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Ninja Exorcist

Design Document



Reiko, the cunning nomad Ninja of the Koga valley has been duped into assassinating a powerful Shinto

priestess. Unknown to her, the priestess held a dark evil within her soul, and when she dies, a rift is

created between the land of the living, and the land of the spirits.



Also, exposure to the rift after killing the priestess has caused Reiko to become infected with a shard of

Mikaboshi, the Eternal Darkness, which has instilled in her great power and great burden of shadow that

festers inside of her. She has awakened the Kami, and the demons. Now she must uncover the truth

behind the plague, face her demons, and find out whether she has the strength and the will to retain her

humanity.



Scout out the Koga lands, villages, and haunted forests in this 2D action-stealth side-scroller. Purge

demons with a wealth of bloody stealth kills, or face them head on with a deep, swift combat system.

Ingest the souls of fallen enemies, and use them to grow in power, unlocking a plethora of upgrades for

everything from combat to magical special attacks. Become the demon Ninja of the Koga Valley, become

the Ninja Exorcist.







Key Features

Ninja AI Awareness

- Patrolling enemies have awareness, thanks to the use of vision checking, and scripted behavior,

such as responding to sound, and double-checking due to fear levels.



Stealth Ninja Action

- Sneak up behind patrolling enemies, for quick, and brutal stealth kills, or drop in from above and

kill with a swift stab straight through the enemies skull. Even take out Guardian bowmen with

swift arrows through the head.



Ninja Action Combat

- When stealth fails, harness a deep set of melee combat and ranged combat mechanics.

Including multiple combo attacks, air juggles, throw attack, reversals, and special attacks.



Interconnected Level design

- Travel to all corners of the world map and back again at your own whim, within the branching,

exotic, and variably distinct pathways of the Ninja Exorcist game world.



Demon drenched, Myth-Based Story

- A gripping tale set within the worldview of Shinto Myth. Told through numerous NPC

encounters, including villages of NCP’s, and still cinematic.





Controls









Proposed Lead Character Name



Reiko “Kitsune”





Animation List & Character Attacks

Main Character (Total - 28)

Movement

- Walk – Steady guarded walk, weapons ready

 Left stick, partially pressed to the left/right

- Run – Sword hand behind her back, other arm out front. Leaned forward position. Swift, fleet

footed.

 Left Stick, fully pressed left/right

- Stand – Character-defining looping animation.

 No control action

- Jump (easy- possibly 1 frame)

 Press A

- Duck (easy- possibly 1 frame)

 Left Stick, straight down

- Air-Dash/Ground-Dash (easy- possibly 1 frame)

 B button, on-ground or in-air

- Ducking Roll

 B button, on-ground, while holding down in any direction on the left stick







Action

 COMBO ATTACK (A1 high, A2 high, A3 high etc.)

– occurs when user presses X in four subsequent presses. Can be activated by spamming X

button. Please see combo section for more in-depth combos.

- Attack 1 high – Quick, swift forward slice full body, stylized movement

- Attack 2 high – Quick, swift return, diagonal-upward back slice, full body, stylized movement

- Attack 3 high – Strong, slightly slower but stern slice (make it cool, artistic freedom), full body,

stylized or brutal movement. Ends with slight cool-down/ inertia-led time delay (could even be a

kick)

- Attack 4 high – Powerful ending slice (make it cool, artistic freedom), full body, brutal

movement. Possible spin (something cool). Ends with longer cool-down (about ½ or ¾ the length

of the slice itself)/ inertia-led time delay (could even be a kick)

 Strong COMBO ATTACK (B1 high, B2 high, B3 high etc.)

– occurs when user presses Y in three subsequent presses. Can also be activated by

spamming the Y button. Please see combo section for more in-depth combos.

- Attack 1 high – Strong, slightly slower but stern slice (make it cool, artistic freedom), full body,

stylized or brutal movement. Ends with slight cool-down/ inertia-led time delay (could even be a

kick)

- Attack 2 high – Strong, slightly slower but stern slice (make it cool, artistic freedom), full body,

stylized or brutal movement. Ends with slight cool-down/ inertia-led time delay (could even be a

kick)

- Attack 3 high – Powerful ending slice (make it cool, artistic freedom), full body, brutal

movement. Possible spin (something cool). Ends with longer cool-down (about ½ or ¾ the length

of the slice itself)/ inertia-led time delay (could even be a kick)

- Duck- Attack – Swift, low-slice. Take out the legs, no mercy (could even be a sweep kick).

