Concept Document Help Needed -Botch! The Big Red War

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2 comments, last by walkingbush 12 years, 9 months ago
Hi Everyone,

I wanted to post a concept document/treatment I wrote a couple of years back with the Wii in mind. I am thinking of changing its prospective platform to the iPhone, iPad, or Wii U since the game's core mechanics would greatly benefit from an accelerometer and gyroscope. The document in its entirety [6.2MB] is attached to this post, but here is an excerpt:

_________________________________________________________________________________________________________________________________

Genre

Humorous Action Sci-Fi (3rd person)

Platform(s)

iPhone/iPad/Wii U

Target Audience

Targeted at any demographic 10yrs and up (ESRB E10+)
  • Highly stylized violence & explosions
  • Comical NPC smoking, (e.g. Apes w/ cigars)
  • Some Crude Humor
  • Excessive use of the word “Damn!”
  • Epileptic-invoking badassery

Project Overview
Botch! is a fast-paced action game where players are thrown into aerial war zones to dismantle enemy aircraft and vessels. Players take on the role of Botch -a small & careless gremlin who takes to the skies via jetpack. Botch! is a fast-paced third person action-oriented game that allows players to interact with almost everything (and everyone) in an absurdly destructive manner. In fact, getting knocked around and flying into things is a central mechanic of the game.

Game Features

  • Zoom through aerial war zones via jetpack!
  • Latch onto passing enemy planes mid-flight & dismantle their engines like only a gremlin can!
  • Hijack enemy vessels & kamikaze into larger ones!
  • Experience fully interactive & destructible vehicles & environments!
  • Collide with enemy vessels at high speeds without suffering any real damage!
  • Mark your territory by signing your name in motor oil on vessel hulls!
  • Boost self-confidence by helping big brother subdue the ever growing red threat!

Artwork
The artwork should be whimsical and cartoonish in style -something to the effect of Invader Zim in that the line-work is thick with hard, precise edges. Cel shading would be preferred for art assets. The game’s colors would ideally be limited to the black-white and red-yellow spectrums. The idea behind this color scheme is so that the game resembles an early twentieth century propaganda war poster. Think Sin City/Madworld

GAME SETTING
Painting the World Red
The setting is speculative WW2 Science Fiction, blown totally out of proportion. Basically, the world is at war -and good thing too! Not since the industrial revolution have gremlins seen so much action. And what better way to show one’s brass than to ride a rocket into the bleeding heart of battle?

United World Government, UWG
The United World Government is a global democratic powerhouse that has waged war upon the New World Order. All that players need to know is that these are the good guys, and Botch is with ‘em.

New World Order, AKA the “Big Three”
The NWO is a highly organized military force composed of three separate communist-inspired powers. Together the Big Three are the greatest threat known to the UWG, as they regularly recruit other terrorist organizations into their fold. The different nations are loosely based on parallel power that once existed in reality paired with an easily caricatured creature of that region:
  • Red Bane (Wolves), loosely based upon Hitler’s Germany
  • Red Tide (Bears), loosely based upon Stalin’s USSR
  • Red Hand (Apes), loosely based upon Red China/Cambodia
In an effort to keep back-story from getting too serious (since this is supposed to be a highly stylized, fun and fast-paced game) I took the animal concept one step further and made all Red Army soldiers humanoid animals. I like the idea of big gorillas smoking cigars and driving tanks while the smaller monkeys are out scouting for land mines; or wolves flying bombers in aviator gear. Red Army technology is almost directly inspired by popular science fiction of the earlier half of the 20th century.

Women of the NWO
The women of the NWO will remain human; adding to the game’s bent sense of humor. For example, I was playing with the idea of a married ape/vixen boss team - not unlike the Destro/Baroness pair. Something to the effect of a large gorilla in a power suit with an iron hand and his power-hungry, leather-clad wife.

Enter the Gremlin!
The main character is Botch, a 4 foot gremlin tricked-out with a rocket pack, aviator goggles and enough gizmos to make Inspector Gadget look like Rosie Jetson.
Commissioned by the United World Government as expendable specialist operative (ESO) Botch is thrown headlong into the thick of battle. Though he is small in stature he can take a substantial beating without losing momentum. Like a bat darting blindly though the air, Botch flies though aerial sky battles on jetpack trying to accomplish his missions. Botch uses his advanced knowledge of de-engineering to break into enemy vessels and do what gremlins do best - tear shit up. Did I say shit? I meant mechanical equipment.

_________________________________________________________________________________________________________________________________

My main goal here is to take this project from "concept doc" to "design doc". If anyone has written a proper design document -in particular for the prospective platforms (IOS/Wii) I would love to hear from you!

