Brian
Silva
·
Ukulele
·
Magnet
·
Weapons
Special items are handy
devices that are purchased from vending machines located throughout
Scratchtown. The cost of special items
usually runs pretty steep, so Weasel will need to round up a whole lot of cash
in order to buy a special item. Weasel
is capable of carrying more than one unique special item at a time within his
inventory system. These special items
can be carried-over from one level to the next.
Special items are designed to be highly sought-after tools that Weasel
can use to make his journey through Scratchtown a bit more interesting and a
whole lot easier.
1. Item
Inventory System
i.
Hopefully, he will be able to carry every type of
special item all at one time
i.
Upon purchasing a special item, Weasel immediately
stows the item in his pants
i.
Limited number-of-use special items countdown by one
on the HUD with each use
ii.
Time limit special items have a second timer on the
HUD that counts down the time while the item is in use
i.
Vending machine’s doormat will not light up when
stepped upon, thus preventing the player from making a purchase
1. This
would occur if the special item in Weasel’s inventory is currently at full
usefulness
2. Negative
tone is heard when attempt is made to purchase special item
ii.
Weasel will purchase the new special item and it
will simply just refill the already existing special item back to full
usefulness
1. This
would happen if the same currently-owned special item was not at 100% useful
iii.
Weasel will disregard his current special item for
the newly purchased special item
1. This
would occur if Weasel was purchasing a swinging-like weapon
2. Using
Special Items
i.
Weasel will quickly pull it from his pants just
prior to use
1. This
animation is very short and the player should still have some control over
Weasel’s heading and velocity throughout
ii.
Special Items are only visible upon purchase and
when “in use”
i.
Jumping
ii.
Falling
iii.
Parachuting
iv.
Carrying BTI or other object

Glue Bottle
Glue is a
special item that provides a handy way to temporarily trap other
characters… even Weasel if he’s not
careful. Squeezing a bottle of glue
upward will send a shower of glue spots falling back down onto the immediate
playfield and surrounding characters.
Glue spots are only temporary so Weasel needs to move fast if he wants
to escape or take advantage of a trapped character.
1. A glue
bottle comes with 7 squeezes (amount adjustable)
2. Pressing
the “use item” button will cause Weasel to quickly squeeze a blast of glue
straight up into the air
a. Squirting
SFX is played
b. Weasel
immediately returns glue bottle to his pants
c. If bottle
is empty, bottle instantly disappears after use
3. One
second later a flurry of glue spots rain down on the immediate playfield
surrounding Weasel (surrounding radius adjustable)
a. Glue
spots will land only on surfaces designated as being able to support glue spots
i.
Note: It would be nice to have a more sophisticated
method of emulating glue (other than texture cards)
4. The glue
spots will trap any characters that step into them
a. If a glue
spot lands directly on a character, the character will instantly become trapped
b. Glue
spots will fade away after 10 seconds (time adjustable)
5. Any
playfield NPC can become stuck in glue
a. Glue has
no affect on anything other than characters
6. Once a character
steps into a glue spot, he’ll become trapped and will begin struggling
(stationary) to free himself
a. Any NPC
trapped in glue will remain stuck in the glue spot (unable to escape) until the
glue spot expires
i.
Weasel cannot become permanently stuck but his top
speed is greatly reduced (5 MPH?) while running through a glue spot
7. Multiple
characters can become stuck in one glue spot
a. If a
portion of the glue spot is exposed, a character can become stuck in it

Looking a lot like a cheap
knockoff of a partially assembled Disneyland mascot costume, disguise hats,
when worn, fool other characters into thinking Weasel is someone else, allowing
him to freely move about dangerous enemies without fear of getting killed… unless he does something stupid like provoke
an enemy while wearing the disguise.
1. Pressing the “use item” button will cause Weasel to
instantly pull the disguise hat from his pants and place it on his head
a.
Weasel can move
about as normal while wearing disguise hat
2. Disguise hat is automatically “in use” while worn by
Weasel
3. Weasel must press the “use item” button again while
wearing the disguise hat in order to remove the hat
4. Scrapper hats have a limited lifespan of 10 seconds
(adjustable)
a.
Timer counts
down only while hat is being worn
b.
Hats eventually
burst with a non-injuring explosion of confetti and streamers
i.
Boom SFX
ii.
New
Year’s horn during explosion
iii.
Confetti/streamers
particle effect
5. Disguise hats can be repeatedly taken on and off Weasel’s
head (“use item” button) until the hat’s time runs out
6. NPCs will simply ignore Weasel in disguise hat
a.