 Left stick down + press X

- Strong Duck- Attack – Powerful, low-slice. Take out the legs (could re-use Duck-Attack but

animate slower)

 Left stick down + press Y

- Jumping Combo- Re-use all high attack or low attack animations if possible

 Press X, mid-air/jump. Can be combo’d

- Throw Shuriken/ Potion – Arm must be separated from body (programming-wise), for full 360

rotate-ability

 Right Trigger, tilt right stick in a direction to aim. Headshots cause greater damage.

- Shoot Bow and Arrow – Arm must be separated from body (programming-wise), for full 360

rotate-ability

 Right Trigger, tilt right stick in a direction to aim. Headshots cause greater

damage/insta kills.

- Left Trigger, tilt right stick in a direction to aim. Headshots cause greater damage.

Special Attacks

- Jumping Slice – Deadly demonic ability. Useful to counter air attacks, and cause great damage.

Moderately depletes magic meter

 Left stick up + press B

- Horizontal Damage Special – Dashing demonic sword thrust. Use SFX to signify demonic power.

Moderately depletes magic meter

 Left stick forward + press B

- Explosion juggle attack – Smash the ground, causing explosive propulsion that knocks enemies

into the air and causes damage. Moderately depletes magic meter

 Left stick down + press B

- Diagonal Dashing Kick attack – Jump into the air, and propel downward diagonally for a usegul

kick, that knocks enemies down.

 Left stick down + press B, while mid-jump



Damage

- Standard Hit – reel back in pain, as body reacts to force with a natural ragdoll effect. Trying to

act tough, and endure the pain?

- Death/knockdown – Could be the same as knock-down animation. Body knocked back, 45

degree angle, going limp, head reeled back in nearly unconscious inducing pain?

- Damage Recovery - Recover from ground. While ninja style skillful roll into position? Artistic

freedom?



Stealth

- Duck-walk – Swift, please reference Batman Arkham asylum. Must not annoy user, and be fairly

paced movement. But ducking, soundless movement.

 Left stick, diagonal forward/Back. Character animates/ moves faster depending on

degree analog stick is tilted

- Behind the Back Stealth Kill – Please reference cool Ninja movies and stuff! These must be

special, brutal yet graceful, and cool/stylish. Kill with honor; give them a swift, painless death.

 Press Y, when in close proximity, when behind unaware enemy.

- Ground Stealth Kill

 Left stick down + Press Y, when in close proximity to a downed, unconscious

enemy

- Death From above stealth kill – Deep stabbing cut, straight through the top of the head, right to

the hilt of the Katana.

 Left stick down + press A, when on jump-through platform directly above enemies

head. Press Y again when right above enemy’s head.

- Reversal Brutal attack/kill – two movements, deflecting incoming attack, and then mercilessly

committing limb severing, yet beautiful slice.

 Press X, at last second when enemy is attacking. Must be pressed right before

enemy attack connects.

Enemy Demon-Ninja 1 (Total - 9)

Movement

- Patrol Walk

- Alert-Stance/walk

- Stand



Action

- Attack High

- Attack Low

- Throw Shuriken

- Shoot Arrow



Damage

- Standard Hit

- Stealth Killed

- Death









Enemy Demon-Samurai 1 (Total - 9)

Movement

- Patrol Walk

- Alert-Stance/walk

- Stand



Action

- Attack High

- Attack Low

- Shoot Arrow

- Block



Damage

- Standard Hit

- Stealth Killed

- Death









Standard Demon (Total - 6)

Movement

- Alert-Stance/walk

- Stand

Action

- Attack

Damage

- Standard Hit

- Stealth Killed

- Death









Large Demon (Total - 6)

Movement

- Alert-Stance/walk

- Stand



Action

- Attack

Damage

- Standard Hit

- Stealth Killed

- Death









Flying Demon 1 (Total - 8)

