“Crank the Weasel”
Brian
Silva
Design
Overview
Chickens
provide Weasel with “life” energy.
Weasel must have at least one chicken in his belly in order to
survive. Weasel’s health is represented by
a row of HUD graphics (light bulbs, each with a chicken silhouette). Whenever Weasel is hurt, he coughs-up a
semi-digested chicken. Weasel must then
chase after and catch a regurgitated chicken as it runs around like crazy
before exploding. Each time Weasel is
hurt, a light bulb turns off. Each time
Weasel eats a chicken, an “off light bulb” turns back on. Once Weasel coughs-up all his chickens, he
pulls a bucket from his pants and kicks it (dead weasel).
Detailed
Design
i.
In the open playfield
ii.
Inside trashcans
i.
Quietly clucking
i.
Only regenerate upon level reset or re-entry
i.
Feathers fly about
ii.
Chicken chase music plays (attached to chicken)
iii.
Chicken will squawk while running
iv.
Chicken will run sooner if Weasel isn’t sneaking
(percept radius TBD)
v.
Chicken won’t run as soon if Weasel is sneaking
(percept radius TBD)
vi.
While running straight ahead, chickens will take a
90° left or right turn every 10 feet (TBD)
o
If chicken runs into a wall, chicken should ricochet
off wall and continue running
o
Occasionally, chickens will jump and flap while
running (every 3 seconds or so)
o
If chicken falls off of world, chicken is eliminated
from playfield
vii.
Chickens run for 10 seconds (TBD) before exploding
o
“Poof” explosion SFX
o
Particle feather and smoke
burst
viii.
Chicken will explode prematurely if it touches
“severe injury” collision
i.
Loud
squawk SFX
ii.
Particle
feather burst
i.
Light
bulbs slide down onscreen (cascading one after the other) upon starting new
level/stage, level reset, injury, eating chicken
o
“Clink”
SFX plays for each light bulb coming to rest
i.
Light
bulbs slide down onscreen (cascading one after the other)
o
“Clink” SFX
plays for each light bulb coming to rest
i.
HUD
graphic immediately slides down and one bulb turns off
o
SFX of
light turning off
o
Light
bulbs soon slide back up off-screen (after 5 seconds, TBD)
i.
HUD
graphic immediately slides down and one bulb turns on
o
“Bing!”
SFX
ii.
Light
bulbs soon slide back up off-screen (after 5 seconds, TBD)
i.
Chicken
will runaway and explode after 10 seconds
i.
Gagging/coughing
SFX
i.
Gagging/coughing
SFX
i.
Loud
chicken squawk
i.
Metal
bucket “clang!” SFX
i.
Burst of dust
ii.
Whistling
or whooshing SFX as Weasel falls backwards
iii.
Bodily
impact with ground SFX
iv.
Stiffening
board SFX
Design
Outcome
·
Intended to encourage the
player to consider the consequences of their actions before rushing headlong
into danger
Entertainment
Factor
·
Adds a
much-needed sense of danger and risk-factor to gameplay
·
Fun to
chase after chickens
· Creates a secondary goal of managing Weasel’s health
Meshes
·
A chicken
·
A bucket
·
A trashcan
Terrains
·
A variety of chicken start locations per playfield
o
Free roaming
o
Trashcan
·
Health system and all it’s components are globally
used in all levels
Textures
·
Chicken
·
Bucket
·
Trashcan
·
Chicken Light Bulb ON
·
Chicken Light Bulb OFF
Animations
1. Weasel
a. Minor
Injury
i.
Stationary on ground
ii.
Coughing-up chicken (short, 1 sec)
b. Severe
Injury
i.
Flip up into air
ii.
Land flat on back
iii.
Recover and jump back onto feet again
o
1 ½ seconds total time from landing on back to
jumping onto feet again
c. Death
i.
Clutch throat while sailing directly upward
o
Coughing-up chicken in the process
ii.
Land shakily on feet
iii.
Reach into pants and pull out bucket
o
Raise bucket up high (for one beat)
iv.
Place bucket on ground directly in front of Weasel
v.
Kick bucket
1. Bucket
tumbles almost straight up and back down again
vi.
Weasel
immediately falls flat on his back
1.
Hat held
across his chest and
vii. Kicks his legs straight up into the air
d. Hungry
Idle (holding belly, looking weak and hungered)
2. Chicken
a. Idle
i.
Pecking at ground
ii.
Scratching at ground
b. Running
i.
Panicked, crazed,
c. Jump
i.
Short leap while running
ii.
Wings flapping
d. Launched
through air (kicked from trashcan or coughed-up)
i.
Wings flapping
3. Bucket
a. Tumbling
up into air and back downward
b. Landing
on ground
c. Quickly
coming to rest
4. Trashcan
a. Tumbling
up into air and back downward
b. Landing
on ground
c. Quickly
coming to rest
·
Explosion of feathers and smoke
·
Feathers being tossed outward
·
Feathers floating downward
·
Explosion of smoke and debris (trashcan)
·
Burst of dust (Weasel impacting with ground)
Sounds
·
Quiet chicken clucking
·
Chicken chase music plays (10 seconds, something
like “Turkey in the Straw”)
·
Panicky chicken clucks and squawks
·
Soft “poof” explosion (exploding chicken)
·
Loud
chicken squawk
·
Glass
“clink” (like light bulbs clinking together)
·
Light
turning off (pull-chain)
·
“Bing!”
(as in: “correct answer!”)
·
Gagging/coughing
(one single gag, 1 sec)
·
Stomach
growls
·
Kicked
metal bucket “clang”
·
Metal
bucket landing on hard ground
·
Short
whistling or whooshing (Weasel fainting backwards)
·
Bodily
impact with ground
· Stiffening board (1 sec)
Tunable
Variables and Parameters
·
Chicken’s perception of Weasel
o
While Weasel is sneaking
o
While Weasel is traveling faster than sneak
·
Chicken’s max run speed
·
Time before running chicken explodes
References
·
Trashcans
·
Screen Wipes



