them and shooting at police guards on the way. If I get to close to a police guard, I have to fight him head-to-head quickly as the police is edging closer each second. I destroy wooden crates on the way to see whether they contain any useful items and collect every single coin or item on the way. Some people spun drying lines on their rooftops under which I have to slide, otherwise I’m getting entangled and seriously reduced in move-ment for a few seconds. Also, many houses in Bangkok have skylight windows in their rooftops and I can’t walk over them, otherwise I will break through and get caught by the police. My only choice is to move around the windows or calculate precise jumps over them. My biggest threat in Bangkok are police helicopters, which are tracing me through the air. Even though they seem to move slowly, they can track me with their big spotlight. The light blinds my sight, even more when I have my night vision goggles activated as I get overexposed by light. When this happens, I have to switch off my goggles, but only by moving left and right I can get out of the spotlight and restore my sight. A policeman shoots at me from the helicopter with a machinegun, giving precise salves of five shots at my direction. Again, I have to avoid being shot by moving left and right or jump out of the bull’s eye. I can shoot twice at the spotlight with a 9mm gun to destroy the spotlight or use a bazooka to destroy the helicopter, but I know that new ones will follow.

Level 11 - The Grand Theft
I made it into the museum in Bangkok, where the giant diamond is exhibited, but the whole room is bristled with security lasers and gates. To get to the diamond, I have to move left/right or jump over/slide under the lasers. Where the lasers are coming from can be seen in the guide map on the right side of the screen, so I can anticipate whether they come from side-to-side, bottom-up or top-down. The lasers seem to appear rhythmic, so I have to use my beat feeling as well. 1.4. Characters
Table 1.3.1.
Move speed statistics of all applicable actors in the game MOVE SPEED | | Low | Mid | High | Player (Avatar) | X | X | X | Police (Persecutors) | X | X | | Police (Guards) | (nonexistent) | | | Helicopters | X | | |
Note. The police guards don’t exhibit any move speed in the game, as they are statically on their set position. The helicopters can slowly change their positions with a low move speed. The police persecutors exhibit the normal (1x) move speed of the player, but can be slowed down with traps/items. Correspondingly, the player normally exhibits the normal (1x) move speed as well, but can slow down when colliding with obstacles or speed up with certain items.
Table 1.3.2.
Jump height statistics of all applicable actors in the game JUMP HEIGHT | | Low | Mid | High | Player (Avatar) | X | X | X | Police (Persecutors) | | X | | Police (Guards) | (nonexistent) | | | Helicopters | (nonexistent) | | |
Note. Neither the police guards nor the helicopters can exhibit any jump behavior in the game. While the persecuting police officers jump only to get through the preset pathway, the player can adjust his jump height from low to high, considering the needed height to get over any obstacle/gap.

Table 1.3.3.
Health point statistics of all applicable actors in the game HEALTH POINTS | Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | Player (Avatar) | 4 | 5 | 5 | 6 | 6 | 7 | 7 | 8 | 9 | 10 | Police (Persecutors) | - | - | - | - | - | - | - | - | - | - | Police (Guards) | - | - | - | - | 1 | 2 | 3 | 4 | 5 | 6 | Helicopter | - | - | - | - | - | - | - | - | - | 1 | Helicopter Spotlight | - | - | - | - | - | - | - | - | - | 2 |
Note. The “-“ indicates that the applicable actor is not yet existent in the game, thus not exhibiting any statistical value. The value “1-10” indicate the number of hits the respective actor can take in total, before getting eliminated.
Table 1.3.4.
Weapon strength statistics and their effects in the game WEAPON STRENGTH / EFFECT (reduction of HP / shot) | Fruits | 1 | Drum Sticks | 1 | Vinyl | 1 | 9mm Pistol | 2 | Bazooka | 1 | Taser Weapon | 1 | Shockwave Weapon | 1 | Snow | 0.5 |
Note. The shockwave and Taser weapon don’t kill, but paralyze their targets for 3 seconds respectively. During paralyzation, the enemy unit can’t attack or catch the player. The bazooka can only be used on helicopters and destroys them with one precise shot. 1.5. Game Play Elements (Alphabetically Ordered)

(1): 9mm Gun; weapon used to eliminate enemies (police guards or helicopter spotlight); a gun is dealing the double damage of normal weapons (see 1.4 Characters); can be either collected or bought in the shop
(2): 9mm Ammunition; the 9mm ammunition can be collected on the pathway in form of bullets, where each single ammunition item comprises 2 bullets (= 2 shots)

(3): Air-condition Unit; physical obstacle placed on the house rooftops; have to be avoided by the player by either jumping over or moving around
(4): Battery; each battery item comprises 2 charges; can be used either with a shockwave weapon (1 charge = 1 shot) or with the night vision goggles (each battery charge allows 10 seconds of night vision)
(5): Bazooka; weapon used to destroy helicopters; must be bought in the shop
(6): Bazooka Ammunition; can be collected on the pathway of the levels in form of rockets, where each single ammunition item equals one rocket (= 1 shot)
(7): Camera; the camera is a collective item and part of a puzzle assignment; needs to be found in a level as a level requirement and can be used to shoot a picture of the player by using the camera of the playing device, which will be “printed” in-game on a new ID/passport (see Asses Revelation Schedule)
(8): Coins; in-game currency ($), can be collected during the levels by running through them or bought with real money in the game shop, can be used to buy items or is tied to certain level objectives to unlock the next level; collecting 10 coins in a row gives additional money bonus of 20$, collecting 20 coins in a row = 50$ bonus, collecting 40 coins in a row = 100$ bonus
(9): Drumsticks; can be used as a weapon; are to be collected within the running pathways or bought in the game shop; when selected with the item selecting-wheel, they can be thrown at enemies (for damage see 1.4 Characters)
(10): Drying Line; physical obstacle spun on certain house rooftops; on collision, drying lines can slightly entangle the player by reducing his move speed to 0.2x normal speed for 5 seconds
(11): Fruits; can be used as a weapon; are to be collected within the running pathways or bought in the game shop; when selected with the item selecting-wheel, they can be thrown at enemies (for damage see 1.4 Characters)
(12): Glasses; collective item and part of a level requirement (change of appearance); needs to be collected on the level pathway (see Asses Revelation Schedule)
(13): Hanging Mat; physical obstacle spun on certain house rooftops; on collision, hanging mats can slightly entangle the player by reducing his move speed to 0.2x normal speed for 5 seconds
(14): Helicopter; flying enemy in Bangkok (level 10); can attack the player from the air with a gunman steering a machinegun; the gunman can fire salves of 5 shoots every 5 seconds on the players current position (during the salve the direction can’t be adjusted to trace the player); possess a big spotlight which can be aimed towards the players position (traces the players position for 3-5 seconds only, stays on the last position after this and can only be readjusted every 10 seconds); the spotlight blinds the player due to overexposure and blurs his vision, even more when the player is using night-vision goggles; if the helicopter gets destroyed it gets replaced by a new one after 30 seconds; if the spotlight gets destroyed, it takes 30 seconds to repair it