Movement

- Fly

- Walk

- Stand on ground



Action

- Air Attack

- Ground Attack

-

Damage

- Standard Hit

- Stealth Killed

- Death









Boss 1 (Total - 8)

Movement

- Guarded Movement



Action

- Attack 1

- Attack 2

- Attack 3



Damage

- Standard Hit (may not need an animation)

- Death









Boss 2 (Total - 8)

Movement

- Guarded Movement



Action

- Attack 1

- Attack 2

- Attack 3



Damage

- Standard Hit (may not need an animation)

- Death









Boss 3 (Total - 8)

Movement

- Guarded Movement



Action

- Attack 1

- Attack 2

- Attack 3

Damage

- Standard Hit (may not need an animation)

- Death







Boss 4 (Total - 8)

Movement

- Guarded Movement



Action

- Attack 1

- Attack 2

- Attack 3



Damage

- Standard Hit (may not need an animation)

- Death



Stealth Gameplay

All enemies in Ninja Exorcist, excluding certain bosses, will patrol, or observe their given area when on

duty. They will initially be in ‘Patrol mode’. In patrol mode, they will patrol a specific area of the level

map. If the user alerts the enemy, through sound, or sight, the enemy will turn into ‘Cautious Attack’

mode. In Cautious attack mode, the enemy will swiftly move towards the user’s location, then get into

battle stance, once they are within battle range.







Enemy - Stealth Related Behavior



 Sight

- Enemy patrol will all have two vision cones coming from their head (or perhaps another

method). One detecting high level and one detecting the lower level.

- The purpose of using two is so that if the user is ducking behind a box, the enemy will

not detect the user. Only when they stand up. But if the user is ducking, but not behind

a box, the enemy sill detect them, and will become engaged in ‘Cautious Attack’ mode.

o Dark Areas

 When within dark areas, NPC’s cannot see the user. Even if they are

directly in the line of sight.

 The NPC can become aware of the user’s existence; the user makes too

much noise though.

 When an NPC cannot see the user, but knows the user is within a dark

region, the NPC will move slowly toward the user in ‘Cautious Attack ’

mode.

 If the NPC comes within attack range of the user, the enemy will attack







 Sound

- All Actions that the user commits exert sounds.

- Swinging a sword, or slicing an enemy will commit a low sound

- The scream of the enemy is loud.

- Running commits moderate to loud sound, depending on the ground surface

- Stealth-walking permits the user to move un-detected.

- Depending on the height the user falls from, the collision with the ground, also

depending on the surface texture, causes a quieter or louder sound.



Sound - Tech-wise

- Sound is created in programming, by creating a larger or smaller oval, or circular

detection, that grows or shrinks, based on the loudness of the Player Character action.





Character Actions and Sound Levels

Order of Loudness



Quietest – Quiet – Moderate – Loud – Louder - Loudest



- Walking – Moderate

- Running - Loud

- Stealth-Kneeling/Walking – Quiet

- Leap from above platform – Loud

- Fall from Above Platform - Louder

- Sword Slashes – Moderate

- Bow and Arrow – Moderate

- Shuriken/Kunai – Quiet

- Bomb – Louder

- Smoke Bomb - Moderate



Different Surface Loudness

- When combined with certain above actions, the surface that the player character

collides with causes either dampening, or heightening sound levels.

- Subtract the number to the right of the surface type below, from the sound level listed

beside the action above to calculate the sound outcome.





- Grass > -2

- Dirt > -1

- Stone > Neutral

- Hardwood > +1

- Creaky Wood > +2









Guard Alert



- When the user breaks silence, and is detected by an enemy, if there is more than one

enemy in the area, the enemy will call an alert. This is signaled by an animation and an

audio cue.

- After this occurs, all other enemies within the vicinity will run to the area of the user.

The purpose of the alert is to overwhelm the user. Most gauds in heavily guarded areas

will be heavily equipped. If too many guards are still alive, the user will soon be

overwhelmed. If the user doesn’t flee immediately, in all likelihood, they will die.





o Main Stealth Detection Meter

- This is a horizontal meter that appears at the top of the screen.

