Kiki's Candyland Design Document

Design History

Version 0.03 (2009/03/19)
Version 0.02 (2009/03/14)
Version 0.01 (2009/03/06)

Game Type

Genre Platformer
Input Devices Keyboard, Gamepad
Platform Windows and Mac OS X (Linux too, but unsupported)
Program Type Application (full-screen or windowed)
Rendering 2D tile-based, tile size is 32x32
Screen Resolution 1024x768, but can vary
Target Audience 5-10 year olds

What Makes This Game Special

Accessible
This game is intended for younger players, and, as such, it should be easy to understand without alot of complicated puzzles.
Costume System
This game uses a costume system where the character changes costumes to use different abilities. This is similar to Wario Land except that costume changes can be done at any dressing room and don't wear off.
No Bosses
There's no violent boss fights. Instead, the main focus is on exploration.
No Instant Death
There's no pits of doom that kill you instantly when you fall in them. There might be pits with spikes where you get injured, but you won't instantly die. Exploration is rewarded, not punished. There's no time limits either.

Game Description

Kiki's Candyland is a platformer that combines a number of features from a variety of other platformers.

Gameplay

Character Development

Kiki finds various power ups to use in his journey. Any given power up is in effect until Kiki finds another power up or loses all his hearts. Losing all his hearts causes a costumed character to revert to normal (with full hearts).

Power ups are not found in goody boxes or after killing enemies. Rather, Kiki finds costume stations, where he dresses up like a particular job he would like to have. Then he can do whatever that job is. Since it's a dream, these costumes can be pretty wacky.

Combat

Kiki can defeat most enemies by jumping on their heads in standard platformer hop-and-bop fashion. Kiki can also pick up nuts and throw them at enemies. Certain power ups allow Kiki to defeat enemies in different ways.

Completing a Level

To complete a level, the player must collect a set of several objects (keys or something, should actually be something that a young squirrel would want). Once those items are collected, a vortex appears, and Kiki gets sucked in, exiting the level.

An arrow (in the game area) or a compass (in the interface) will point to the next object that must be collected.

Game Options

Screen resolution, window vs full-screen application, color depth (for full-screen applications), music/sound volume, controls.

Outside of Combat

It's a platformer. You run along, jumping from platform to platform. There's not much to say.

You can not jump up through a platform and land on top of it.

There should be various special objects to find. There could be magic stars or something that open up bonus levels that are accessible from the world map.

You should also be able to swim underwater; this should involve just moving with the controllers, not having to hit the jump button to stay afloat. When you enter the water, there should be a splash, and air bubbles should come up while you're under water.

Game World

Overview

The game world be like the more newfangled 3d Super Mario games where the "world" is simply another level where you can pick between other levels to enter. The entry to each level is represented by some kind of warp. Whenever you beat a level, it adds an element to the world level that allows you to reach other levels. It should not be difficult to reach these new levels once the necessary world elements have been added. Also, it should be clear whether or not a level has been beaten by the kind of warp artwork it has.

Bonus levels will have different warp graphics so that you know you don't need to beat them.

There is an introductory set of levels, but it branches off into several sets of theme levels after that.

To reach the final set of levels, you must beat a number of regular levels that are each difficult to get to. They each add an element required to get to the last set of levels.

Alternatively, the game world could be essentially the same as Super Mario World or Secret Maryo Chronicles (a freeware Super Mario World clone). There will be a large world map, and each level will be indicated by an icon. The icons will be connected by roads that will open up when you beat the level.

Key Locations

There are a number of different theme levels. Typically, each theme is something that you would explore in a specific part of the world map. There will also be bonus levels.

Map Type Transitions

When a level is beaten, the player returns to the main map.

Game Characters

The Player

Kiki, a young squirrel. It would be best to have a choice of male and female avatars (Kiki and Kaylee perhaps?). Also, the age of the squirrel might be anywhere from infant to adolescent, though adolescent seems more appropriate to the author of this document.

Allies

None?

Enemies

I'm not real sure about this part, but the enemies should be things a child might have nightmares about.

Some example enemies:

Game Background

Current Events

Kiki has been sucked into a dream world and must escape. Along the way, Kiki wants to collect as much candy and cake as possible.

Mood

The game should tend to be more humorous than scary because the target audience consists of young people. It should have a cartoony feel.

Setting

Dream world

Multiplayer Game

There will be no multiplayer mode./p>

Single-Player Game

Hours of Gameplay 20-40?

Saving and Loading

When the player beats a level, this is saved automatically to the player's save file. Nothing else is saved except what levels have been beaten.

Story

Kiki and/or Kaylee explored dream land. They've been trapped there by the Nightmare Man and must find a way to return to the real world. Along the way, they want to collect as much sugary food as possible.

Victory Conditions

Travel across each continent of dream world to move forward and return to reality.

User Interface

Overview

Left and right arrows move. Up and down arrows climb. Down slides. Buttons jump, enter dressing rooms, and use the current costume.

Inside the System

Artwork

Character Artwork

?

Noncharacter Artwork

?

Note: The air and underground backgrounds must be exactly the same size. If they are not, the game will crash.

Music

1 track for the splash screen (preferably the same as was used for LPC). 1 track for the title screen, etc. 1 track for the world map. 1 track for each world.

Programming

Overview

Artificial Intelligence

Each kind of enemy follows a simple sort of AI. Some possibilities:

Game System

This should be pretty straightforward.

Rendering System

2D sideview platformer.

Sound Effects

Will probably be stock sound effects that have already been purchased.

World Editing

Kiki's Candyland will contain a map editor of some sort. It may be included with the game if it is sufficiently well developed. If so, the player will be able to load custom levels within Kiki's Candyland.

Lists

Costumes

Kiki and/or Kaylee can dress up in these costumes to gain various abilities. If all of these costumes include helmets, it might be possible to use the same image for both Kiki and Kaylee.

Note: Melee weapon (e.g. sword, fist) use might be a pain to implement and animate.

Note: Maybe throwing shouldn't be a default ability. It could be the ape's ability instead.

Vehicles

These really aren't that much different from costumes, but you should have the same vehicle throughout a level. Maybe they should just be made into uniforms.

Obstacles

Useful Objects

Useful Places

Future Features

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