(15): Laser-Frequency-Distorter; secret item that can be collected from a wooden crate on the pathway of Bangkok; when used it can distort the security lasers of the last level for 5 seconds; needs 15 seconds to restore its function after use
(16): Laser-Frequency-Distorter Refresher; can be collected on the pathway of the last level; when used it can refresh the laser-frequency-distorter to avoid its restoring time
(17): Metal Gate; physical obstacle of the last level (Bangkok Museum), can kill the player by shutting down rhythmically and needs to be evaded
(18): Metal Oil Drum; physical obstacle found on rooftops; serve as protective covers for the police guards and can’t be kicked, punched or shot through and have to be avoided either by moving left/right or jumping over/on top of them; running into a metal oil drum causes the player to slow down for 5 seconds due to the spilling oil, thus decreasing the distance to the persecutors
(19): Mushroom; secret item that can be collected on the pathways; when used, mushrooms enable the player to have 5 seconds slow-motion view, giving him more time to react to and evade obstacles
(20): Night-Vision Goggle; gear that can be either collected on the pathways or bought in the game shop; require batteries to work; grant night-vision view to get better sight in nighttime sceneries
(21): Painkiller; item that can be collected on the pathways or bought in the game shop; heal the player for one HP per use
(22): Police Guard; physical obstacle that is located on rooftops; can hide behind wooden crates, barricades or oil drums for shelter; can shoot at the player from distance with a 9mm gun or hold the player when getting too close; when catching the player, police guards can kick or punch the player
(23): Police Barricade; physical obstacle that is located on rooftops; serves as shelter for police guards and can either be avoided by jumping over sliding under; cannot be destroyed
(24): Replica Diamond; secret item that can be found in a certain wooden crate; serves as a level require-ment for the last level (Bangkok Museum) as a replicate of the real diamond, having the exact same measurements and weight as the original
(25): Security Laser; physical obstacle which is only located in the last level; when running into a security laser the Museum’s security alert is being triggered and leads to a game over situation; security lasers can bristle the room from side-to-side, bottom-up or top-down
(26): Scissors; collective item and part of a level requirement (change of appearance); needs to be collected on the level pathway (see Asses Revelation Schedule)
(27): Shirt; collective item and part of a level requirement (change of appearance); needs to be collected on the level pathway (see Asses Revelation Schedule)
(28): Shockwave Weapon; a distance weapon that can only get bought in the game shop (for 8000$); requires battery charges to work; paralyzes enemies with one shot for 5 seconds, making them unable to attack or catch the player
(29): Skylight Window; physical obstacle located on certain rooftops; can only be walked on for 2 seconds and break afterwards; have to be avoided by either moving around or jumping over; if fallen through a skylight window, the player gets caught by the police and loses the game
(30): Smoke-Spray; special item that can be collected on the pathway as well as bought in the game shop; can be used to unveil the security lasers in front of the player for 5 seconds per item; making it easier to evade visual obstacles
(31): Snow; physical obstacle that has physical effect on the player by reducing his move speed as well as his grip; can be collected on the pathways or bought in the game shop and used as a weapon; when selected with the item selecting-wheel, snow balls can be thrown at enemies (for damage see 1.4 Characters)
(32): Snow Chain, secret item that can only be collected on the pathway; when acquired it restores the normal grip of movement behavior of the player, which is reduced in Moscow by snowy/icy ground
(33): Speed Up; power up item that grants the player 2x normal speed for 5 seconds; can be multiplied when using twice consecutively to a maximum of 4x normal speed
(34): Staircase; physical obstacle located on certain rooftops; cannot be destroyed and have to be evaded by moving around or jumping over
(35): Sunglasses; gear that can be collected on the pathway or bought in the game shop; when used, sunglasses grant better vision for the player in sunset-settings (being blinded by sunrays)
(36): Taser Weapon; special distance weapon that can only be bought in the game shop; paralyzes enemies for 5 seconds, making them unable to attack or catch the player
(37): Taser Weapon Ammunition; ammunition for the Taser weapon that can be collected on the pathway; each ammunition item comprises 1 charge (= 1 shot)
(38): Trousers; collective item and part of a level requirement (change of appearance); needs to be collected on the level pathway (see Asses Revelation Schedule)
(39): Vinyl; can be used as a weapon; are to be collected within the running pathways or bought in the game shop; when selected with the item selecting-wheel, they can be thrown at enemies (for damage see 1.4 Characters)
(40): Wooden Crate; physical obstacle located on rooftops; has to be either avoided by jumping over or moving around; can be destroyed by either kicking, punching or shooting; can contain hidden items

1.6. Game Physics and Statistics
Movement
The player has normal, “human” speed while running and can’t stop himself from running. As the player is constantly running, he only slows down or stops when interacting with an obstacle (collision). Speed up items can boost the player’s speed to 2x normal speed for 5 seconds, or even 4x normal speed when using two speed up boosters consecutively. A faster speed than 4x normal speed is not possible.
On some rooftops, there will be ramps, forming an inclining/declining physics element. When running up a ramp, the player should slow down slightly, depending on the incline level, but not more than 0.5x of normal speed. When running down a ramp, the player should speed up respectively.
When moving left or right on normal ground, the player stops moving left/or right as soon as the swipe move on the screen has finished. When moving left or right on snowy/icy ground, the player slips further than normal, depending on how rapidly he swipes over the screen. As long as the player slips, he can’t steer any position changes. When moving on snowy/icy ground with snow chains, the normal movement behavior is retained.
The player has supernatural jumping skills, enabling him to jump over the house gaps (multiple of a normal person’s jump height). The height of the jump is determined by the length of holding the jump button, and the direction of the jump by the direction in which the jump button is released through swiping out of the jump button. During the jump and while being in the air the player can only slightly move left or right to adjust his position, e.g. to collect coins. When landing on the next house on normal ground, the player can directly change his position. When landing on snowy/icy ground, the player slips to some extent based on the jump direction and impact. During the player is slipping he can’t adjust any position changes.
When sliding, the player’s movement speed slightly increases; even more when sliding over snowy/icy ground.
When falling into the house gaps or through skylight windows, the player can’t change his position anymore and falls into his “death”.
When jumping on hanging mats and jumping again, the player jumps higher than normal due to a feedback effect.
When consuming a mushroom, the player perceives everything in slow-motion, resulting in everything happening in 0.2x normal speed.

Collision
When running into crates, oil drums, staircases, AC units or police barricades, the player is being stopped from running, drastically decreasing the distance towards the persecutors. The player can still overcome the obstacles by jumping, moving or sliding where necessary. Though, the player loses a small amount of HP when colliding with obstacles.