- Every time the user causes any sound, or is seen, the meter will fill slightly, or largely,

based on how much noise, or how visible the user was to the enemy.

o Nervous Enemy Mode

 If the meter fills between 50-75%, the enemies in the area will become

nervous, and pace at a moderately fast pace, in ‘Guarded Attack’ mode.

o User Detection

 If the Meter fills to 100%, the NPC that spots the user calls a ‘Guard

Alert’, causing all enemies to relocate to the user’s location.



o Specific Enemy Stealth Detection meter

- This is the same as the Main Stealth Detection Meter (MSDM), but is located above an

enemies head, and is specific to that enemy.

- Both User detection and Nervous enemy mode operate the same as with MSDM, but

only apply to the specific enemy in question, until ‘Guard Alert’ is called.







 Stealth Kills

- As outlined in the Control section, the user can commit Stealth kills. There are a few

ways to activate this.

- Sneak up from behind an enemy. When the user is within kill range (very close), press Y

will activate a brutal instant kill animation.

- When on a ‘jump-through’ platform above an enemy, press left-stick down + Y. The

user will jump straight down, and put their sword straight through the top of the

enemy’s skull.

- Using quiet but deadly weapons, such as tranquilizer darts, or a Bow and Arrow, the

user can take out enemies in a stealth manner with headshots. Aiming with the right-

stick, they can target the head of the enemy, and fire.







 Stealth Level Design

- Since enemies will automatically be on patrol at any time, it’s possible that the user will

run into stealth possibilities at any time.





Stealth Arenas

- During gameplay, there will be certain sections, internally known as ‘Stealth Arenas’.

- Stealth Arenas are closed off, open areas of variable size. The idea is to trap the user

within this area, and force them to kill all enemies, using their stealth tactics to proceed.

- Within the stealth Arena, enemies will be placed for patrol at numerous points. Also,

there will be certain items, and possibly, certain objectives within these areas, such as

flipping a switch, which will be dispersed throughout the map, and used to build drive

and tension within the Stealth Arena.

- Levels will usually be multi-tiered, have numerous high-points and low points, danger

areas (such as open areas, and loud surfaces), and be developed in a manner that

supports multiple ways for completion.

- All Stealth Arenas must be created in a manner that both doesn’t allow the user to

proceed without killing all guards, and is completely complete-able without being

detected. Although it is possible to have areas that are Hybrid Action/ stealth areas, that

do require action at certain points.



Stealth Arena Enemies

- Enemies within Stealth Arenas are more powerful individually than Action Arena

enemies. They will almost all be equipped with deadly bow and arrows (at first), and

easily kill the user when they outnumber them.









Action Gameplay

- All enemies in Ninja Exorcist can be confronted in an action-gamplay based style.

- When an enemy is alerted, they will charge at the user character when off-screen, then

engage ‘Cautious Attack’ mode when within the screen viewable area.

- Based on the enemy behavior, the user can use different attacks, combos and strategies

to take down the enemies. Different techniques are effective against all different

enemies, and enemy iterations.



Action Arenas

- These are instances within gameplay when the user is confronted by any variable

amount of enemies (1 or 5 for example), often by ambush, where all enemies are

immediately alert, and the user must clear all enemies before proceeding.

- These areas will be interspersed and used with ‘’







User Combo Attack Examples

Standard 4 Hit Sword Combo

- Sword, Sword, Sword, Sword

4-hit combo (In Air)

- Sword, Sword, Sword, Sword (In Air)

5-Hit Combo

- Sword, Sword, Sword, Sword, left stick down +sword

6-hit Advanced Combo

- Sword, Sword, Sword, Left stick down + sword, Sword, left stick up +sword

7-hit Advanced Combo

- Sword, Sword, left stick up +sword, Sword, Left stick down + sword, Left stick down +

sword, Left stick down + sword









Demonic Powers

- At certain significant points in the game, the user gains Demonic powers. These are

powerful skills that grant the user incredible strength, or incredible movement traits.

