Roles

Producer, Level Designer, Systems Designer, UI Designer

Responsibilities

  • Designing the Mechanics (Pen and Paper)
  • Building the Mechanics in Engine
  • Designing the Level Layout
  • Designing the UI Framework
  • Development & Testing via Machinations
  • Designing the UI

Tools

Unreal Engine, Photoshop, Machinations

GDMS Project

High Concept

This game is a First-Person Shooter set in a dull and colorless world. The player tries to survive as long as they can. As they encounter and shoot at enemies, they will bring a sense of life and vibrancy to the world, as the ammo they are using is paintballs. This will allow the player to color and bring life to the world, as the enemies are trying to stop the player from bringing joy to others.

Mission Statement

Chaotic is designed to enable the player to break free of reality and let loose on the town and its hordes of inhabitants without the need for bloodshed and violence. Players should feel a fun and engaging experience from their experience, which should challenge them to soar through the leaderboard.

Inspirtational References

  • Splatoon by Hisashi Nogami and Shintaro Sato

Audience

The ideal audience we intend to reach would be around 13 to 21 years old. With this audience, we want to appeal to those who might want an outlet for spreading chaos and bringing color to a world at their heart’s content. Since this is a First Person Shooter (FPS) game, the player would have to be interested in this playstyle and comfortably be able to play within it. Another demographic would be theory crafters, as this will allow them to figure out what abilities they wish to take to help them succeed better from each attempt.

Genre

This game is a first-person shooter, time trial survival, and rogue-like game.

Rating

T for Teen

Platform

PC – Download Here

Player Hook

With paintballs by your side, mayhem and chaos are always close by. Interact with the world around you through Paint and Graffiti. Leave your mark and make it count while fighting through urban blight. Survive the night to end the fight.

Armed with only paintballs at your might, you must survive endless waves through the night.

When the clock strikes zero, all will be done.

Unique Selling Points

  1. Through world interaction, the player can make the city theirs. This enables the player to leave their mark in paint and graffiti as they defeat endless waves of enemies throughout the urban city environment.
  2. Competitive local and global leaderboards allow players to compete against each other and the clock to see who can reach the furthest levels of the game or stay alive the longest in endless mode.
  3. As the player progresses through their experience, the paintballs become stronger, enabling additional abilities such as breaking doors and windows, slowing down enemies, and even temporarily blinding them.
  4. Customization mode enables the player to create their own paintball experience by unlocking various pieces, and the player can build their encounter.

Overview of Gameplay

Chaotic is a First-Person Shooter themed around paintballs and graffiti. Armed with a paintball gun and a limited supply of different-colored paintballs, the player must survive the night without becoming a canvas. As the Player becomes more vigorous, their paintballs will enable them to cause more chaos as they cause mayhem throughout the city.

As the player progresses and defeats more enemies with specific-colored paintballs, they unlock additional abilities for those colored paintballs to interact further with the world. This will allow the player to burst through doors and shoot open barrels to find what is inside. Additionally, as the paintballs scale up, so will their effectiveness against specific enemies.

When the level timer counts to zero, the level is over, and the player completes it with victory. However, if the player becomes a canvas and gets plastered in enemy paint, they will abruptly end the level with a defeat and need to restart it.

Gameplay Guidelines

Each level inside of Chaotic has a countdown timer that, when expired, enables the player to end that level with a victory. The countdown timer will be extended by two minutes for every additional level the player progresses through, starting with a base clock time of 3 minutes. The player will always begin each level with their base start-out pack of a paintball gun and five different colored paintballs. Their quantities are as follows: Yellow, Red, and Blue have 1000 paintballs with a maximum carry load of 1000 paintballs, and Green and Purple have 200 paintballs with a maximum carry load of 200 paintballs. The player’s base health and maximum health are both clamped to 100. If the player’s health falls below 1, they are considered covered in paint, and the level will end abruptly in defeat for the player.

Player Experience

In Chaotic, the player will feel a constant adrenaline rush as they try to shoot their way through waves of enemies, sidestepping their way to avoid getting splattered by paint themselves. The player should feel a sense of achievement after surviving difficult moments and be rewarded as they progress through the challenges. The player should always feel encouraged to want to progress further through the multiplayer leaderboard.

