Gopniks and Guns

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Gopniks and Guns

Design Document Bradley Ellis


“Drink, Shoot, Drink Some More.� Gopniks and guns is a PVP twin stick shooter that revolves around drinking alcohol to gain an advantage over the other players. Each player will need to use their wit and marksmanship skills to eliminate the other players and be the last gopnik standing.


Target Audience Gopniks and Guns is a PVP twin stick shooter with couch gameplay as its primary way to play. The intended audience for this game is for players who enjoy playing games with friends locally. Catering to a young adult audience, Gopniks and Guns is intended for “not so serious competitive play.�


Setting/Theme Gopniks and Guns takes place in a fictional space based around the impoverished apartment complexes in Russia. The players play as Gopniks, lower class citizens of russia who stereotypically drink Vodka, listen to hardbass EDM music, and dress in Adidas and Ushanka hats. The culture surrounding this minority group is all about partying, drinking, and embracing the low income life.


Controller map


Movement ●

Players move using the left stick.

Players cannot jump or move through objects.

Players can dash by pressing the left bumper. Dashing will speed up the player in the direction of their choice.


Player UI A)

B)

C) D)

Gun equipped indicator. When a player has a weapon, this UI will show up. Player health bar. Changes colors depending on remaining health Dash indicators. Replenishes after 2 seconds Drink indicator. Will fill as the player drinks. When the player finishes their drink or is killed, it resets to the bottom.


Dashing ● ●

Players can use a dash by pressing the Left bumper. Players can dash twice before they will need to wait for the dashes to replenish. ○

Players do not have invulnerable frames while dashing. Unlike other games that have a “dodge roll,” the dash can be maneuvered during the burst of speed. This allows skilled players with proper timing to be able to zip around tight corners to either close the gap or to disengage.


Aiming and shooting ●

Players can aim their character by using the left control stick. ○

A aiming indicator will appear whenever the left controlstick is engaged.

Players can shoot by pressing the right trigger. ○ ○

Players with no weapon equipped will not shoot. Players can shoot until they run out of ammo. This is indicated by a red bar of bullets that appears at the top of the UI.

Not aiming

Aiming


Guns ● ● ●

All players have access to the same pool of weapons. All weapons spawn randomly on the map. Players pick up a weapon by walking into it. ○ ○

Players can only wield one weapon at one time. Once a gun runs out of ammo, players will need to pick up a new weapon.

Weapon pickup


Guns (Continued)

PPSH (Fast firing submachine gun)

Remington 870(wide firing shotgun)

Mk11(Slow firinging, high stopping power sniper rifle)

AK47 (Medium firing assault rifle)


Guns (Chart) Name of weapon

Ammo

Fire rate (Lower is faster)

Damage

PPSH

50

.07 Seconds

7

Remington 870

8

1 Seconds

20 (per bullet)

Mk11

11

1.2 Seconds

40

AK47

25

.2 Seconds

25


Player Health ●

Each player has 100 health when they start the game and when they respawn. A players health will change color depending on how much damage they have taken. ○ ○ ○

Green : 65 or more health Yellow : 65 - 25 health Red : 25 or less health


Respawning ●

When a players health hits 0, they die and respawn after a few seconds. ○ ○ ○

Death will reset players. Any weapons or alcohol on them will be dropped. Any progress on drinking will be reset. Players will respawn randomly around the map. ■ To prevent spawn camping, players are randomly spawned in 1 of 8 different spawning locations. Players that respawn do not have invulnerable frames.

Players that die will increase their death count.

Players with the lowest death count will be the winner at the end of the match.


Drinking (powerups) ● ●

Players can gain power ups by drinking different types of alcohol. When players pick up alcohol, they do not immediately get the alcohols effect. ○ ○ ○

Players need to drink the alcohol by pressing the left trigger. While drinking, players move slower and can not drink. As a player drinks, their drunk meter starts to fill ■ Once filled, the player gains the alcohols effect for a short amount of time. (10 Seconds)


Powerups (Vodka) Vodka: Damage boost For 10 seconds, the player deals double damage. Affect applies to every weapon. Intent: Players that activate the double damage should be aggressive when using this powerup.


Powerups (Kvass) Kvass: Shoot in front and behind the player. For 10 seconds, the player shoots both bullets in front of them like normal and will shoot bullets behind them. (using a shotgun will shoot shotgun bullets, using a PPSH will shoot PPSH bullets, etc) Intent: This powerup is meant to be used as a deterrent for multiple players.


Powerups (Pivo) Pivo : Players get an extended dash length and unlimited cooldown. For 10 seconds, the player has unlimited dashes and the distance that they are able to dash is doubled. Intent: This powerup is meant to be used either to zip around the map to pick up other power ups or to disengage other players. (players can still be offensive with this ability.)


Health Packs Players can regain some of their health by walking into various health packs that spawn randomly around the map. -

Players can not gain more than 100 health. Players with full health can still pick up health vials, but it will have no affect.


Wasted ●

After using the powerup, the player enters a debuff phase for a few seconds. This is called the “Hangover Debuff” ○ ○

Players can not shoot while having this debuff After the Debuff ends, players go back to their normal state.

The goal of adding in a hangover debuff is to make players that use power ups become vulnerable after using them. It also fits with the theme of drunk russians shooting guns.


Starting the game ●

THe game will not start until all players press the “A” button. This allows an even start for all players. When all players have pressed the “A” button, there will be a three second countdown. After the countdown, player will have control of their character.


Death counter When a player dies, their death counter increases by 1. Players can die indefinitely until time runs out. The Player with the least amount of deaths is the winner.


Timer â—?

Players during the game will have two minutes to frag as much as possible while staying alive as much as they can. Once the timer hits 0, the game is over. Players can then compare their scores based on the number in the death count indicator UI.


Playspace


Playspace Intention of design: The goal of the level was to create a space that seemed like a real setting so that the context of gameplay would be reinforced. While the center of gameplay is around drinking and shooting, there seemed like there was more that could be accomplished by creating an outdoor setting. Each player spawn point is carefully placed within the level in places where combat usually does not take place yet the points are close enough to item pickups.


Playspace props


Gameplay Loop


Gameplay Loop (Part 1)


Gameplay Loop (Part 2)



Future Plans ● ● ●

Track player kills instead of deaths Dynamic player deaths More power ups ○ ○ ○

● ●

Destructible/Moving/Hazardous environments. More Guns ○ ○ ○

Fire Rate increase Hot Potato with a grenade Acidic vomit on the ground where the player walkes

Rocket launchers Nuclear waste blasters Alcohol bottle launchers

Team gameplay


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