Hulk Core Game Design Excerpts
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1 DETAILED GAME-PLAY 1.1
Fighting
When Bruce Banner transforms into Hulk, the game-play becomes one of fighting and destruction. This fighting system is simple and intuitive from a control perspective, but a wealth of different attacks and options are at the player\u2019s disposal.
1.1.1 Terminology The following terms are used to describe the game-play properties of each individual combat action. A more extended version of these parameters will be used in our scripting system to tune the properties of each move. Note: All frame references are calculated at 60 frames per second. Input: The controller inputs required to perform this action \u201c,\u201d A comma signifies that two buttons must be pressed in quick succession in order to perform this action. This is typically found in the case of a combo attack.
\u201c+\u201d A plus sign signifies that two or more commands must be input simultaneously in or to perform this action
\u201c,,,\u201d Multiple commas require a delay after the previous attack or input in order to perfo this action.
\u201cP\u201d \u2013 A bold uppercase letter indicates that the button must be held down for an ext duration \u201c>\u201d This symbol indicates that the move must flow from one action or state to another. Move Name: The name of the attack or action. Damage: The amount of damage that the move causes. This number is removed from the enemy\u2019s life meter. Execution: The duration (in frames) before the attack can make collision with an enemy or world object. Collision: The number of frames that this move can collide for. Recovery: The time it takes for the character to recovery after the collision window is closed. Hulk Core Game Design Excerpts.sxw - Page 2 of 24 Copyright \ue000 2002, 2003, 2004 Radical Entertainment
21/01/04 Charge: Holding down the appropriate attack button can charge up certain attacks for more damage. A charge move has a hold point in the animation \u2013 typically where the player holds the attack for more strength \u2013 that can be held to increase the power. While most charge attacks use the same animation, some charges can branch into a new animation if noted. Range: The range of a close combat attack. Short \u2013 A short-range strike. These attacks typically take the form of a standing punch. Long \u2013 These attacks have longer range, but still require an enemy to be in the fighter\u2019s circle to connect. They typically take the form of a kick, weapon, or lunging punch attack. Interrupt Level: This value dictates the interrupt priority of the attack. This value can be overridden on an individual move basis by adding the NON-INTERRUPT flag. Level 0: No interrupt caused Level 1: Interrupts Class 1 characters (soldiers, dogs). Level 2: Interrupts Class 2 characters (meta-powered individuals) Hit Stun: The duration that the target is stunned if the attack has made impact. Block Stun: The duration that the target is stunned if the target blocks the attack. Type: Special characteristics for a move. These include: Knockdown \u2013 This move causes the opponent to be knocked off their feet. The height and distance of the knockdown will be dictated in the script system. In this document, knockdowns will be labeled as follows: o
Light \u2013 This knockdown sends an opponent onto the ground with an equal level vertical and horizontal force. It is not powerful enough to perform juggles or cause massive world destruction.
o
Vertical \u2013 This knockdown sends an enemy flying into the air with upward vertical force. An example of a vertical knockdown would be an uppercut attack. Vertical floats typically allow for extended juggle combos.
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o
Horizontal – This knockdown type sends the victim flying with extreme horizontal force. An example of this would be a fierce haymaker punch. Horizontal attacks are useful for knocking down other enemies or sending the victim against a destructible object.
Shockwave – This attack causes a circular damage volume that expands from the point of impact. The damage done by the shockwave lessens the further it goes out. If a move has 2 damage values, the first indicates a physical hit by the extremity, and the second dictates the range of damage from the shockwave effect. Range – A ranged attack emits some form of projectile that can harm or affect enemies and world objects from a distance Dizzy – This move will put the target into an extended “dizzy” animation, which has more recovery time than a regular get hit reaction. Rising Attack – This attack is performed when the character is in a ground prone state. Rising attacks are getup attacks that bring a character back to a standing position. Ground Attack – This attack is specific to an opponent in a ground prone state. If the attacker is close enough, a special hit 'em when they are down animation will play. Non-interruptible: This attack will not be interrupted by standard incoming attacks. If an attack is flagged as a power move, it will do a normal interrupt. Jumping – These attacks are performed from a jumping state. There are two types of jumping attacks. o
Standard – A typical jumping attack. The only targeting that is used is the direction of the closest enemy.
o
Descending -- These attacks are triggered at the apex of the jump. The character will descend towards its target with the attack.