Using these moves depletes the ‘Dark Energy’ meter



List of Powers

Dash/ Air Dash

- Propel the player character laterally on ground or in air

o Double-tap the left stick to the left or right and hold until dash is completed

o Release the left stick to stop mid-dash



Double-Jump

- Leap a second time while in the air, for extra height, to help reach higher areas.

o Press A, while mid-jump



Super-Shot

- Fire projectiles in a vicious manner, to take down enemies quick. Get a head-shot to

decapitate enemies.

o Hold the right trigger to charge, then release to fire



Demonic Arm

- Fire the player character’s arm out like a grappling hook, to latch onto platforms and

walls, and then pull the player towards the wall.

- Can also be used to grab and pull enemies towards the player character.

o Aim with the right stick, then press RB to fire









Demonic Arts

- Demonic Arts are special demonic powers the user can use to combat enemies

- Using Demonic Arts depletes the Dark Energy Meter, but they are very powerful

- Demonic Arts are acquired by leveling up (collecting dark souls)



Spin Slash

- Spinning attacks, that damages enemies from all 360 angles around the player

- Perform the Spin Slash by pressing Y, without holding a direction on the right stick



Vicious Dash Slice

- A low-swung dashing slice, that cuts hard toward the legs of an enemy

- Press down on the left stick + Y to perform



Thousand Demon Blades

- Call upon the arms of a thousand demons to unleash a devastating forward flurry of

blade slashes upon the enemy

- Press forward on the left stick + Y to perform









Projectile Weapons

Throughout the game, the user will acquire projectile weapons. These weapons are

sparingly dispersed throughout the game, and can usually be found in secret armories,

or secret weapon chests.



- Toggle through projectiles by pressing left and right on the D-pad

- Aim projectiles with the right stick

- Fire projectiles with the right trigger

List of Projectile Weapons



- Bow and Arrow

o Arrows cause moderate damage to enemies

o Cause greater damage or cause death, by obtaining headshots

o Only 10 arrows can be carried at once.

o Obtaining arrow holder upgrades increases the amount of arrows the user can

carry at once.

o Hold then release the right-trigger to fire

o Different Arrow Types can be found, and equipped in the Inventory menu, such

as:

 Steel Arrow

 Stone Arrow

 Fire-Arrow

 Poison Arrow



- Shuriken

o Shuriken cause moderate-low damage

o 10 Shuriken can be carried at once

- Kunai

o Kunai cause moderate-high damage

o 5 Kunai can be carried at once



- Bombs

o Various bombs can be found throughout the game

o Only one of each bomb can be carried at once

o Different Bomb types can be found throughout the game

 Explosive

 Smoke

 Poison







Towns and NPC encounters

- Throughout Ninja exorcist, the user will encounter numerous NPC’s (non-player

character’s)

- NPC’s can appear at any time within the game. During a mission, solo, within a town,

before a boss fight, or within villages and towns.

- NPC’s are either non-animated, or simply animated (due to time/budgetary concerns, if

time is permitted, this could be expanded).

- The purpose of NPC’s in NE is not unlike Role-playing games, or adventure games. They

are character within the game that the user can speak to, to further story progression

and quests.

- To speak to an NPC, the user must move close to the NPC, and press X

Towns/ Villages

- Multiple villages or ‘towns’ exist in Ninja Exorcist

- Towns are populated by numerous NPC characters to interact with at the user’s

command.



Special NPC’s

 During the game, the user will encounter special NPC’s

 These NPC’s offer services to the Player Character.

 Interact with Special NPC’s in the same manner as normal NPC’s, by pressing X.

 Interacting with the Special NPC’s activates a dialogue box or Menu.

 Use the Left Analog stick to navigate the menu up/down/left/right

 Press A to select, B to go back, and in some cases X, Y for ‘special functions’, or RB

and LB to navigate different pages.

 Some of the services Special NPC’s offer are:

o Stores

 For items, weapons, and upgrades

o Quests

 To advance the story

o Endow Special Items

 For player character advancement









HUD Area Map

- The area map is essentially an on-screen, more area specific version of the World Map.

- The areas map shows a zoomed in view of the world map, in the top-right corner of the

game’s HUD (heads-up display). It depicts the level layout, and where enemies and

gameplay objectives are located.