Player Actions

In Chaotic, the player will have general locomotion (Idle, Walk, Run) and the ability to jump and shoot their weapon. The Player will be able to interact with the world’s environment by using their paintballs and applying the correct color paintball to the matching-colored targets worldwide.

Goals

  • Primary Goal: Survive until the timer runs out.
  • Secondary Goals: Defeat enemies to unlock upgrades for specific-colored paintballs.
  • Moment to Moment Goals: Don’t die; accurately hit enemy AI with paintballs

Rules

  • In Chaotic, each level has a set countdown timer duration. Level One begins with a three-minute timer; after that, every level increases by two minutes. Upon completion of the game, the player unlocks the ability to play an endless encounter that only ends if they die.
    • If the player survives until the level timer expires, the player wins that level and progresses through the game.
    • If the player’s health falls below 1 Health Point, they are considered painted, and the game will abruptly end in defeat for the player. The player will need to restart the level to progress further.
  • The player will start the game with 100 health, a paintball gun, and a complete inventory of five colored paintball types.
  • Using different color paintballs to defeat various enemies will enable the player to automatically upgrade those specific-colored paintballs, enabling additional functionality to the player, such as bursting through doors of similar color.

Systems

  • First Person Shooter (FPS)
    • Summary: FPS primarily refers to the perspective of the game and allows the player to shoot at targets.
    • Key Components: Gives the player control of the character from the character’s perspective, allowing them to shoot as if they were the character.
    • Statistics/Variables: Depending on the ammo and type of weapon that is shot change how much damage the player does and how the ammo is distributed.
  • Timed Survival:
    • Summary: There will be a timer that increments according to how long you play the game. As time passes, the game will get harder until the player will eventually be outscored by the enemies.
    • Key Components: Timer, Enemy Spawn Times, Enemy Scaling Over Time
    • Stats/Variables: The timer controls when enemies spawn, which occurs in consistent increments every 5 to 10 minutes, bringing in a boss-difficulty enemy.
  • The Enemy Movement and Abilities:
    • Summary: Enemies will spawn via spawners set up throughout the level. These will release enemies every X seconds for the duration of the timed level.
    • Key Components: Enemies will either have the ability to melee attack the player or will be able to shoot the player from ranged.
    • Stats/Variables: Enemies will react differently depending on the color of the paintball fired at them.
    • Stats/Variables: Enemies will have passive abilities that can enhance them, strengthening them.
  • Leveling and Ability Acquisition:
    • Summary: Every time the player levels up, they get a choice of 3 abilities.
    • Key Components: Each level obtained equates to more abilities. If the player acquires an ability, they already have they will upgrade the ability.
    • Statistics/Variables: For each level the player obtains the next level will have a new increased threshold meaning the player needs more experience. Each time a player upgrades an ability it will alter the states of the existing ability and enhance the performance of the player.
  • Paintball Colors:
    • Summary: The player gets access to multiple colors of paintballs and can use them to either do more damage or access new areas.
    • Key Components: There is a total of 5 paintball colors. Each color will have different attributes in terms of changing the damage, the amount you have, and the objects you can interact with.
    • Statistics/Variables: There are currently 5 colors red, blue, green, yellow, and purple. These colors are planned to have different damages and ammo. Red, Yellow, and Blue currently have 1000 ammo and do 1 damage. Green and Purple have 200 ammo and do 2 damage. This is geared for interacting with enemies, but the walls in the game will be destroyed by their appropriate color in one hit.

Object Breakdown

  • Paint Cans
    • Description: Paint cans will be littered around the map. When you shoot one, it will explode, causing more paintballs and paint to fly around, affecting a giant area and eliminating enemies.
    • States: Idle on the floor, Impact and initial explosion, Spawning of Paintballs and paint at the base, Paint distribution in a Large Area of Effect.
    • Attributes: The colors distributed are based on the paint can color, and the Paintballs are launched in multiple random directions.
  • Colored Walls
    • Description: The player will need to shoot their way through closed doors by firing the correct-colored paintball at the matching-colored door.
    • States: Door is Idle and Closed
    • Attributes: Colors: Yellow, Red, Green, Blue, Purple
  • Experience Pickups
    • Description: This will give the player experience to level up and gain abilities.
    • States: Inactive, Idle on Floor, Player Collects Object
    • Attributes: This is an item on the ground that the player will be able to
  • Painting the Environment
    • Description: As the player shoots paintballs, they explode with color and cover the scene with paint.
    • States: Being shot, Impact on object, Paint distribution on impact, Paint on objects
    • Attributes: Changes color based on the paintball shot at the time, with the potential of colors being able to mix together to create new colors.