Rage – This move requires a certain amount of rage energy to activate. Once activated, the energy will be removed from Hulk’s rage meter. Hit Location: This value indicates the height that the attack will connect with on the opponent’s body during its collision window. These heights are based on the standard enemy height of 6 feet. Note: Certain characters, such as a boss or dog, will be significantly
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21/01/04 taller or shorter than this height, so a mid attack could end up being a high attack against certain characters. The following diagram illustrates the different heights where collision can occur. 1.1.1.1 Hit Location Diagram
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1.1.1.2 Size Comparison Between standard human and Hulk size characters.
7 1/2 ft
6 ft
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1.1.1.3 Strike Flowchart Attack Input (Attacker)
Execution (Attacker)
Collision Window
Does move connect?
Attack Connects
Recovery Time (Attacker)
Damage (Target)
Attack Misses
Recovery Time (Attacker)
Get-Hit Reaction (Target)
Knockdown Move
Pushback (Target)
Float State (Target)
Hit Object (Target)
Juggle Hits (Target)
Fall Down (Target)
Hit Object (Target)
Hit Ground (Target)
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1.1.2 Hulk Movelist Input p g G p+g
Name Dam. Loc. Exe. Col. Rec. Type Left Hook 10 High 12 2 20 Two Hand Clap 14 Mid 15 3 30 Stun Sonic Clap 16, 4-10 Low 20 6 40 Charge, Deafen, Stun Overhand smash Rage, Shockwave, Knockdown p+g Super Shockwave Rage, Jumping, Shockwave j+p Rising Launcher 20 Mid 18 3 27 Vertical knockdown j,p Gamma Crusher 25 Mid 18 6 40 Jumping attack, knockdown j,g Foot Stomp 20 Low Knockdown, Shockwave p Charging smash 20 Mid Running Away,+p Rising launcher Combos p,p Right Hook 12 High 12 2 24 Charge p,p,p Backhand Smash knockdown(light), stun 16 Mid 18 3 30 (heavy) p, p, P Charge Backhand Charge, Horizontal 20-30 Mid 25-30 4 45 Knockdown p, p, ..., p Gut Punch p,p, ...,p,p Right Jab p,p,...,p,p, Overhand Smash p p,g Rising Launcher 28 High 19 3 34 Knockdown p,p,g Thrust Kick Knockdock p,p,g,p Charging tackle
1.1.3 1.1.4 Hulk Strike Descriptions 1.1.4.1 Left Hook – A quick circular strike with the left hand with a bit of downward travel. Advantage: Fast, best combo starter Disadvantage: Low Damage 1.1.4.2 Right Hook – A quick circular strike with the right hand. This attack is similar to the left hook, except that it is a little bit stronger. Advantage: Fast
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Disadvantage: Low Damage 1.1.4.3 Rising Launcher – Stemming from the jump animation, this attack will occur when Hulk ducks down low before taking off. Hulk will raise both of his arms up in a scooping motion. This is Hulk’s primary float starter. Advantage: Floats enemies Disadvantage: Slow execution and recovery 1.1.4.4 Gamma Crusher – At the apex of his jump, Hulk will descend upon his enemy with great force, right arm outstretched. Advantage: High damage, long range Disadvantage: High recovery 1.1.4.5 Charging Smash –Hulk must be in a running state to perform this attack. He will bring his arm down with great force as he bends down low, which will knock down any enemies that come across its path. Advantage: Good damage, quick knockdown Disadvantage: High recovery, must gain distance to execute 1.1.4.6 Backhand –Hulk releases a mighty backhand against his foe. Advantage: High damage, powerful knockback, knocks down light enemies Disadvantage: Slow execution leaves player vulnerable 1.1.4.7 Charge Punch - If any of the punches in the p,p,p combo are held down, Hulk can charge up for a Charge punch. The severity of the punch is based on the duration that the button is held down. Advantage: Scalable control, good damage and knockback Disadvantage: Slow recovery and execution