World Map

- The world map is activated and de-activated by pressing SELECT

- The world map shows the entirety of the game’s levels and areas.

- The world map starts off with only the areas you’ve visited visible.

- As the user traverses the map, visited areas will remain viewable, non-visited areas,

remain shrouded.

Map Objective Icons

- The world map also displays objective markers. For example, main plot points will be

marked by a distinctly colored glowing icon, and certain objects, such as doors, or a

plot-centric breakable wall will be marked with their own distinctly colored icons.



 WIP World Map

Overall Gameplay Flow

- Any of the mentioned elements of gameplay, Action Arenas, Stealth Arenas, Exploration,

Towns, quests, can occur in most any order.

- But the main objective is to pace and intersperse these stages of gameplay in a climactic

and varied style. Promoting excitement, escalating and de-escalating challenge, quiet

moments (calm before the storm), exploration, and story in a manner that flows, keeps

the user constantly entertained, curious, and satisfied.

Example of level flow



- Short Story Segment

o An example of level flow, would be to start the game with a concise, engaging bit

of story, that sets the context, and drive of the user.

- Action Scene 1 (easy)

o The user is then immediately set into action.

o An action arena starts with a small amount of easy Enemies

- Minor Exploration

o The user destroys these enemies, and proceeds to survey the surrounding areas,

looking for items.

- Action Scene 2 (moderate)

o The user comes across another action arena, with a slightly larger amount of

enemies.

o They destroy these enemies (or possibly die, and restart at the beginning of the

arena)

- Lone Objective directing NPC

o The user comes across an NPC, the NPC causes the user to become aware of an

objective ahead.

- Moderate Exploration, special Item

o The user surveys the areas, and finds a special item, such as a grappling hook.

- Item Tutorial/ Puzzle

o The user moves on, and soon comes to a roadblock, which must be overcome by

learning to use the grappling hook.

- Stealth Arena

o On the other side of the roadblock, is a stealth arena.

o The stealth arena is a moderate sized area, with 6 bow wielding Samurai strewn

about at various locations.

o The user dives into the enclosed arena, and must run to cover, in order to avoid

detection

o The user uses the grappling hook to reach vantage points

o The user uses stealth savvy, to slowly take down enemies, likely dying once or

twice before completing the challenge (user re-spawns at beginning of arena).

- Lone NPC at end of Arena

o The user confronts a lone NPC, who furthers the story

- Exploration, then Village

o The user encounters Village with NPC’s for greater story progression and

upgrades.









Health Meter Vs. Dark Energy Meter

- In Ninja Exorcist, the user is possessed by a germinating darkness within. This curse

comes with a cost, and great benefits. In the game, there are two meters seen in the

Heads-up display (HUD), Health, and Dark energy. Both meters are combined.



Dark Energy Meter

- Represents the user’s Dark Energy. By user her demonic powers, her Dark Energy Meter

depletes.

- When the Meter has completely depleted, and the user continues to use Demonic

powers, her health will then start depleting instead

- The Dark Energy meter is restored through rest, and regenerates over time.

- When the user hides in darkness, the Dark Energy Meter regains strength faster







Health Bar

- When the user takes physical damage, the health meter depletes

- The user regenerates health by visiting shrines.

- The user can also collect health packs, and items to use, in order to regain health

Enemies and Enemy Behaviors

Standard Behaviors



Patrol Mode



- In this mode, enemies survey the area with vision and possibly movement.







Nervous Enemy Mode



- Enemies turn into ‘Nervous Enemy Mode’ when they are alerted to

suspicious activity, such as the player character making too much sound, or

being briefly sighted.



- The enemy stealth meter would have to reach between 50-75% to initiate

this mode.



- In this mode, the enemy cautiously moves toward the point of suspicion.









Fighting Behavior



- When the stealth meter reaches 100%, the enemy engages ‘Attack Mode’



- Each enemy and enemy type has a unique behavior in attack mode.



- Different fighting strategies will be required to defeat enemies in this mode.

Guard Alert Mode



- When the user is spotted by an enemy, and the enemy has fellow guards

within the area, the enemy will call the other enemies to the point of

infraction; this is called a ‘Guard Alert’.