When running into hanging mats or drying lines, the player gets slightly entangled, thus reducing the movement speed to 0.2x normal speed for 5 seconds. The 0.2x speed is reached directly after colliding with the obstacle, while regenerating slowly towards normal speed over the 5 seconds.
When running onto skylight windows, the player breaks through the glass and gets caught by the police. The glass of the skylight windows breaks after 2 seconds, not directly.
When running into a police guard on the pathway, the player is being held by this guard and thus prevented completely from running. The player then got time to battle the guard until his persecutors reach the refugee.
Combat
When attacking a police guard, the player does either throw items/weapons at them from a distance, shoots at them with a gun or punches/kicks them. All combat situations take place without having effect on the movement of the player (“combat on the run”), unless the player gets caught/held by the police guards, who prevent the player from running. The health points (HP) of the enemies always depend on the progress of the game, as the HP increases per level.
When getting held by the police guards, the player has a short timeframe in which he can attack the guard, either by using one of his items or punching/kicking him, until the enemy goes down. When approaching a guard/being held, the player also gets attacked by the guards and loses HP if the enemy lands a hit. If the player is out of HP, the level has to be started again. After beating an enemy, the player automatically starts running on his pathway again.
When attacking a helicopter with a bazooka, the helicopter explodes and crashes. The helicopter might crash onto the house in front of the player, forcing him to move left/right or jump over the wreck. 1.7. Artificial Intelligence
The game won’t need a complex artificial intelligence, as the enemies included in the game are mostly static and behave in a preset way.
Police guards: no pathway finding required, as they don’t inhibit any movement and are placed by the game design throughout the preset pathway. Police guards can shoot with 9 mm guns at the player. The aiming will take place automatically. The guards can shoot only as soon as the player approaches them (from about 5 meters in real life measurements), with shots given every 3 seconds at maximum. The shots themselves are “slower” than at real life speed and accompanied/followed by an “air shockwave line” as a visual aid, so that the player can dodge. The shots fired every 3 seconds will be automatically aimed at the position of the player at that very moment. When catching the player, the guards cannot shoot anymore, but rely on boxing/kicking to hurt the player. The guards can randomly vary between boxing or kicking, with each movement being exerted every 2-3 seconds .
Persecutors: the persecutors have a preset move speed, equal to the normal move speed of the player. The persecutors can’t increase or decrease this speed themselves. They are constantly following the refugee, running on the very same pathway as the player and don’t exhibit any attacking abilities. The range of the persecutors will depend on the gameplay of the player, as only the player himself can increase or decrease the distance between both. If the player spills oil or uses other items to affect the persecutors behind him, the persecutors exhibit a 25% chance to dodge the traps. The residual movement of the persecutors will comprise simple running and jumping throughout the pathway. If they reach the player, they catch him and stop the game.
Helicopters: helicopters can randomly change their position in between the top left-hand and top right-hand corner of the screen, though this has no direct effect on the gameplay. The helicopter does not change his position depending on being attacked or not. The helicopter’s gunman can shoot salves of 5 shots rapidly at the player’s position. These salves are fired every 5 seconds, automatically aiming at the players current positions at the beginning of the salve. During the shooting, the salve’s direction can’t be adjusted. The helicopter can beam a spotlight on the player. When tracing the player with that spotlight, the helicopter is more likely to hit the player. The spotlight can only trace the player for 3-5 seconds, after that the beam remains at that last position and can only be readjusted again every 10 seconds towards the player’s new position. If the helicopter gets shot, a new helicopter appears after 30 seconds, exhibiting the very same behavior. 1.8. Game Mode: Ghost Run
BEAT the City will feature a “shadow run” game mode, in which players can upload their best runs to our online servers. By this, players can compete indirectly (=not simultaneously) by trying to have a better run than the ghost runner avatar of another player (leaderboard competition).

2 User Interface
2.1Flowchart
LOADING LOADING

INTRO VIDEO INTRO VIDEO

HOME SCREEN
HOME SCREEN

PLAY
PLAY
MENU MENU
STORY
STORY

AVATAR AVATAR
TURORIAL
TURORIAL
INTRO VIDEO
INTRO VIDEO

STORE
STORE
LEVEL 1
LEVEL 1

FREE ITEMS
FREE ITEMS

BACKPACK
BACKPACK

OBJECTIVES
OBJECTIVES

LEADERBOAD
LEADERBOAD

STATS
STATS

LEVEL
LEVEL

SONGS
SONGS

TUTORIAL
TUTORIAL

SETTINGS
SETTINGS

HOME
HOME

PLAY
PLAY

2.2 Functional Requirements 1) Loading Screen: first screen after opening the game app, includes “BeatTheStudios” with logo 2) Home Screen:
1. Story (Introduction video)
2. Menu ( Menu list)
3. Play (start of Level1) 3) The Menu screen:
1. Avatar (create on Avatar)
2. Store (buy items)
3. Free Items (select free items)
4. Backpack (check player’s current items)
5. Objectives (goals of each level)
6. Leaderboard (check other player’s stats)
7. Stats (check player’s stats)
8. Level (current location, google map)
9. Song (choose song)
10. Tutorial (start training)
11. Setting (choose volume)
12. Play (start level)
13. Home (go back to home screen)

2.3 MOCK-UPS

1. Loading BeatTheStudios | |

2. Home screen

Logo BeatTheCity | STORY | MENU | PLAY | |

3. Menu Picture Character | AVATAR | STORE | FREE ITEMS | BACKPACK | OBJECTIVES | LEADER BOARD | STATS | LEVEL | SONGS | TUTORIAL | SETTINGS | | HOME | PLAY | |

Ingame Mock-up:

TIME TIME Coinsbar Coinsbar LIFE BAR LIFE BAR
SELECT ITEM
SELECT ITEM
JUMP BUTOON
JUMP BUTOON RADAR RADAR |
2.4 GUI Objects
Home Screen:
1. Story: if player hits the story button, the introduction video will be played again
2. Menu: player will be guided to the menu list
3. Play: if player clicks play button, he/she will not be able to start the game without finishing the tutorial
The Menu screen:
In the menu screen the player is able to see all options given in the menu list.
1. Avatar option: 1. Option: “Upload your own picture”, if player chooses to upload a picture, he/she has also the option to take a selfie, player needs to be asked if the game is allowed to have access on her/his pictures storage
2.Option:
“Choose avatar”, if player does not want to use own picture, he/she can choose provided avatar faces
In both options:
Player can create a whole avatar, from face characteristics to clothing
3. Store option:
Player can buy items
4. Free items:
Player can collect items for free
5. Backpack:
Character’s backpack, Player can check what items he/she has collected so far

