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DaS QuidditcH

DaS QuidditcH

Created by DaS KuG

Game Introduction

Genre
Flying/Sports
GamePlay
Broomstick-wielding players compete against each other to score points on goals in this high-flying, fast-soaring re-imagining of the popular Wizarding sport, Quidditch!
Target audience & platforms
Our target audience will be in the age range of 13-45, male and female. Harry Potter fans.
Look and Feel
Sun shafts and glare will be prevalent, as well as atmospheric fog sometimes. The game will be played over-the-shoulder of the game character, switching between active players or maintaining the control of a single player on the field. The game will be fast-paced, as most of the balls on the field will be flying around while players try to maintain control over the one ball that doesn't fly on it's own.

Story

"Quidditch is a wizarding sport played on broomsticks. It is the most popular game and most well-known game among wizards and witches, and, according to Rubeus Hagrid, the equivalent to Muggles' passion for football.
The object of the game is to score more points than your opponents. Each goal is worth ten points and catching the Golden Snitch is worth one-hundred fifty points. The game ends when the Snitch is caught or an agreement is reached between the captains of both teams. Some games can go on for many days if the Snitch is not caught (the record, according to Quidditch Through the Ages , is three months.)"

-Quidditch Wiki

Welcome to Quidditch!

The goal of the game: score points by throwing the Quaffle through one of three hoops on the opposing team's side. 
The end of the game: The golden snitch is caught, or an agreement is called to end the game.

Grab your broom, and wait for your mark, it's time to play!


How to Play

Quidditch is played by two teams of seven (7) players, points are scored by 'Chasers' who throw the 'Quaffle' through the opposing teams goal hoops, and the game ends when the 'Seeker' of either team catches the 'Golden Snitch' (Which is also worth 150 points).
'Beaters' chase the 'Bludger' balls (the balls are bewitched to fly on their own and seek out players to assault, Beaters attempt to hit the Bludgers with bats towards the players of the opposite team, and defend the players on their team)
'Keepers' guard the three goal posts of their team.



Control

Keyboard/Mouse
Flying will be constant, but will be affected by the 'throttle' Throttle Control: W/S (Forward throttle, less throttle) Throw Quaffle/Hit Bludger: Left Mouse (Or "Fire1") Left/Right Strafe: A/D Mouse to look, character faces forward.

Heads Up Display (HUD)

Information Available via HUD
An arrow either on the top right or top left of the screen will point towards the ball the player must pay attention to, according to their role on the team. The HUD will also show the player's concentration, used for high-speed flying and for locating the snitch if the player is a Seeker. The current score of each team will be available at the top of the screen.

Characters

Player Positions (roles)
Seeker: Seeks the 'Golden Snitch', once caught the Snitch ends the game and awards the catching Seeker's team 150 points. Keeper (Unplayable): Guards the three goal posts of their team and prevents the 'Quaffle' from being thrown through any of the hoops. Chaser: Obtains and throws the 'Quaffle' through the opposing team's goal hoops. Beater: Carries a bat in order to hit or redirect the 'Bludger', a ball that has been bewitched to follow and assault players. Beaters protect their team and use the 'Bludger' to assault the other team's players.

Level Design

Area Designs
All levels will be a standard Quidditch pitch, perhaps with different backdrops like Hogwarts or other magical schools.

Player View

Standard Playing View
Third person, over the shoulder camera with cinematic moments for goal scoring and other events (like catching the snitch)

Game Flow Chart

Development

Alpha Build:
Stadium Complete, All characters on field, all game objects on field HUD will be partial, with placeholders. Actor functions may not be present.
Beta Build
All Actors function HUD displays appropriate information, may still have placeholders Game functions and flows via gameflow chart
Gold Release
All menus work, and are polished All actors are fluidly working Gameplay is fully functional Build is complete

Actors

Keepers
LOGIC: 1) Stay within X radius of goal posts, keeping the best position between the 'Quaffle' actor and the 'Goal post' objects. 2) IF Quaffle comes within Y distance of THIS, dart towards Quaffle in attempt to block it 3) IF Quaffle exceeds Y distance from THIS, return to primary behaviour
Seekers
LOGIC: 1)IF "Chasing" boolean is false, Fly around the field at varying heights in an attempt to come within X (detection) distance of the 'Golden Snitch' actor [ELSE move to rule 3] 2)IF 'Golden Snitch' actor is detected in rule 1, set "Chasing" boolean to TRUE 3)IF(Chasing && DISTANCE_TO(Snitch Actor) <= X): MoveTo actor 'Golden Snitch' [ELSE Set "Chasing" boolean to FALSE] 4)IF contact made with 'Golden Snitch' actor, set GameState in manager to "Won", Score manager for THIS actor team += 150 points.
Chasers
LOGIC: 1) IF no "Quaffle" actor is attached to THIS [Condition Henceforth "Carrying" boolean] , MoveTo actor "Quaffle" 2)IF(!Carrying && contact is made with "Quaffle" actor) attach "Quaffle" actor to THIS, set "Carrying" boolean to TRUE 3)IF(Carrying) NESTED IF(Distance to goal > X) Fly towards enemy goal post NESTED ELSE Throw Quaffle by detaching actor and applying force in the direction of the closest goal
Beaters
LOGIC: 1) MoveTo actor "Bludger" 2) IF contact made with "Bludger", redirect "Bludger" by force to closest enemy player
Bludger
LOGIC: 1) IF(!GameStarted) fly to a random position on the field, delay for X seconds 2) IF (GameStarted && !Aggressive) pick random position on field and MoveTo NESTED IF(Target Spotted) set "Aggressive" boolean to TRUE 3) IF (Aggressive) DO ONCE(reset on target loss) fly towards target player with an impulse boost 4) IF (Contact made with any player) Add large amount of impulse force to collided character, set collided character to ragdoll, delay X seconds, delete & re-spawn target character
Golden Snitch
LOGIC: 1) Pick random location on the playable field and MoveTo 2) Delay X seconds

Objects

Quaffle
TAG: ScoreBall Mesh: Static mesh on sphere
Goal Posts
Overlap collider: LOGIC: 1) IF (actor "Quaffle" overlap) set points in point manager += 10 for opposing team NESTED IF(Keeper overlap) set points in point manager -=2 for THIS goal's team.

Humanoid Elements

Human Foley
Grunts for being hit Cheers Crowd talking Impact sounds for Bludgers hitting players

Global Elements

Global Sounds (including gameplay elements)
Swooshing of ball flying Swooshing of broom flying Impact sounds for balls hitting non-players Golden Snitch 'hum' Golden Snitch 'Ding!'

Splash Screens

Splash Music
Harry Potter Theme Song

Menu Fx

Buttons
Click for button press 'Ding!' for "Start" button press
Music
Quidditch Theme