- When the other guards are alerted they will run to the point of the

infraction.







Follow Mode



- Once an enemy is engaged in ‘Attack mode’, this will not stop hunting the

user, until they are dead, or the user escapes.



- If the user flees the area after spotted, the enemy will chase down and

follow the user, to the best of their ability.



- If the enemy doesn’t spot the user for 10 seconds, they will stop following

the user, and return to their patrol location.









Human Enemies



Ninja



- Ninja are not honorable fighters; they will kill their adversary with any

manner of dirty tricks. They are very agile, but also vulnerable.







Patrol Behavior



- The Ninja waits kneeling or standing, in a spot for the player to pass into

vision



- The Ninja has a vision cone that extends from his eyes

- He looks left/right regularly, then up/down periodically



- Every time he changes his look position, his gaze remains on that position

for 4 seconds



- Every once in a while, his gaze will shift suddenly towards a different

direction; this is in order to vary up observation behavior, and add an

element of randomness/unexpected behavior.







Nervous Enemy Mode



- If the Ninja is alerted into ‘Nervous Enemy Mode’, they will go into Alert-

Stance/ Walk, and move cautiously/moderately-slowly toward the point the

infraction was caused.



- If nothing is found at the point of the infraction, the Ninja will proceed back

to its patrol point, and resume patrol mode



- If the user is spotted while in Nervous mode, the Ninja will go into attack

mode



- If there are other fellow Ninja within the proximity, the Ninja will also call a

‘Guard Alert’, and call other Ninja to the Point of the latest infraction.







Fighting Behavior







Offense



- In ‘Attack mode’, the Ninja will engage ‘Guard-walk’ and move cautiously

towards the user.



- The Ninja will either charge the Player, or Continue to ‘Guard-walk’



- During a Charge, the Ninja will either leap at the player for a Jump attack,

or do a Run Attack



- When close to the Player Character, the Ninja will either High-Attack or

Low-Attack

Defense



- When the user attacks with a standard combo, the Ninja has a chance of

blocking the user



- When the user attacks with a leaping attack, the Ninja has a chance of

dodge-rolling the attack, and counter-attacking with a high-attack



- When the user fires Shuriken or Arrows, the Ninja has a chance of dodge-

rolling the attack









Ninja Bowman



Ninja Bomber



Ninja Shuriken Thrower







Samurai



- Samurai are honorable fighters; they kill their adversary with in plain view,

but wear protective armor, and are harder to kill.







Patrol Behavior



- Samurai patrol specific areas from left to right and wait for the player to

pass into vision



- The Samurai have a vision cone that extends from thier eyes



- Samurai look forward, and up/down regularly



- Samurai change direction at the end of their patrol route, but often also

change direction in the middle of the route, to vary pattern

- Every once in a while, Samurai will also stop to observe all directions, then

either carry on in the current direction, or turn around







Nervous Enemy Mode



- If the Samurai is alerted into ‘Nervous Enemy Mode’, they will go into Alert-

Stance/ Walk, and move cautiously/moderately-slowly toward the point the

infraction was caused.



- If nothing is found at the point of the infraction, the Samurai will proceed

back to its patrol point, and resume patrol mode



- If the user is spotted while in Nervous mode, the Samurai will go into

‘attack mode’



- If there are other fellow Samurai within the proximity, the Samurai will also

call a ‘Guard Alert’, and call other Samurai to the Point of the latest

infraction.







Fighting Behavior







Offense



- In ‘Attack mode’, the Samurai will engage ‘Guard-walk’ and move

cautiously towards the user.



- The Samurai will either charge the Player, or Continue to ‘Guard-walk’



- During a Charge, the Samurai will either dash-attack, or move in closer for

a combo attack.



- When close to the Player Character, the Samurai will either Combo-Attack

or Low-Attack







Defense

- When the user attacks with a standard combo, the Samurai has a chance of

blocking the user, and counter-attacking with a strong-attack



- When the user attacks with a leaping attack, the Samurai has a chance of

deflecting the attack, and counter-attacking with a strong-attack



When the user fires Shuriken or Arrows, the Samurai has a blocking

the attack







Samurai Bowman



- Samurai Bowman are like standard Samurai, but attack with Bows.







