Character Design Doc
Note: Both Cybergirl and Cyberboy’s clothes should have a cyber-ish feel about them. Possibility for this
would be to include pulsing lines in their clothes.
Cybergirl
Appearance: Cybergirl is a positive young girl with bright red hair in a ponytail and a “go-getter” attitude,
though she is headstrong and tends to be more reckless than Cyberboy. This tends to get the team into
trouble. She’s wearing long pants and a short sleeved shirt, as well as a band of light around her wrist
(could be a futuristic looking bracelet or a communication device). Cybergirl is more gymnastic than
Cyberboy, allowing her to double jump.
Attacks:
Sliding Kick {(On the ground) Down + Attack} – Cybergirl slides feet first into an enemy. (To
prevent the player from hitting the enemy immediately after attacking it, the character will
bounce back slightly from the enemy after impact)
Cartwheel {(On the ground) Left/Right + Attack} – Cybergirl cartwheels into an enemy.
Binary Blast {(In the air) Attack} – A sphere of binary code forms around Cybergirl, hitting any
enemy within range.
Cyberboy
Appearance: Cyberboy has spikey green hair while wearing a scouter type device over his eye. He wears
shorts that extend past his knees, along with a jacket. He has a jet-skateboard, and whenever he uses it
he goes 15-20 percent faster than when just running. The board also allows him to jump farther when in
use. He has a cool and collected personality, allowing him to stay calm and keep his head during
different situations.
Attacks:
Sliding Tackle {(On the ground) Down + Attack} Cyberboy tackles the enemy headfirst. (To
prevent the player from hitting the enemy immediately after attacking it, the character will
bounce back slightly from the enemy after impact)
Data Shot {(On the ground) Left/Right + Attack} A ball of code forms in Cyberboy’s hand, which
he uses to hit the enemy while moving left or right. (Is not a projectile)
Flying Frenzy {(In the air) Attack} Cyberboy spins around on his board, forming a vortex around
him that hits any enemy in range.
Enemies
Virii
The most common enemy, these should be plentiful and easy to defeat. They should really only
be able to harm the player if they aren’t paying attention. Viruses should die in one hit, and deal out a
small fraction of damage to the player. They can be defeated by either shooting them, or jumping on
their heads. For movement patterns, perhaps a blind walk to the left, or they could walk in the direction
of the player.
Worms
More powerful than viruses; they can prove to be a problem to the player. Worms should take
multiple hits to defeat. They may be able to shoot in later levels, dealing the same amount of damage
when shooting as if they make contact with the player character. Worms should home in on the
character.
Trojans
Trojans are the enemies that appear in email attachments. They are meant to surprise the
player and attempt to get a hit in when the player is opening an attachment. They should deal a
moderate amount of damage to the character, and they should move in a hopping motion towards the
character.
Botnet
This would be either a tough enemy, or a boss. The basic principle of the botnet is a large group
of minions all being controlled by a hive mind. The minions would be very small and die easily. They
would deal a small amount of damage to the player upon contact with them. They would be hovering
around the botnet controller, acting as a shield. The controller would be able to send a small number of
the minions after the character. If they deal damage, they would return back to the controller to shield it
further. The controller itself would not have any attacks aside from sending minions after the player
character. It would deal damage to the player if he or she makes contact with the controller. The
controller would take a large amount of hits to kill. As far as movement goes, the controller would hover
in mid-air, moving back and forth a bit. Perhaps as an early warning to when the controller would send
out minions, it would shake rapidly for a small amount of time before sending out its minions.