6. Objectives:
Shows a bar which indicates how far away the player is from completing the game “Current level toComplete” (up), depending on which level the player is, it will show its objectives
7. Leaderboard:
Shows other player’s stats
8. Stats:
Shows the player’s stats. “share” button accessible, if player wants to share his/her stats on Facebook, left bottom “back button”
9. Level:
Player can check in which level he/she is, Google map illustrations (current location)
Songs option: 1.option:
Player can authorize his/her music storage with the game, after being asked
2.option: if player does not want to upload his/her own songs, he/she can chose songs from the provided track list (22 different songs are provided)
10. Show tutorial:
Player can only start the game after finishing the tutorial. Before the tutorial starts player will be asked to upload a song and will be guided to the “Song option”. Tutorial is shown in a city environment(rooftop) and player will be told whether to jump, or move left/right by arrows and “words”
11. Setting:
Player can chose the music and sound volume
12. Play:
After finishing the tutorial player is able to start Level 1. Right after clicking the play button, the player will be asked to select a song for the first level. 3. Art and Video
3.1 Style guide/ Overall goals:
As BeatTheCity is a city game, the overall goals for the art of this game are to provide a realistic and an unforgettable feeling of each level. We decided to develop a 1st person jump and runner game, because we want the player to have the feeling of being on the rooftops of the biggest cities in the world. Therefore the colors of the screens should be picked wisely, as we intent to have a “reality” effect on the player. The character itself will be hardly shown during the levels, since the game is a 1st person jump and runner game but legs and upper arms are visible. However, the character is fully shown during the small scenes between the levels and during the introduction video, as these cinematics and videos are presented in 2D. The mood of each level changes as the weather and buildings change in each level. Overall the player should be put into a “big city life” and “escaping” mood.
3.2 2D Art & Animation/ 3D Art & Animation 1) GUI
The GUI objectives in the home and menu screen will be presented in 2D. Since BeatTheCity is a city game, the art of these screens should be giving the player the feeling of being in the city. The background of these screens is a city environment. While the home and menu screen pop up, the background of these screens moves as if the screens are flying in the air of the city environment.

2) Marketing & Packaging
The webpage of BeatTheCity is shown in a 2D animation. Here again, it is important that the game itself relates to its media such as the internet, magazine adds or sell sheet design. The most important thing to consider is that the consumer should be able to understand the story by visiting. However, both medias should include a writing story of the game. Elements such as the diamond or police guards should be included in these medias. The website should also illustrate a prison environment in order to give the consumer a hint what the actual story is about.

3) 3D Terrain:
Environmental experience of character
NEW YORK CITY: Level 1
I can’t believe it… I finally made it to the rooftops of New York City. I can finally feel a little breeze of the wind again after being in prison. Here I am, in the middle of Manhattan, and I am amazed by the great view. Although I see nothing but huge buildings I have a view all over Manhattan. The city looks like an enormous lego brick field to me but it feels so real because I can feel the cements of the buildings. All buildings look kind of reddish and old. I feel so small but big at the same time while standing on the rooftops in one of the biggest cities in the world. The feeling scares me a little bit. I see so many things at the same time I don’t know where to look first. I am trying to orientate myself but the sun is shining extremely bright today. I am also blinded by lights of some buildings. It seems like I am in the middle of the Times Square area. When I look down I see so many cars and people on the streets and they all look like small ants. I am trying to figure out what is miles ahead of me and I can the see the Hudson river on my right side and the Empire State building ahead of me. Must be more than five blocks away from here. My goal is to reach Penn Station in order to take the train to the airport and I know that Penn Station is not far from the Empire State building. When I look up in the sky I feel so released and free because there is nothing but the clear blue sky. But once I hear the police, I start to run for my life.
Note: bright, sunny day, clear blue sky, reddish old buildings, skyscrapers
MOSCOW: Level 8
I finally reached Moscow’s rooftops which means I am one step closer to my goal. I am standing up here and all I thinking is I need warmer cloths because it is freezing. It seems like winter has arrived here. All I am seeing is snow everywhere which makes my view a little harder because I can’t see the buildings as clear as I could in the previous cities. Still I can see that these buildings here are typically European like, old and not as high. The rooftops seem pretty flat. The sky is very cloudy and it is snowing hard. I am not quite sure where I am but I can see an outstanding building right in front of me and it seems to be the St. Basils Cathedral. Again the police is still following so there is no time for me.
Note: the screen should mostly look white (snow), flat rooftops, old buildings
Bangkok: Level 10
I cannot believe I made it to my final destination. The view on Bangkok’s rooftops is just amazing. It is in the middle of the night and it pretty dark up here but the city is still loud. The feeling up here is just great. All the lights of buildings are shining bright. I am not able to tell the exact colors of the buildings because they all look the same in this darkness.
Note: futuristic, huge buildings, dark screen, lights only by buildings

3.3 Game Play Elements Game Play Elements and its art description: | Art description | Level 1:New York | Level 2: Moscow | Level 3: Bangkok | (1) 9mm gun | Black-silvery | x | x | x | (2) 9mm ammunition | Shiny, Small, gold, rocket form | x | x | x | (3) Air-condition unit | Big white rectangle out of plastic material | x | | x | (4) Battery | Black, lime green, small as a finger | x | x | x | (5) Bazooka | Dark green, form of telescope | | | x | (6) Bazooka ammunition | Rocket form, black | x | x | x | (7) Camera | Back canon powershot G16 review | x | x | x | (8) Coins | Silvery dollar coins | x | x | x | (9) Drum Sticks | White (always a pair) | x | x | x | (10) Drying line | Long lines with clothing (t-shirts, pants) | x | | x | (11) Fruits | Yellow bananas, green mangos, red apples | x | x | x | (12) Glasses | RayBan nerd glasses-“Junior Pilot” | | x | | (13) Hammock | Colorful, rope type, out of cotton material | x | | x | (14) Helicopter | black-army FBI | | | x | (15) Laser-frequency-distorter | Small, black, plastic material, gun form | | | x | (16) Laser-frequency-distorter refresher | White, silvery, shiny, Plastic material | | | x | (17) Metal gate | Heavy, large, silvery, metal material | x | x | x | (18) Metal oil drum | Blue, yellow, green, black, colors can vary for each level | x | x | x | (19) Mushroom | White, shiny | x | x | x | (20) Night vision goggles | Black helmet with buckle | | | x | (21) Painkillers | While pills, can be swallowed | x | x | x | (22) Police guard | Bunch of police characters in police outfits including guns and handcuffs | x | x | x | (23) Police barricade | Black-white, metal | x | | x | (24) Replica diamond | Shiny-silvery, tiny | | | x | (25) Security laser | Bluish-white radiation | | | | (26) Scissors | Black-silvery, small | x | x | x | (27) Shirt | Black, white, red, blue, brown changes for each level | x | x | x | (28) Shock wave weapon | Bluish, long, light | x | x | x | (29) Skylight window | Transparent, square shaped | x | | x | (30) Smoke-spray | Black, small bottle spray | x | x | x | (31) Snow | white | | x | | (32) Snow-chain | Silvery, shiny, metal material | | x | | (33) Speed-up | Transparent, shiny scare flying in the air | x | x | x | (34) Staircase | Brownish, wooden | x | x | | (35) Sunglasses | Black-spacy with a robe to keep on neck | x | | | (36) Teaser weapon | Black, metal | x | x | x | (37) Teaser weapon ammunition | Rocket form, silvery | x | x | x | (38) Trousers | Denim, black, 1 for each level | x | x | x | (39) Vinyl | Round disk, plastic material | x | x | x | (40) Wooden Crate | Brown boxes, wooden material | x | x | x |