However, if
Weasel provokes an NPC, the NPC will retaliate according to their predetermined
behavioral rules
Weasel Disguise Hat
Sort of like a regular disguise hat but with a twist. This disguise hat isn’t worn by Weasel but by
other characters. In fact, Weasel is the
guy that actually pus the hat on the other characters. If a character is within close enough range
of Weasel, he’s fair game. Once Weasel
forcibly administers the disguise to some unsuspecting victim, all enemy
characters will turn their focus and aggression toward whatever character
happens to be wearing the Weasel disguise, ignoring the real Weasel. This diversion allows Weasel the chance to
make a getaway or join in on the fun with the rest of the mob by beating up the
poor sap whose head is stuck in a moldy Weasel mask.
1.
Weasel simply
needs to stand within range of an NPC (distance adjustable) and then toss the
Weasel hat onto the deserving victim’s head
o
Pressing “use
item” button will administer the Weasel hat
o
Weasel hat will
automatically fly from Weasel’s hands and guide itself onto the head of the
nearest available victim
o
If no victim is
within range, a negative tone plays when the “use item” button is pressed
2.
Weasel’s hat
stays stuck on a victim for 10 seconds before exploding, even if the victim is
injured (time adjustable)
o
Weasel hat
eventually explodes (burst of confetti)
3.
The victim is
shocked for a couple of seconds after the hat is administered and then begins
struggling to remove the hat (stationary action)
o
If the victim
is attacked, the victim will suffer an injury just the same as it would without
the hat
o
A victim could
potentially be killed while wearing the hat
§
Hat would burst
in confetti and streamers
4.
A character
wearing a Weasel hat will be looked upon and treated as if he actually is
Weasel
o
In fact,
enemies will be more interested in the character wearing the Weasel disguise
hat than Weasel himself
Enemy-Seeking Bear Trap
Releasing
a bear trap while Weasel is within range (adjustable) of any character will
cause him to let loose a vicious, inescapable, character-eating beast. Once released, a bear trap will instantly
seek-out the nearest character (besides Weasel) to repeatedly sink its teeth
into. Bear traps run wild after their
victims like a frenzy of steel-toothed pit bulls.
1.
Weasel receives
10 traps from a new vending machine purchase
2.
Pressing the
“use item” button will unleash one bear trap at a time
a.
A bear trap
will seek out and repeatedly attack the nearest NPC
i.
The bear trap
moves throughout the playfield by hopping along and snapping its trap
ii.
While attacking
a victim, the bear trap will bite non stop, injuring the NPC as often as
possible
1.
Loot constantly
scatters from a victim while being attacked by a bear trap
iii.
If the NPC
isn’t killed before the bear trap times out, the trap will be eliminated
iv.
If the NPC is
killed before the trap times out, the trap will seek out the next nearest NPC
b.
Bear traps
exists for 10 seconds (adjustable)
i.
Once time is
up, the trap slams shut (puff of smoke and metal shrapnel)
ii.
Clanging metal
SFX
Ukulele
When weasel plays the ol ukulele,
all characters within range (radius adjustable) can’t help but stop in their tracks
and kick up their heels uncontrollably to the roaring good tunes he’s
delivering. Once Weasel stops playing
the ukulele, the affected characters will continue to dance for 5 seconds
(adjustable) even after the melody has ended.
Characters under the ukulele’s spell leave themselves open for all
manner of mischief or will simply let Weasel pass on by unhindered.
1. Any
character within range of the ukulele’s music will cease any current action and
dance right there on the spot
a. Weasel
must play the ukulele (“use item” button) for a minimum of 1 second after the
“use item” button is pressed
b. The
Ukulele only has a limited time available to play (15 seconds) before its
strings break
i.
The ukulele falls apart (dust & splinter
particles)
ii.
Once the strings break, all entranced characters
will instantly return to their previous state
c. The
ukulele can be played intermittently
i.
Press and hold the “use item” button to make Weasel
play the ukulele
ii.
Release the “use item” button to make Weasel stop
playing
2. A
character under the ukulele’s musical spell will continue dancing for 5 seconds
after the music stops
a. Once a
character stops dancing he/she will return to his/her previous state
The blow dart
gun is a shrewd long distance method of attack.
Weasel holds the dart gun up to his mouth and lets out a good strong
burst of wind, sending a poisoned tipped dart sailing out across the playfield
in the direction the dart gun was facing.