Thanks much! :D
www.michaelspiral.com
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Hi Everyone,

I wanted to post a concept document/treatment I wrote a couple of years back with the Wii in mind. I am thinking of changing its prospective platform to the iPhone, iPad, or Wii U since the game's core mechanics would greatly benefit from an accelerometer and gyroscope. The document in its entirety [6.2MB] is attached to this post, but here is an excerpt:

_________________________________________________________________________________________________________________________________

Genre

Humorous Action Sci-Fi (3rd person)

Platform(s)

iPhone/iPad/Wii U

Target Audience

Targeted at any demographic 10yrs and up (ESRB E10+)
  • Highly stylized violence & explosions
  • Comical NPC smoking, (e.g. Apes w/ cigars)
  • Some Crude Humor
  • Excessive use of the word “Damn!”
  • Epileptic-invoking badassery

Project Overview
Botch! is a fast-paced action game where players are thrown into aerial war zones to dismantle enemy aircraft and vessels. Players take on the role of Botch -a small & careless gremlin who takes to the skies via jetpack. Botch! is a fast-paced third person action-oriented game that allows players to interact with almost everything (and everyone) in an absurdly destructive manner. In fact, getting knocked around and flying into things is a central mechanic of the game.

Game Features

  • Zoom through aerial war zones via jetpack!
  • Latch onto passing enemy planes mid-flight & dismantle their engines like only a gremlin can!
  • Hijack enemy vessels & kamikaze into larger ones!
  • Experience fully interactive & destructible vehicles & environments!
  • Collide with enemy vessels at high speeds without suffering any real damage!
  • Mark your territory by signing your name in motor oil on vessel hulls!
  • Boost self-confidence by helping big brother subdue the ever growing red threat!

Artwork
The artwork should be whimsical and cartoonish in style -something to the effect of Invader Zim in that the line-work is thick with hard, precise edges. Cel shading would be preferred for art assets. The game’s colors would ideally be limited to the black-white and red-yellow spectrums. The idea behind this color scheme is so that the game resembles an early twentieth century propaganda war poster. Think Sin City/Madworld

GAME SETTING
Painting the World Red
The setting is speculative WW2 Science Fiction, blown totally out of proportion. Basically, the world is at war -and good thing too! Not since the industrial revolution have gremlins seen so much action. And what better way to show one’s brass than to ride a rocket into the bleeding heart of battle?

United World Government, UWG
The United World Government is a global democratic powerhouse that has waged war upon the New World Order. All that players need to know is that these are the good guys, and Botch is with ‘em.

New World Order, AKA the “Big Three”
The NWO is a highly organized military force composed of three separate communist-inspired powers. Together the Big Three are the greatest threat known to the UWG, as they regularly recruit other terrorist organizations into their fold. The different nations are loosely based on parallel power that once existed in reality paired with an easily caricatured creature of that region:
  • Red Bane (Wolves), loosely based upon Hitler’s Germany
  • Red Tide (Bears), loosely based upon Stalin’s USSR
  • Red Hand (Apes), loosely based upon Red China/Cambodia
In an effort to keep back-story from getting too serious (since this is supposed to be a highly stylized, fun and fast-paced game) I took the animal concept one step further and made all Red Army soldiers humanoid animals. I like the idea of big gorillas smoking cigars and driving tanks while the smaller monkeys are out scouting for land mines; or wolves flying bombers in aviator gear. Red Army technology is almost directly inspired by popular science fiction of the earlier half of the 20th century.

Women of the NWO
The women of the NWO will remain human; adding to the game’s bent sense of humor. For example, I was playing with the idea of a married ape/vixen boss team - not unlike the Destro/Baroness pair. Something to the effect of a large gorilla in a power suit with an iron hand and his power-hungry, leather-clad wife.

Enter the Gremlin!
The main character is Botch, a 4 foot gremlin tricked-out with a rocket pack, aviator goggles and enough gizmos to make Inspector Gadget look like Rosie Jetson.
Commissioned by the United World Government as expendable specialist operative (ESO) Botch is thrown headlong into the thick of battle. Though he is small in stature he can take a substantial beating without losing momentum. Like a bat darting blindly though the air, Botch flies though aerial sky battles on jetpack trying to accomplish his missions. Botch uses his advanced knowledge of de-engineering to break into enemy vessels and do what gremlins do best - tear shit up. Did I say shit? I meant mechanical equipment.

_________________________________________________________________________________________________________________________________

My main goal here is to take this project from "concept doc" to "design doc". If anyone has written a proper design document -in particular for the prospective platforms (IOS/Wii) I would love to hear from you!

Thanks much! :D
www.michaelspiral.com

Target Audience
Targeted at any demographic 10yrs and up (ESRB E10+)
  • Highly stylized violence & explosions
  • Comical NPC smoking, (e.g. Apes w/ cigars)
  • Some Crude Humor
  • Excessive use of the word “Damn!”
  • Epileptic-invoking badassery
The target demographic is not "any" but younger teenagers (11-13 years old). During that age kids love to curse. Also you are definitely going to alienate adults (especially females).

Stellar Monarch (4X, turn based, released): GDN forum topic - Twitter - Facebook - YouTube

And you might have a better chance at getting some political humor with Communism from older people. I'm younger, but I think most teens my age would enjoy a more destructive and abrupt approach to humor. Not to be a stickler or anything, but Hitler's Germany was completely fascist. Communism and Fascism were different I think. And China and Russia hated Germany..? And where are Italy and Japan? :o

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