“x”: Game element is included in the level 4) Special effects | Description | Level 1: New York | Level 2:Moscow | Level 3:Bangkok | (1) 9mm gun | Small grey smoke coming out of the gun after shooting | x | x | x | (3) Air-conditioner unit | air coming out of the conditioner | x | | x | (5) Bazooka | Big grey smoke in terms of explosion, especially after shooting at helicopter | | | x | (8) Coins | Small stars will pop up while collecting | x | x | x | (11) Fruits | Mashed fruits will be shown in the screen | x | x | x | (14) Helicopter | Explodes after being shot by Bazooka, will be shown during review as it moves and follows character | | | x | (19) Mushroom | characters view is switched to slow motion | x | x | x | (20) Night vision goggles | Gives the character a brighter perspective in the dark | | | x | (21) Painkillers | Battery signs indicate that characters pain is healed | x | x | x | (24) Replica Diamond | While collecting the screen shines bright for 2 seconds | | | x | (25) Security Laser | When lasers are being touched, character cannot move for 3 seconds and leads to game over | | | | (28) Shock wave weapon | Triggers a transparent, electronical line | x | x | x | (29) Skylight window | Falls into pieces of glass after standing more than 2 seconds | x | | x | (30) Smoke spray | Grey smoke appears after using it | x | x | x | (31) Snow | When using as weapon, snow balls falls into pieces | | x | | (32) Snow chain | Snow is sprinkling in every direction while speeding | | x | | (33) Speed-up | Character moves faster than normal, leaves a speed line behind | x | x | x | (35) Sunglasses | Gives the character a protection from sun, neutral view | x | | | (36) Teaser weapon | Leaves a smoke behind after trigging | x | x | x | (39) Vinyl | Leave speed path behind after throwing | x | x | x | (40) Wooden crate | Explode after jumping on them, or walking against them | x | x | x |

3.4 Cinematics/ Video
As the storyline of BeatTheCity will be shown throughout the entire game, we decided to include some small 2D scenes between the levels. 1. How does the character escape from prison?

Purpose:
Give the player an introduction to the actual story and achieving the curiosity of wanting to know what will happen in the following levels.

Content:
Flashbacks on his life as a young boy helping his father with cleaning diamonds. After few years of success with the diamond company a group of Thai people killed his father. At a later age the character has gotten many criminal files by constantly steeling, rubbing banks and being involved in mysterious crimes. Character finally ends up in prison but the only thing he is constantly thinking about is the one diamond particular diamond which his dad admired so much and which was stolen by Thai people. One morning the character decides to escape from prison in order to reach Bangkok. At the same day the character manages to escape through the prison’s kitchen backdoor while being dressed exactly the same way as the chef. The character made it finally to the streets of Manhattan. He tries to not attract any attention by pretending to be part of the people on the streets of Manhattan. While he takes a short cut around a corner, he notices a ladder which could bring him on the rooftop of a house. He claims up the ladder and reaches the rooftop of a building which has a phenomenal view on Manhattan.

Target length: max 2 minutes

2. Journey from New York to London: Level 1

Purpose:
Keep the constant game flow for the player, provide a meaning in order to give the game a story

Content: In the late evening while the sun is going down the character jumps off a train, arrives at the busy JFK airport and buys a last minute flight ticket to London with his fake passport. Character is being boarded and the plane takes in the nice red-orange sky.

Target length: max 60 seconds

3. Journey from Moscow to Tokyo: Level 8

Purpose: keep the “story” effect for the player

Content: During a snowy day, the character will be dropped off by a black mysterious cap at the airport. Scene will end by showing character sitting on the plane talking to an Asian guy.

Target length: max 30 seconds.

4. Journey from Bangkok to Grand Theft Museum

Purpose:
Keeping the player in the story and wanting the player to give a feeling of almost achieving the actual goal which is to steal the diamond in the museum.

Content:
In a very dark night the character arrives at the Grand Theft museum in Bangkok. Dressed all black, the character manages to sneak into the dark room where the diamond is located at. But the room is secured by too many lasers.
Target length: max 60 seconds

4.Sound and Music
4.1 Overall Goals
The innovative part of our game is that the players can make use of your own music library during the game, so since the game focuses on the use of your own music we want to keep the sound effects during the levels to a minimum. Players will have the possibility to turn the sounds effects off fully. Most of the sound effects and music will be used during the short videos in between the levels.