If Weasel manages to hit a character, depending upon the character’s
size, the character will either pass out immediately or the character will
become wobbly, moving slower and slower.
Weasel can eventually topple a bigger character simply by landing a
couple more darts in him.
1. The blow
dart gun comes with 10 darts (amount adjustable)
2. Pressing
the “use item” button will cause Weasel to quickly blow a dart from the dart
gun in the direction he’s facing
a. The darts
will loosely track and strike any character within the general vertical or
horizontal path of the dart
i.
This is done in order to not frustrate the player
and to give the player the benefit of the doubt
b. One dart
can only strike one character
i.
Smaller characters only require on dart before
passing out
ii.
Larger characters require 2 to 3 darts
iii.
A Pinup cannot be rendered unconscious
1. Larger
NPCs move slower and slower before passing out
2. Length of
NPC’s unconsciousness should be adjustable
c. An
oversized dart will fly out from within the dart gun upon firing
3. During
head cam mode, while controlling Weasel’s heading, the player can fire a blow
dart
a. While the
blow dart gun is the selected special item, during head cam mode, a small
reticule will appear mid screen
i.
If a target is within range, the reticule will
indicate this fact
ii.
If a target is out of range, the reticule will
indicate this as well
1. Reticule
art (TBD)
Holding and aiming an oversized magnet at an NPC, allows
Weasel to drain a character of cash from a somewhat safe distance. Weasel stands still and aims from left to
right while using the magnet. If Weasel
is far enough away or hidden well enough from a character, Weasel can freely
steal the NPC’s entire cash worth.
1. The
magnet only last for 15 seconds (adjustable) before shorting out
a. Magnet
sparks and then poofs-away
2. Pressing
and holding the “use item” button causes Weasel to pull magnet from his pants
and aim it directly in front of him
a. Weasel
cannot travel around the playfield while using the magnet
b. Weasel
can aim the magnet either a certain range to the right and a certain range to the
left
i.
Any character within a specified conical range of
the magnet’s heading will automatically have his/her loot sucked away slowly
(amount of loot adjustable)
ii.
Perhaps, the closer Weasel is to a character, the
faster the character’s loot is drained?
3. Unless a
character is naturally aggressive toward Weasel, most characters will not even
be aware that Weasel is siphoning all their cash, even if he is standing right
next to them
Bomb-in-the-Box
Everyone loves a
surprise, and the citizens of Scratchtown are no exception. Used to injure or eliminate characters, or
blast holes through weak walls and floors.
Once a bomb-in-the-box is placed down, it begins playing a music box
version of “Pop Goes the Weasel” which attracts most nearby characters. Unfortunately, when the top pops open, the
surrounding NPCs are greeted with a nice big explosion that sends them flying
up in the air, spilling their loot all over the playfield.
1.
Weasel
acquires 3 bombs (adjustable) with a new vending machine purchase
2.
Bombs
can be set on any surface flagged to accept bombs
o
Bomb
automatically begins playing “Pop Goes the Weasel” tune once dropped
o
Weasel
can kick a “set” bomb a short distance by standing in front of it and pressing
the “action” button (much like “kick-the-can”)
o
Bombs
attract any NPC within range (adjustable)
§
NPCs
will immediately wander over to the bomb and idle around it
o
Bombs
explode 5 to 10 seconds (adjustable) after being set
3.
A
bomb’s blast radius should be fairly substantial (adjustable)
o
Bombs
inflict severe injury
o
Weasel
can be injured by bombs too
4.
Bomb
explosions will eliminate structures and surfaces that are flagged as
“destructible”
o
Floors
o
Walls
o
Windows
o
Playfield
structures
o
Etc
These
handheld weapons allow Weasel to feel like a real tough guy! It’s nice for a Weasel to have the upper hand
every now and again. A few swats from
one of these weapons will eliminate most any NPC from the playfield. They pack a wallop!
1.
A weapon only offers a limited number of strikes (ones that
actually make contact that is) before it breaks
a. Stronger, more expensive
weapons last longer
2.
Weasel swings a weapon in a variety of styles
a. Upper hand
b. Overhead
c. Across the body
i.
These strikes are all played in a combo-like sequence:
“1-2-3!!!”
·
This sequence constantly repeats
3.
A weapon can be used to knockout and eliminate most any NPC
a. Smaller NPCs should be
eliminated upon first contact
b. Larger NPCs require a
couple more hits
4.
Once the weapon has run out of use, it shatters upon its
final strike