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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.



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