4.2 Game Walkthrough | Corresponding gameplay elements | Action | Time/Amount | Sound examples | Opening the game | | | | | | | Waiting music create a dark ambiance | As long as it takes to load the game | http://www.pond5.com/stock- music/33083549/searching-evidence-loopable.html | | | waiting music stops and introduction video starts | | | Introduction Video | | | | | | | Introduction video starts Soft background music starts playing | During the whole introduction video | http://www.pond5.com/stock-music/24462410/prison-lock-down-loop.html | | | Character and police guard walk in prison | | http://www.pond5.com/sound-effect/8855584/prison-guard.html | | | The character is put in his cell and the door is being getting closed and locked | | http://www.pond5.com/sound-effect/8626944/doorsprisonsbbcec130lb.html | | | Character sits down on his bed | | http://www.pond5.com/sound-effect/10705436/sitting-down-cushion-chair-2.html | | | & sighs | | http://www.pond5.com/sound-effect/8855850/human-sigh.html | | | A screen ‘One year later’ comes up | | | | | A loud crash | Just before the ‘One year later’ screen disappears | http://www.pond5.com/sound-effect/215225/impact-crash.html | | | Jail door sliding open | | http://www.pond5.com/sound-effect/6141290/door-jail-cell-close-02.html | | | Prison alarm goes off | During the whole escape, slowly getting softer when you see the character running further away from prison | http://www.pond5.com/sound-effect/35968060/jail-alarm.html | | | Character is running | As long as you see the character running | http://www.pond5.com/sound-effect/8970046/footsteps-boots-run-cement-01.html | | | ‘Stop’ shouting by police officers | During the whole escape, slowly getting softer when you see the character running further away from prison Ends when the character reaches the city. | http://www.pond5.com/sound-effect/32301395/fast-stop-male-shout.html | | | Shouting and alarm sounds stop running sound continues | | | | | City noises on the background | | http://www.pond5.com/sound-effect/37040516/city-noise-pedestrians-traffic-noise.html | | | Character stops running running sound stops | | | | | Heavy breathing from running, character is looking around | | http://www.pond5.com/sound-effect/691918/breathing-human.html | Start Window | | | | | | | Game menu | | No background music | | | Selecting/clicking a button | Every time the player presses a button | http://www.pond5.com/sound-effect/32285451/fast-whoosh.html | | | Selecting a song from the (players) music library | Whenever the player chooses a song | http://www.pond5.com/sound-effect/38246725/idea-bell-sound-0001.html | Level 1 | | | | | | | Character climbs up a ladder | As long as you see the character climbing the ladder | http://www.pond5.com/sound-effect/8861857/ladder.html | | | New-York city ambiance in the background | Until the music of the level starts | http://www.pond5.com/sound-effect/8731011/city-heavy.html | | | Character starts running, climbing sound stops running sound starts | Until the music of the level starts | http://www.pond5.com/sound-effect/26833522/footsteps-man-running-dry-leaves-breaking-twigs-forest-sneak.html | | | Running sound and city noises stop Chosen music starts to play | The time of the song | Whichever song the player chose from their own music library | | 8 | Player grabs a coin | 600 coins | http://www.pond5.com/sound-effect/39136113/retro-game-coins-2.html | | 9, 11, 12, 26, 27, 33, 35, 38, 39 | Player grabs a special item (items/power-ups/weapons) | 24 items | http://www.pond5.com/sound-effect/26692173/game-quest-appear.html | | 3, 40 | Player runs into an obstacle | 23 | http://www.pond5.com/sound-effect/25595237/male-voice-ouch-01.html | | | Player falls of the rooftop/dies | 1 | http://www.pond5.com/sound-effect/5525941/man-falling-deep-hole.html | | | player successfully finishes the level | 1 | http://www.pond5.com/sound-effect/10594795/game-win-ident-3.html | | | Player unsuccessfully finishes the level | 1 | http://www.pond5.com/sound-effect/26121806/8bit-retro-game-over-loose.html | | | Selecting/clicking buttons | | http://www.pond5.com/sound-effect/32285451/fast-whoosh.html | Flight Video | | | | | | | Character enters airport airport sounds start | Continues until the character board the plane | http://www.pond5.com/sound-effect/21505218/airport-passengers.html | | | Boarding announcement | | http://www.pond5.com/sound-effect/609492/airport-announcement.html | | | Flight attendant makes an announcement | | http://www.pond5.com/sound-effect/222904/flight-attendant.html | | | Plane takes off | | http://www.pond5.com/sound-effect/42270772/airplane-flight.html | Level 8 | | | | | | | Moscow city ambiance in the background | | http://www.pond5.com/sound-effect/8878125/russia-city.html | | | Character is running in the snow | | http://www.pond5.com/sound-effect/20484527/snow-running-loop-02.html | | | Running sound and city noises stop Chosen music starts to play | The time of the song | Whichever song the player chose from their own music library | | 1, 2, 4, 7, 8, 18, 21, 22, 23, 24, 28, 31, 32, 33, 34, 40 | The sounds in the level will be the same as in level one (e.g. the coins, special items & obstacles) | 1500 coins17 items85 obstacles | | | 1, 2 | Police guards & player shooting guns | 40 | http://www.pond5.com/sound-effect/224240/gun-handgun.html | | | Player is fighting with the police guards | 20 | http://www.pond5.com/sound-effect/10761889/fight-grunts-3.html | | | The ending of the level will be the same as level 1 | | | Train Video | | | | | | | Character enters a train station Train station ambiance in the background | Continues until the character boards the train | http://www.pond5.com/sound-effect/875764/train-station-ambiance.html | | | Character board the train Train horn goes off | | http://www.pond5.com/sound-effect/8894133/train-horn.html | | | Train takes off | | http://www.pond5.com/sound-effect/10704087/train-passing-3.html | Level 10 | | | | | | | Bangkok city ambiance in the background | Until the music of the level starts | http://www.pond5.com/sound-effect/8622138/bangkok-suburban-nightime-skyline-insects-distant-scooters-c.html | | | Character starts running | Until the music of the level starts | http://www.pond5.com/sound-effect/8751019/footstepsrunning.html | | | Running sound and city noises stop Chosen music starts to play | The time of the song | Whichever song the player chose from their own music library | | 5, 6, 8, 10, 21, 22, 23, 29, 30, 33, 34, 36, 37, 40 | The sounds in the level will be the same as in level 8 (e.g. the coins, special items, obstacles, gun shots & fighting) | 2200 coins33 items51 obstacles | | | 14 | Helicopters circling above the buildings | 1 – 6 | http://www.pond5.com/sound-effect/8767817/helicopter.html | | 5, 6 | The player shoots a bazooka | 6x | http://www.pond5.com/sound-effect/27089720/bazooka.html | | | The ending of the game will be the same as level 1 | | | Boat Trip | | | | | | | Character is seen boarding a boat sea ambiance in the background | Until the boat takes off | http://www.pond5.com/sound-effect/29654923/sea-and-gulls.html | | | Boat takes off, you hear the horn | | http://www.pond5.com/sound-effect/21258922/boat-horn-3.html | | | Character is standing on the deck | After the horn goes off until the video ends | http://www.pond5.com/sound-effect/36489620/large-boat.html | Level 11 | | | | | | | Character opens a big wooden door | | http://www.pond5.com/sound-effect/8626816/interior-wooden-door-opened-heavy-echo.html | | | The character walks in an empty room | | http://www.pond5.com/sound-effect/11358593/work-boots-wood-floor-2-walk.html | | | Lasers are all through the room | | http://www.pond5.com/sound-effect/866796/sf-dark-laser-movement.html | | | Walking and laser sounds stop Chosen music starts to play | The time of the song | Whichever song the player chose from their own music library | | 8, 15, 16, 17, 19, 33 | The sounds in the level will be the same as in level 8 (e.g. the coins, special items, obstacles, gun shots & fighting) | 1000 coins22 items | | | 25 | The player gets hit by a laser alarm goes off | 1 | http://www.pond5.com/sound-effect/34426107/loopable-warning-alarm-2.html | | | Player obtains the diamond | | http://www.pond5.com/sound-effect/8562438/diamond-whoosh.html | End Credits | | | | | | | End credits start to roll (uplifting/success music) | As long as the end credits roll | http://www.pond5.com/stock-music/11876930/journey-success.html |