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21/01/04 1.1.4.8 Sonic Clap –Hulk brings both of his palms together in a fierce clap. If the button is held down for frames, Hulk will perform a more powerful version that emits a cone of sonic power. This cone can deafen and stun enemies, shatter glass, and cause minor damage to other environmental objects. This attack will displace smoke and gas effects. Advantage: Can harm multiple enemies from a distance. Deafens enemies (stun) Disadvantage: Very long execution and recovery, extremely vulnerable to flanking enemies, doesn’t cause much damage 1.1.4.9 Foot Stomp (Jump+Gamma) –Hulk slams his foot down on the ground, which causes a shockwave effect that stuns enemies and causes minor damage to the surrounding environment. Advantage: Stuns multiple enemies, medium range Disadvantage: Long recovery time, poor damage
1.1.5 Hulk Super Rage Moves 1.1.5.1 Overhand Smash –Hulk brings both of his fists down with great force towards the ground. When Hulk’s fists make impact with the ground, a HUGE shockwave cone will occur that travels in front of the player. It causes great damage and a knockdown against any enemy that is standing in the front arc of the character. In addition to this, the attack also deafens enemies that are within close range of the character. Any destructible objects within its cone will take tunable damage. Advantage: Hulk is invincible, Massive damage on impact, stuns surrounding enemies Disadvantage: Requires Rage,
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1.1.5.2 Super Shockwave - Stemming from a jump state, Hulk descends to the ground, causing a MASSIVE shockwave. The Super Shockwave Attack causes severe damage and a knockdown to any enemy that is within meters of Hulk. It will also cause x damage to smart props.
1.1.6 Banner Movelist Input p p, p p, p, p
Name jab right cross uppercut
Dam Loc high high mid
Exe Col
Rec Range Type S S S
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knockdown
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1.1.7
Grapples And Throws
Hulk will grapple an opponent when the player presses the action button while in close range. If the grapple is not interrupted, Hulk will grab onto his enemy. If Hulk successfully grapples a human sized enemy, he will lift them off the ground with his left hand. He can then perform various hits and throws. If Hulk successfully grapples a Hulk-sized enemy, there is a possibility that the two will go into a grapple struggle to dictate who has control. The first character to reach 30 inputs (tuneable number) will lift the other overhead. From this point, Hulk can trigger any of his available throws. 1.1.7.1 Throw Atrributes The following attributes describe all of the game-play details of a particular throw or grapple. Input: The command input required once Hulk has landed a successful grapple on his target. Damage: The amount of damage that this throw causes. Certain throws have multiple impact points, which are separated by commas. Type:
Back Throw – The character must be facing the opponent’s back in order to perform throw.
Rage – The character must have a single rage bar filled in order to perform this attack Launch – A launch throw will send the opponent high up into the air, making him susceptible to juggle combos.
Knockback – A knockback throw will send the opponent flying horizontally with great force. These throws are good for sending an enemy into destructible objects or into other enemy characters.
Takeoff –Hulk will carry his opponent into the air and bring him down with great force. Descend – While descending from a jump, Hulk can perform a descending throw against a standing opponent. This throw bypasses the grapple state.
Chain Throw – This throw allows for subsequent follow-ups. Hulk Core Game Design Excerpts.sxw - Page 12 of 24 Copyright
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Pickup – This throw will pick an enemy that is lying prone on the ground. Directional –Hulk has 4 basic directional throws. Forward, left, right, and back. With this technique, he has complete control of where he wants to toss an enemy.