Worldbuilding: Setting Overview

The world is set in different urban environments around various artificial cities. By day, the city is quiet and bleak and a buzzkill for the neighborhood’s youth, but by night, it is all-out chaos, with paintballs flying and graffiti sprayed all over the streets. However, the fun is done when the sun rises, and the paint dries up, leaving no trace.

Level Overview

Level OneDowntown Area

  • Summary: The first level of the game is Chaotic and serves as an area for the player to become accustomed to the locomotion and shooting aspects while traversing the world. The round is short, with a three-minute counter, and collectibles are plentiful.
  • Mechanics: Enemy AIs spawn from eight spawn points every 15-second timer. If an Enemy AI is present on the Enemy AI spawn location, the incoming spawned Enemy AI will be destroyed on generation. After generation into the world, Enemy AI will self-destruct after 45 seconds to avoid overpopulation and disruption of system performance. Enemy AI will move to random locations within their Navgraph and attack the player when spotted after arrival at their travel destination. Enemy AI will be destroyed if their health reaches less than 1. When the player defeats an Enemy AI, that defeat will be added to the player’s kill counter, which will keep track of the number of AI Enemies the player has defeated in that level. Health Potions will spawn around the level from 12 different spawn locations. Health potions will spawn on an every 31-second timer and self-destruct after 30- seconds. This enables there to always be a Health Potion somewhere in the world for the player to obtain. Ammo Buckets will spawn at 4 separate locations around the world. Ammo Buckets will refill the player’s ammo back to the total quantity they began the level with. Ammo Buckets will spawn on an every 31-second timer and will self-destruct every 30 seconds. This ensures that the player can always find additional ammo worldwide. If the player’s health falls below 1, the loss and the level are over; the player will need to restart. If the timer gets to zero and the player is still unpainted (Alive), the player wins, and the level ends. The timer on level one is three minutes(3-minutes). Upon the timer running out, the environment will transition to daytime.

Level TwoDowntown Area

  • Summary: The second level of the game is Chaotic and serves as an area for the player to become accustomed to the locomotion and shooting aspects while traversing the world. The round is short, with a three-minute counter, and collectibles are plentiful.
  • Mechanics: Enemy AIs spawn from eight spawn points every 31-second timer. If an Enemy AI is present on the Enemy AI spawn location, the incoming spawned Enemy AI will be destroyed on generation. After generation into the world, Enemy AI will self-destruct after 30 seconds to avoid overpopulation and disruption of system performance. Enemy AI will move to random locations within their Navgraph and attack the player when spotted after arrival at their travel destination. Enemy AI will be destroyed if their health reaches less than 1. When the player defeats an Enemy AI, that defeat will be added to the player’s kill counter, which will keep track of the number of AI Enemies the player has defeated in that level. Health Potions will spawn around the level from 12 different spawn locations. Health potions will spawn on an every 31-second timer and self-destruct after 30- seconds. This enables there to always be a Health Potion somewhere in the world for the player to obtain. Ammo Buckets will spawn at 4 separate locations around the world. Ammo Buckets will refill the player’s ammo back to the total quantity they began the level with. Ammo Buckets will spawn on an every 31-second timer and will self-destruct every 30 seconds. This ensures that the player can always find additional ammo worldwide. If the player’s health falls below 1, the loss and the level are over; the player will need to restart. If the timer gets to zero and the player is still unpainted (Alive), the player wins, and the level ends. The timer on level two is five minutes (5 minutes). Upon the timer running out, the environment will transition to daytime.

Aesthetics

Both the Main Menu System and the in-game Player’s HUD System are designed to be minimalistic to help ensure the viewer can clearly understand the information in a fast-paced environment.

The general aesthetics of Chaotic are full of high-energy vibes set in an urban city environment at night, with adrenaline-rushing music and neon lights. Still, by day, the city becomes desolate.