5.Story
5.1 Background
James ‘the jewel’ Marcello was born in New York in 1982. He was born into a big Italian family who had immigrated to New York in search of the ‘American dream’ in the late 1960’s, this was after his father saved enough money to leave their hometown of Napoli. James’ father was a diamond cutter, and he took his business from Napoli to New York when they immigrated.
As a young boy, James was in awe of his father’s profession and he would sit there for hours gazing at the diamonds, he would also help his father from time to time with cutting and shining the diamonds. James’ father’s most proud moment as a diamond cutter was cutting and shining a diamond for a business man in Thailand, he would talk for hours about how beautiful the diamond was and how it was the most expensive item he had ever laid his hands on.
When James reached the age of 15, his father died a sudden death, and as a result the families jewel cutting business was forced to close. After his father’s death, James still had a keen eye for jewels, and when he was 18 he stole his first diamond from a little jewellery store in Manhattan.
James got a real taste for stealing diamonds, and at the age of 22, he had already stole 7 diamonds worth a total value $800,000. But after an extensive police investigation, James was arrested by police and consequently charged with 7 counts of theft and was sentenced to 14 years in prison.
James was only 1 year into his sentence when he heard news that the diamond his father talked about for years and years now stands in a museum in Bangkok, after learning this, James only had 1 goal, to escape prison in order to get to Bangkok to steal the diamond.
5.2 Synopsis
Have you ever wanted something so badly that you would do anything for it? Serial diamond thief James ‘the jewel’ Marcello puts everything on the line to achieve one goal, to steal the diamond that his father once cut, the only problem is, he has just escaped from prison in New York City, and the diamond is in Bangkok.
In order to get to his destination, James has to get from New York to Europe, then across Europe and down into Asia, this all while trying to put together a new identity.
5.3 Story (3 Levels + The Grand Theft)
James wants to get to Bangkok, and the only way he can do this is to run the rooftops of various cities. On the rooftops lay items that James will need to conduct the robbery, items for a new identity, weapons and a fake replica diamond.
James has just escaped from prison, and he finds himself running through the rooftops of New York. As James is weaving in and out of Air Conditioning units and jumping over the gaps between the buildings, he is picking up money, he knows immediately that he can gather enough money to buy a flight to London, then he can think about where he can go next on his trip towards Bangkok. Along the way, James picks up various objects, such as fruits, drumsticks and vinyl’s, these he can use to eliminate enemies. Whilst in New York, James also picks up a pair of scissors, glasses, trousers and a shirt which will help in disguising his identity.
After successfully proceeding through 7 cities across Europe, James is now in Moscow. He finds himself edging ever closer to Bangkok, so the police have upped their efforts to catch him. Now James has various things to avoid, including police barricades and oncoming police guards, this all adding to the added difficulty of the snowy surroundings. To help James on the unpredictable icy rooftops, he picks up some snow chains that assists in bringing the grip of his shoes back to normality. Whilst in Moscow, James picks up some essential items, one of the most important is the fake replica diamond, which he will put in the place of the real diamond whilst conducting the robbery.
Now in Bangkok, James is on the final stretch of his journey along the rooftops, and this is the last chance for the police to catch him, so they are throwing everything they possibly can at him. James has to avoid a helicopter that is constantly shooting and shining its search light on him, but throughout Bangkok the helicopter gets weaker as first James shoots out its search light, then after shoots down the helicopter with a bazooka.
James finds himself standing in the diamond museum, ready to proceed with the grand theft. In order for James to reach the diamond, he has to avoid the lasers that cross his path and get through the metal gates that are constantly opening and closing. James picks up some smoke spray that improves his visibility towards the lasers and proceeds to steal the diamond and replace it with the fake replica diamond.

6.Level Requirements
6.1 Level Diagram (Simple linear model)

If the player passes the level, they will simply move onto the next level.
If the player passes the level, they will simply move onto the next level.
If the player fails to pass a level then they will be taken back to the nearest checkpoint in the level that they were playing.
If the player fails to pass a level then they will be taken back to the nearest checkpoint in the level that they were playing.
Grand Theft
Grand Theft
Level 10 - Bangkok
Level 10 - Bangkok
Level 9 - Tokyo
Level 9 - Tokyo
Level 8 - Moscow
Level 8 - Moscow
Level 7 - Prague
Level 7 - Prague
Level 6 - Rome
Level 6 - Rome
Level 5 - Berlin
Level 5 - Berlin
Level 4 - Amsterdam
Level 4 - Amsterdam
Level 3 - Paris
Level 3 - Paris
Level 2 - London
Level 2 - London
Level 1 – New York
Level 1 – New York

6.2 Asset Revelation Schedule | Items | Power Ups | Obstacles | Weapons | Level 1 (New York) | 600 – Coins(8)1 – Scissors(26)1 – Glasses(12) 1 – Trousers(38)1 – Shirt(27) | 2 - Speed Ups(33) | 8 - Air-Con Units(3)15 - Wooden Crates(40) | 3 – Drum sticks(9)5 – Fruits(11)10 – Vinyls(39) | Level 8 (Moscow) | 1500 – Coins(8)4x2 – Batteries(4)1 – Camera(7)1 - Replica Diamond(24)1 – Snow Chains(32) | 2 – Speed Ups(33)4 – Pain-killers(21) | 20 – police Guards(22)10 – Police Barricades30 – Metal Oil Drums(18)30 – Wooden Crates(40)15 - Staircases | 10x2 - 9mm Ammunition(2)Unlimited – Snow (Takes time to gather)(31) | Level 10 (Bangkok) | 2200 - Coins(8)1 – Laser Frequency Distorter(15)8 – Smoke Spray(30) | 2 – Speed Ups(33)6 - Painkillers | 25 – Police Guards15 – Police Barriers(23)1-6 – Helicopters(14)10 – Wooden Crates(40)10 – Staircases(34)10 – Drying Lines(10)6 – Skylight Windows(29) | 1 – 9mm Weapon(1)6x2 – 9mm Ammunition(2)6x1 – Bazooka Ammunition(6)3x2 – Taser Ammunition(37) | Level 11 (The Grand Theft) | 1000 – Coins(8)15 – Smoke Spray(30)3 – Laser Freq Distorter Refresher(16) | 4 – Mush-rooms(19) | Security Lasers(25)Metal Gates(17) | | 6.3 Level Design Seeds including
Notes About the Diagrams Below Level 1 – Level 1 is a level in which the player is learning the basics and getting used to the moving rooftops. So we have spread the objects out in a way which means the player will get to experience everything that is possible within the level. We have also spread the available items out towards the start of the level. Level 8 - In Moscow, the level gets progressively harder the further you get into it, and once again, it is designed in a way that means the player has to eliminate at least 1 police guard, and jump over at least one barricade. You can therefore see that the police guards, staircases and barricades are all lined up. Level 10 – Bangkok is the last rooftop level. You can’t see the helicopters, but they will be following the player constantly, unless shot down. Once again this level gets progressively harder and each path has its positives and negatives. The ammunition items in this level are placed early on so that the player has an opportunity to shoot down the helicopter. Level 11 – By this diagram, you can see the basic idea of level 11, the lasers should not be taken literally as they will change depending on which song is playing. The items are laid out specifically to entice the player into taking a risk, therefore, risk = reward.
Level 8 8 = Coins 7 = Camera 24 = Replica Diamond 32 = Snow Chains 4 = Batteries 33 = SpeedUps 40 = Wooden Crates 21 = Painkillers 22 = Police Guards 23 = Police Barricades 18 = Oil Drums 34 = Staircases 2 = 9mm Ammunition