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1.1.7.2 Grapple and Throw Flowchart Grab Input
Execution
Collision
Connect
Miss
Grapple State
Whiff Animation
Throw Input
CSM
NO CSM
CSM Throw
Throw
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1.1.7.3 Hulk Grapple and Throw Movelist
Input
Move Name
Damage
Duration
Release
Type
P,p,p
Strike Combo
15,15,20
Dir+A
Directional Throw
40
Directional
J
Takeoff
0
Jumping
J,A
Jumping Slam 50
Jumping
J,P
Jumping Backbreaker
60
Jumping
G
Gamma Slam
55
Shockwave
P,p,p
Backbreaker combo
15,15,20
Against Hulk sized characters
G
Shockwave Slam
65
Shockwave, Rage
A
Pickup
0
Pickup
Ref
1.1.7.4 Throw Descriptions 1.1.7.4.1 Directional Throw: Hulk rotates to the direction that is being held on the control pad and tosses his enemy horizontally with a mild downward angle so that the victim will connect with the floor after approximately 4 meters. Advantage: Ability to target other enemies and destructive objects, Quick recovery Disadvantage: Low basic damage. 1.1.7.4.2 Strike Combo: The first input will trigger a punch to the face as Hulk holds the enemy in the default grapple position. The player can trigger any of the other throws from this point. If the punch button is pressed again quickly, Hulk will perform the same punch to the face animation. A third punch will cause Hulk to perform a mighty headbutt attack that sends his opponent flying at a 30-degree angle towards the ground. Upon impact with the ground, the enemy will bounce an extra meter back. All of these follow-ups are analogue, which allows for two different stages of charging at the end of the windup phase. The stronger version will cause 15% extra damage. Hulk Core Game Design Excerpts.sxw - Page 15 of 24 Copyright
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21/01/04 1.1.7.4.3 Backbreaker combo: This throw acts identically to the Strike combo, except for the animations. The first and second punch will bring the enemy down into a backbreaker onto Hulk’s shoulders. The final blow will cause Hulk to throw the enemy down so that their back hits the ground. 1.1.7.4.4 Takeoff: Hulk leaps into the air with the enemy in hand. He can chain into the following two jumping grapples if the proper input is executed before the apex of the jump. If he doesn’t enter a throw input, he will land to the ground and retain his hold on the enemy. 1.1.7.4.5 Jumping Slam: Hulk leaps into the air while carrying his enemy and then slams him down to the ground with great force while airborne. Advantage: Avoiding Projectiles, extra damage, cool factor. Disadvantage: Slow to execute, slow recovery leaves player vulnerable. 1.1.7.4.6 Jumping Backbreaker: Hulk descends to the ground and slams his opponent’s back over his knee as he lands. Advantage: Avoiding Projectiles, extra damage, cool factor. Disadvantage: Slow to execute, slow recovery leaves player vulnerable. 1.1.7.4.7 Jumping Super Backbreaker: Hulk descends to the ground and slams his opponent’s back over his knee as he lands. This is a modified version of the above throw (more dramatic hold at the end) that requires the rage meter to be activated. It causes a shockwave effect that can stun surrounding enemies. Advantage: Avoiding Projectiles, extra damage, cool factor, shockwave. Disadvantage: Slow to execute, slow recovery leaves player vulnerable. 1.1.7.4.8 Gamma Slam: Hulk slams his enemy’s face into the ground with extreme force, causing a shockwave that stuns enemies standing within a meter. Advantage: Stuns enemies within a meter of the player. Causes massive damage. Disadvantage: Time consuming. 1.1.7.4.9 Shockwave Slam: This is the rage version of the aforementioned move and uses a modified version of the same animation. Hulk slams his enemy’s face into the
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ground with extreme force, causing a massive shockwave that knocks down any enemy within two meters. Advantage: Knocks down any enemy within two meters of the player. Causes massive damage. Disadvantage: Uses rage meter. Time consuming. 1.1.7.4.10 Pickup: Hulk picks an enemy up from the ground prone state, which triggers the normal grapple state.
1.1.8 Weapons There will be many objects within the environment that can be used as a weapon. If an environmental object is classified as a weapon, pressing the action button while facing it will trigger an appropriate pick up animation for that weapon class. These classes are based on the game-play purpose of the weapon and the associated animations. Once a weapon is wielded, that character’s punching attacks change to the fight tree associated with that weapon. If the character moves in a direction and presses the action button, he will throw the weapon at the closest targetable enemy. If there is no enemy within target range, the object will be thrown forward. Pressing the action button without a directional press will cause the player to drop the object. The player can move around while carrying these weapons. The weapons that Banner and Hulk can pick up and use are completely different. Hulk’s weapons usually take the form of large physical objects that require immense strength. Banner’s choice of weapons is limited to simple weapons that utilize his pre-existing close combat fight attacks. Weapon classes are broken up as follows: 1.1.8.1 Hulk Weapons One Handed pole – These objects can be picked up and carried around with ease. The character uses their normal idle and run cycles while carrying this weapon. Example: Sewer Pipe 1.1.8.1.1 One handed Pole Movelist
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21/01/04 Input p p,p p,p,p a a j,a p
Name Swing Left Swing Right Downward Swing Pickup Weapon Throw Weapon Aerial Throw Descending Attack
Dam Loc 11 mid 14 high
Exe Col Rec Range Type 14 1 20 L 17 2 25 L Knockdown
Jumping Jumping
This is the standard movelist for a one handed pole. Certain poles under this class will have a unique final blow that replaces the Downward Swing. Since we can line up perfect positioning between the two characters after the second strike, the final blow can be set up as a grapple to perform a fantastic sequence of events.