Patrol Behavior



- Samurai Bowman patrol specific areas, usually from a high vantage point,

in a still position.



- Samurai Bowman also will sometimes patrol on foot, either in a still

position, or walking between two points.



- The Samurai Bowman has a vision cone that extends from their eyes



- Samurai Bowmen, when in a still high point, usually look diagonally down-

forward, then shift their view to a straight forward position, and sometimes

look downward.



- They also often turn around, and patrol the other side, in a similar manner.



- If on foot, Samurai Bowmen behave the same as standard samurai when

on patrol







Nervous Enemy Mode



- If the Samurai is alerted into ‘Nervous Enemy Mode’, they begin aiming

feverishly in different directions.



- They will sometimes also usually call on allies to patrol the spot of

infraction.

- If nothing is found in the next 10 seconds, the Samurai will proceed back to

its standard patrol routine



- If the user is spotted while in Nervous mode, the Samurai will go into

‘attack mode’



- If there are other fellow Samurai within the proximity, the Samurai

Bowman also calls a ‘Guard Alert’, and call other Samurai to the Point of the

latest infraction.







Fighting Behavior







Offense



- In ‘Attack mode’, the Samurai will engage ‘Guard-walk’ and move

cautiously towards the user.



- The Samurai will either charge the Player, or Continue to ‘Guard-walk’



- During a Charge, the Samurai will either dash-attack, or move in closer for

a combo attack.



- When close to the Player Character, the Samurai will either Combo-Attack

or Low-Attack







Defense



- When the user attacks with a standard combo, the Samurai has a chance of

blocking the user, and counter-attacking with a strong-attack



- When the user attacks with a leaping attack, the Samurai has a chance of

deflecting the attack, and counter-attacking with a strong-attack



When the user fires Shuriken or Arrows, the Samurai has a blocking

the attack

Possessed Human Enemies

Possessed Ninja



Possessed Ninja Bowman



Possessed Ninja Bomber



Possessed Ninja Shuriken Thrower







Possessed Samurai



Possessed Samurai Bowman









Demonic Forest Spirits

Demonic Wolf Spirit



- Demonic Wolf Spirits are vicious fighters. They often fight in packs, and life

to knock down the player character, and gnaw on their head.







Patrol Behavior



- The Demonic Wolf patrols in a slow guarded walk.



- The Wolf has a vision cone that extends from its eyes



- He looks forward, and upward regularly in its current direction



- The Wolf will turn around when it reaches the edge of its patrol location



- Once in a while, the wolf will turn around before the end of its patrol

location

Nervous Enemy Mode



- If the Wolf is alerted into ‘Nervous Enemy Mode’, they will look around

quickly, then move towards the infraction point in a moderately paced alert

walk



- If nothing is found at the point of the infraction, the Wolf will proceed back

to its patrol point, and resume patrol mode



- If the user is spotted while in Nervous mode, the Wolf will go into attack

mode



- If there are other fellow Wolf within the proximity, the Wolf will howl,

calling a ‘Guard Alert’, and call other Wolf to the Point of the latest

infraction.







Fighting Behavior







Offense



- In ‘Attack mode’, the Wolf will engage ‘Guard-walk’ and move cautiously

and slowly towards the user.



- The Wolf will likely charge the Player, or eventually move in with a

moderate speed.



- During a Charge, the Wolf will leap at the player with a Jump, and attempt

to knock the player over



- When close to the Player Character, the Wolf will attempt to bite the

player’s leg



- If the wolf knocks the player over, they will move to the player’s head, and

attempt to gnaw on it.



- The user needs to mash the buttons to free itself from the wolf’s jaws.







Defense

- When the user attacks with a standard combo, the Wolf has a chance of

dodging the user, and counter-attacking with a leg bite



- When the user attacks with a leaping attack, the Ninja has a chance of

dodging the attack



- When the user fires Shuriken or Arrows, the Wolf has a lower chance of

dodging the attack







Demonic Wolf Spirit Medium



Demonic Wolf Spirit-God (Boss)



Tengu



Oni-Demon



Oni-Demon (Boss)



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