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Project Name: Scurvy
Role: Designer

 

Description:

Design documentation for a pirate-themed RPG adventure game created in 001 Engine, featuring both critical and alternate paths. A level has also been created, and is demonstrated with the 001 previewer.

Design Documentation:

Gametype

This map is for a standalone game under the working title of “Scurvy” and the level will be created and playable in the 001 engine for its PC gaming platform instead of mobile. Scurvy is a single-player Fantasy-RPG that puts the player in the shoes of an explorer looking for adventure on the high seas, hired by the sailors who frequent the docks in their quaint coastal town. The target audience for this title would be the niche market of retro-stylized adventure games along the same vein as the original Legend of Zelda titles.

 

Story

The story follows a young person whose gender, name, and outfit, can be picked out by the player. The player controls a young person longing to leave their uneventful coastal home to go on adventures and bring treasures back for his family to admire. One day, a deckhand gets severely ill and the player claims responsibility for the sailor’s sickness, offering to take his place on the crew of the ship. The captain agrees to the terms, and the player follows Captain Nord on his quest for the ‘Head of the Golden Gator’, hidden deep in the jungles of another continent. The map is optional, taking place after the player either decides to steal a small piece of treasure for their own keepsake, or hand it over to Captain Nord with no guarantee of a reward. If the player chooses to steal the treasure, this level is then triggered immediately afterward.

 

The player character awakes in their bunk below the deck of the ship, with their bunkmate and their stolen keepsake inexplicably missing. Believing the bunkmate has stolen the treasure, in hopes of handing it to Captain Nord for a reward, the player then embarks to track down the bunkmate before they can out them as a thief and take credit for finding the prize.

 

Gameplay

The main objective of the quest is to not only stop the bunkmate from stealing the player’s keepsake, but to then find the treasure after it’s revealed that the deckhand was stealing it for their own benefit, and refuses to tell where it is. The player would first wake up in the middle of a storm as the ship is sailing to their next clue to the Golden Gator, and a scripted scene would then commence that would have the player character realize their treasure was gone along with their bunkmate. The player would then leave their bunk, traverse a somewhat small map, (since it’s the inside of a ship) and eventually have the ability to talk to three unrelated characters who give clues as to the whereabouts of the bunkmate.

 

Hm The first would state: “The storm is pretty crazy out there, nobody’s going above-deck without Nord’s order. I told [bunkmate’s name] the same thing.”

Hey The second: “Jeeze, you’re the second person I’ve caught slacking off. If I catch you or [bunkmate’s name] one more time, I’m keelhauling ya’!”

Well The third: “Why are you and [bunkmate’s name] doing this far below deck? Go get him from the galley and get back to work.”

 

When the player eventually enters the galley, there will be a shuddering spice rack where the bunkmate has been hiding from the player. The bunkmate will then reveal that he has hidden the treasure somewhere in the kitchen and scurry off. If the player interacts with one of the garbage bins it will trigger a prompt: “The treasure was hidden in the trash bin. Good thing it’s not garbage day!”

 

At this point, the level ends and the player returns alone to their bunk.

 

Since it is a very simple level, the player will only need to know how to interact with other objects in the gamespace in order to complete it, and only basic coding within the map engine will be needed to make the characters interact with the player and give the visual cues to reveal the bunkmate’s hiding spot and stolen treasure stash. Because of this, the level will be fairly short, only a couple minutes to complete if the player follows the critical path. The map will be memorable because it is the first purposeful departure from Captain Nord and his crew’s image from being jolly drunkards of the sea, to thieving pirates willing to betray for personal gain. The sense of betrayal will hopefully last long enough to make the player suspicious Nord and his motives as a captain.

 

Visuals, Effects, and Audio

 

As a class-Zelda inspired titles, the game will also mimic many of the artistic designs but in a higher resolution and with updated animations:

Cavestory (Studio Pixel, 2004)

Legend of Zelda: Link to the Past (Nintendo, 1991)

Chrono Trigger (Square Enix, 1995)

When aboard the ship, the feel will be maintained through mostly auditory cues: there will be the thrums of the ship sailing over waves and creaking as it gets rocked about, and intermittent gulls as they tag along for the ride. This level in particular will be mostly dark, due to the storm occurring outside the ship, and the dangers of leaving oil lamps on in a turbulent ship. Therefore, the wind effects and creaking will be much more pronounced than normal. As it is a wooden ship, most of the colors would consist of drab browns and grays, as the player rummages through bunk areas and with the flooring and walls of the ship. All of the audio and art would be original in the final build of the game, but otherwise placeholders within the engine would be used instead.

 

Assets needed:

Character art and animation:

  • Main character

  • Captain Nord

  • Main character clothing options

  • UI to update main character clothing in player’s bunk

  • Main character family

  • Side characters and quest givers

 

Object art:

  • Nord’s Ship (Catalina)

  • Captain’s quarters

  • Bunk areas

  • Treasures

  • Weapons

 

Scenery:

  • Open Ocean

  • Dungeon pathways and corridors

  • Dungeon booby traps

  • Jungle, Winter, Desert, and Mountainous landscapes

 

Audio Assets:

  • Character speech-filler gibberish

  • Dungeon themes

  • Town theme

  • Sailing theme

  • Ocean waves, gulls, dolphin clicks and whistles


Features of Scurvy:

  • Character customization

  • Branching story paths

  • Dozens of weapons

  • Many hours of content

  • Challenging dungeons and puzzles waiting to be conquered

Level - Floor 1

Level - Floor 2

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