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1.1.8.1.2 Two Handed Throwable Small – These weapons require the use of two hands. Upon grabbing the object, Hulk will bring it up and carry it over his head. His idle and run cycles will be modified to accommodate this object. A press of the punch button will cause Hulk to throw the object at the closest target. The action button will cause Hulk to drop the object. Hulk can jump while carrying these weapons. o
Examples: Stereotypical Computer Bank, Chunk of Stone, Ammo Crate
o
Size: 1.5m x 1.5m x 1.5m
1.1.8.1.3 Two Handed Throwable Large – These weapons are large and heavy, requiring the use of two hands. Upon grabbing the object, Hulk will bring it up and carry it over his head. His idle and run cycles will be modified to accommodate this weapon. A press of the punch button will cause Hulk to throw the object at the closest target. The action button will cause Hulk to drop the object. o
Examples: Car, Table, Boulder
o
Size: 5m x 2m x 1.5m
1.1.8.1.4 Two Handed Throwable – Heavy – These weapons functional similarly to the Throwable Large class, except that the player cannot move or jump while carrying the object. The directional pad will cause Hulk to rotate on the spot. The animations used for this object should be based on the Throwable Large class, but should be modified to display the added weight. o
Size: Large scale or bigger up to cosmetically acceptable scale - (to be investigated)
o
Examples: Tank, APC
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1.1.8.2 Targetting Thrown Objects When the player presses the attack controls, Hulk will automatically lock on to his nearest enemy and strike at him. 1.1.8.3 Activating Targeting/Lock-on The player can control specifically who he is locking onto by activating the lock-on control and using the right stick to select a new enemy target. While the lock-on button is held down (or toggled, if that option is selected) then the highlighter will be visible on-screen, marking the currently targeted enemy 1.1.8.4 The Target Highlighter The highlighter is a marker indicating the currently targeted enemy. This is principally useful for choosing the enemy at which you intend to throw objects, although it is also useful in picking a specific enemy in hand-to-hand combat. This highlighter will highlight an object or a character. It should be sensitive to the scale of the object/character. 1.1.8.5 Targeting with a thrown object or character Targeting with a thrown object or character is operated via a system of prioritization. We know it is preferable for the player to throw his current payload at the nearest enemy. He may also wish to throw it at a nearby object, however this is less likely. If a player seeks to throw an object and has NOT locked on to a specific target, then our targeting system will derive the intended target select as follows: Priorities within the targeting cone are: 1> ENEMY , 2> LANDMARK OBJECT, 3> REGULAR OBJECT. 1> The nearest enemy within the targeting cone will be selected. 2> If no enemies exist in the targeting cone, then the nearest LANDMARK object within the targeting cone will be targeted. An example of a LANDMARK object is a progressessential object such as a generator, or a floodgate door blocking the player’s progress.
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3> If no enemies exist in the targeting cone, then the nearest REGULAR object within the targeting cone will be targeted. An example of a REGULAR object is a crate, barrel, computer bank or a dumpster.
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1.1.8.6 Secondary Targeting Cone The Hulk also has a secondary targeting cone, which has a wider field, that is used for close combat attacks against enemies. If no object is within his main targeting cone and an attack strike is entered, The Hulk will auto target any enemy that rests in his secondary targeting cone.
1.1.8.7 Hulk Hulk stands roughly 8 ½ feet tall in his idle stance. Although the Hulk has tremendous jumping capabilities, there will be limitations to the elevation height that the Hulk can ascend for gameplay purposes.
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7 1/2 ft
5.5ft
3ft
Knee Height (3 ft or less) o
Hulk -- Hulk will automatically walk up objects of this height. An example of this style of object would be the front hood of a car.
4-8 Feet o
Hulk -- A light jump will give Hulk enough distance to scale this height. If he is standing within close range, a special animation will play to make the jump more precise.
9-10 Feet o
Hulk -- A heavy jump is required.
Hulk cannot scale anything higher than 10 feet in combat game-play.
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