Level 8 8 = Coins 7 = Camera 24 = Replica Diamond 32 = Snow Chains 4 = Batteries 33 = SpeedUps 40 = Wooden Crates 21 = Painkillers 22 = Police Guards 23 = Police Barricades 18 = Oil Drums 34 = Staircases 2 = 9mm Ammunition

Level 10 8 = Coins 33 = SpeedUps 40 = Wooden Crates 21 = Painkillers 22 = Police Guards 23 = Police Barricades 34 = Staircases 2 = 9mm Ammunition 15 = Laser Freq Distorter 30 = Smoke Spray 10 = Drying Lines
29 = Skylight Windows 1 = 9mm Weapon 6 = Bazooka Ammunition 37 = Taser Ammo

Level 10 8 = Coins 33 = SpeedUps 40 = Wooden Crates 21 = Painkillers 22 = Police Guards 23 = Police Barricades 34 = Staircases 2 = 9mm Ammunition 15 = Laser Freq Distorter 30 = Smoke Spray 10 = Drying Lines
29 = Skylight Windows 1 = 9mm Weapon 6 = Bazooka Ammunition 37 = Taser Ammo

Level 1
8 = Coins 26 = Scissors 12 = Glasses 38 = Trousers 27 = Shirt 33 = SpeedUps 3 = AC Units
40 = Wooden Crates 9 = Drumsticks 11 = Fruits 39 = Vinyls

Level 1
8 = Coins 26 = Scissors 12 = Glasses 38 = Trousers 27 = Shirt 33 = SpeedUps 3 = AC Units
40 = Wooden Crates 9 = Drumsticks 11 = Fruits 39 = Vinyls

Level Keys

Level 11
25 = Lasers 17 = Gates 30 = Smoke Spray 19 = Mushrooms
Level 11
25 = Lasers 17 = Gates 30 = Smoke Spray 19 = Mushrooms

Level 1 (New York)
3
3
40
40
40
40
40
40
40
40
3
3
3
3
33
33
P
A
T
H
S
P
A
T
H
S
(8) x 150
(8) x 150
3
3
3
3
3
3
(8) x 100
(8) x 100 1st Quarter 2nd Quarter 3rd Quarter 4th Quarter

40
40
27
27
3
3

40
40
38
38

(11)x2
(11)x2

40
40
(9)x3
(9)x3
40
40
(39)x5
(39)x5
40
40

(8)x 100
(8)x 100
(39)x5
(39)x5

40
40
40
40
12
12

40
40
40
40
3
3

(8) x 150
(8) x 150
(11)x3
(11)x3
40
40
40
40
26
26

Level 8 (Moscow)
(4)x2
(4)x2
18
18
22
22
34
34
40+21
40+21
34
34
34
34
34
34
34
34
34
34
32
32
34
34
34
34
18
18
34
34
34
34
40+21
40+21
34
34
34
34
34
34
34
34
34
34
40+2
40+2
18
18
18
18
18
18
40
40
18
18
18
18
18
18
18
18
18
18
18
18
18
18
22
22
18
18
18
18
18
18
18
18
18
18
18
18
18
18
18
18
18
18
18
18
40+24
40+24
22
22
40
40
40
40
18
18
22
22
40+21
40+21
18
18
18
18
18
18
40+2
40+2
40+7
40+7
18
18
18
18
18
18
18
18
22
22
22
22
22
22
40
40
23
23
40
40
22
22
40
40
23
23
23
23
23
23
23
23
23
23
23
23
40
40
23
23
40
40
23
23
23
23
40
40
22
22
40
40
40
40
22
22
40+33
40+33
40
40
40
40
40
40
40
40
40
40
22
22
22
22
40
40
40

40

22
22
22
22
40+21
40+21
22
22
22
22
22
22
22
22
22
22
22
22
40
40
(8) x 100
(8) x 100
(8) x 250
(8) x 250
(8) x 150
(8) x 150
(8) x 400
(8) x 400
(8) x 400
(8) x 400
P
A
T
H
S
P
A
T
H
S
(8) x 100
(8) x 100
(8) x 100
(8) x 100 1st Quarter 2nd Quarter 3rd Quarter 4th Quarter

40+33

40+33

40+(4)x2
40+(4)x2

Level 10 (Bangkok)
37
37
37
37
37
37
40+21
40+21
40+2
40+2
23
23
(8) x 300
(8) x 300
22
22
23
23
23
23
37
37
29
29
34
34
37
37
37
37
1
1
22
22
2
2
2
2
2
2
2
2
23
23
22
22
22
22
6
6
6
6
6
6
6
6
6
6
15
15
(8) x 300
(8) x 300
1
1
29
29
29
29
29
29
29
29
29
29
10
10
10
10
10
10
10
10
10
10
10
10
10
10
10
10
10
10
10
10
23
23
23
23
23
23
23
23
23
23
22
22
22
22
21
21
21
21
40+30x4
40+30x4
22
22
34
34
23
23
22
22
23
23
23
23
(8) x 600
(8) x 600
40+33
40+33
40+33

40+33

22
22
34
34
40+21
40+21
34
34
34
34
34
34
34
34
34
34
34
34
34
34
22
22
22
22
40+21
40+21
40+2
40+2
22
22
22
22
23
23
23
23
22
22
22
22
22
22
22
22
22
22
22
22
40+21
40+21
22
22
22
22
22
22
22
22
22
22
(8) x 200
(8) x 200
(8) x 600
(8) x 600
P
A
T
H
S
P
A
T
H
S
(8) x 100
(8) x 100
(8) x 100
(8) x 100 1st Quarter 2nd Quarter 3rd Quarter 4th Quarter

6
6
22
22
23
23

40+30x4
40+30x4
2
2

30
30
30
30
30
30
30
30
30
30
30
30
30
30
30
30
SS
SS
30
30
30
30
30
30
30
30
30
30
30
30
17
17
17
17
17
17
17
17
17
17
17
17
17
17
Level 11 (The Grand Theft)

19
19
17
17
17
17
(8)x500
(8)x500

19
19

(8)x500
(8)x500

19
19

19
19

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