Stop Changing the Rules is a single player, 2D platforming game in which every level will have a different rule to abide by and some levels will even change the rules in the middle of the level or add multiple rules in one level. This game will have most of the concepts of platformers such as the ability to run and jump and it will also include wall jumping and the ability to glide for a short time. It will feature 150+ levels for the player to get through. This game is designed to mess with the player's mind and make them disoriented throughout the levels. Unlike other platformers who introduce challenges the player must overcome, Stop Changing the Rules introduces misdirection and misfortune as well as implementing platforming troupes.
Game Introduction
- Genre
- GamePlay
- Target audience & platforms
- Look and Feel
Story
The story of Stop Changing the Rules is that some unknown entity has been bending reality by distorting places in the real world to look like a platform video game. That's not all though the entity is also making rules to this "game" of his and it frequently changes or contradicts his own rules. One man notices the distortions that are happening and decides to challenge the entity in it's "game" and so he must get through all the levels and stop this distorted reality from becoming the true reality. As the main character fought his way through the distorted people of this world and the entity's minions he is finally confronted with the evil entity itself. The entity explains that he has made it farther in his "game" then he thought and thus offers the main character a choice join him in distorting reality and creating chaos in the world or attempt to fight him. The player is offered this choice in game and the ending you get will depend on your choice.
How to Play
There will be no live system if the player fails a level they will restart from the last checkpoint they touched if there wasn't a checkpoint they will start from the beginning. Power ups such as armor and invincibility for a short time will be available to pick up throughout the levels. In addition to power ups there will also be permanent buffs you can obtain from collecting currency such as a higher jump or longer glide. Since the game has no clear rules it will be left to the player to follow whatever rule is put in place for each level. The last level will have a boss fight against the entity in which the player must accomplish multiple tasks to fix the world's distortions.
Technical
Stop changing the rules will be a PC only game and it will be featured on steam and will take minimal storage and hardware to run. It will be created on the unity engine as it is the simplest engine and can be easily programmed and put onto steam. The game doesn't need to be overly complicated as it will be a simple 2D platformer the only parts that will need some work on the technical parts are some of the rules as some of them will only let you play in windowed mode or it will shake the game screen as you play.
Game Architecture
User Interface (controls)
Since this game will only be on PC the controls will consist of WASD to move, spacebar to jump, double tap space bar to double jump, hold the spacebar to glide, and escape to pause. Basic title screen for a platform game all it needs is new game, continue, and options. Level select screen that the player can go to and from any of the 150+ levels. Pause menu will just consist of a resume button, a replay level button, a settings button, and an exit level button, the exit button will take the player to the level select screen.
Artwork (design)
Since the game is a 2D platformer it will have a background image based on the environment of the level and the obstacles and platforms will also accompany this theme. The power ups will be clearly identified and so will the currency which will be power orbs. Stop Changing the Rules will feature a bunch of different worlds and environments for levels such as jungle, desert, underwater, sky, casino, factory, ice, and dark world, and even more. It will also feature a boss fight at the end.
Technical Requirements
Most of the images and objects will be PNG and JPEG files so they should translate easily into unity and make it easy for computers to run these images. Even the models of the characters, enemies, and the boss can be made easily since 2D models are easier to render than 3D models. While the models and textures in the game will be simple, the way the rules are implemented will be a little more tricky because some of the rules will require that the engine be used to it's max potential.
Heads Up Display (HUD)
The current rule that is in effect will always be displayed in the upper right hand corner of the screen and the level you are on will be in the upper left. There will be no health bar because if you fall or get hit by an enemy you die unless you have armor. The amount of power orbs the player currently has will be displayed in the bottom left corner.
Characters
The unnamed main character (that's the point is he's unnamed), the entity, and his minions of reality bending.
Level Design
The level design will be mostly be dependent on the rules for the level as some of the rules will change the layout of the levels such as flip them upside down or make some the platforms tinier. Levels will also have to utilize the double jump and glide mechanics that are present and the levels will have themes based on the environment of the world such as a desert or jungle.
Global Elements
The boundaries of the game will not allow the player to go higher than the level allows and at the start of each level the player cannot go to the left only to the right which is where the stage is and if the player falls down and there isn't a platform they will most likely die and have to restart from the last checkpoint. The background will be a neutral object and will probably be the only neutral object in the game. The camera will always be fixed near the player and will be zoomed out so they can see the stage ahead of them.
Game Flow Chart
Audio & Sound F/x
Player Elements
There will be a sound effect for a rule change, jumping, double jumping, gliding, collecting power orbs, failing a level, winning a level, collecting a power up, and defeating an enemy. The sound of the player walking across platforms will also change based on the type of surface they're standing on such as dirt or sand.
Global Elements
The music in the levels will be symbolic with the overall environment of the level so if the stage is in the sky the music will be upbeat and catchy as a spooky forest level will be gloomy and dreadful. There will also be title screen, a boss fight theme, and an end credits theme.
Marketing
The genre of Stop Changing the Rules is a action adventure game with the sub genre, platformer. In Stop changing the rules the core mechanics of a platformer are present such as running and jumping as well as the added challenge of each stage has a different rule the player must abide by. The target audience is for all ages and is more towards casual gamers, but because of the constantly changing rules hardcore gamers can enjoy it too. This game will be a platforming experience like no other as there are no clear rules to this "game" that the entity thrust upon you so jump into some hectic high tension action with Stop Changing the Rules.
Key Features
For example one stage the player’s controls are reversed and another stage a bunch of ads will pop and distract the player. This concept makes the player think outside the box and keeps them alert so they can never lose focus. The core gameplay will mostly consist of your character running and jumping through levels while having to deal with new and old rules throughout. Some levels in the game will feature multiple rules which will in turn make the game more difficult as the player progresses. The game will be decently long with over 150 levels to play and experience and there will even be a level creator for people who enjoy making their own creations and it will include custom rules for players to add to their levels.