Bullet Bunny - Scope


Bullet Bunny involves many various aspects as a game project and we have several parameters with expected size and scope that we would like to achieve within our given time frame ending at mid-November. 

Levels

Bullet Bunny consists of Levels and Screens. Screens are individually designed rooms that the player must traverse through with Buck's tools at their disposal while Levels are compilations of those Screens that fall under the Level's respective unique aesthetics and gameplay mechanic themes. By mid-November, we would like to achieve two finished Levels with 15-20 Screens in each respective level to display several artistic themes and showcase basic and additional level-specific mechanics. We feel two Levels is an appropriate amount to capture the essence of what Bullet Bunny is striving to be with adequate content to depict a slice of the finished product.

Mechanics

Bullet Bunny includes many various mechanics from basic mobility and actions to level specific mechanics involving the Level environment. Ultimately the goal of the mechanics is to create a movement system and environment mechanics that will create satisfying mobility with a challenge. The mechanics aim to embody our design pillars of Momentum, Repetition-and-Improvement and At-Your-Own-Pace. 

Basic Mechanics

Basic mechanics are mostly revolved around Buck and his interactions with the environment.
These include:

Running
Basic lateral left and right movement.

Jumping
Upwards motion to reach higher areas and cross gaps.

Bullet-Jump
Effectively a double jump. It has two charges that can be used before Buck must touch the ground again to reload. Bullet-Jumps can be performed in eight directions (up, down, left, right and diagonals). 

Melee Attacks
Close-range attacks to fell enemies and interact with certain objects. Can be executed in on the ground (up, left and right) and in the air (up, down, left and right). 

Pogo Attack
Using a downward aerial attack on an enemy, resulting in a bounce propelling Buck upward.

Collecting Ammunition
Ammunition allows for additional Bullet-Jumps upon collection. Ammunition will reset Buck's current ammunition to two charges.

Defeat
Buck will die when touching a hazard or enemy entity, resulting in Buck's defeat and a prompt respawn at the start of the Screen. 

Camera Pan
Camera pan for Screens that extend beyond the bounds of the camera. Allows for longer Screens in both height and width. 

Clearing a Screen
Reaching the end of a Screen will progress the player to the subsequent Screen. 

Clearing a Level
Attacking the Caged Bunny will signify the end of a Level and allow the player to progress to the subsequent Level.

Level-Specific Mechanics

Each Level will have mechanics specific to it to mechanically differentiate Levels from each other and to diversify gameplay and player strategy. 

Robotics and Animal Technologies Facility (R.A.T. Facility)

Flying Enemy
A flying robotic enemy that can fly to designated positions in a loop at variable speeds. Will defeat Buck when touched. Can be defeated by melee attacks.

Mine Enemy
A grounded robotic enemy that can walk to a designated position, plant itself, and explode when touched. Will still defeat Buck if touched before planting. Can be defeated by melee attacks.

Walker Enemy
A grounded robotic enemy that can walk to designated positions in a loop at variable speeds. Will defeat Buck when touched. Can be defeated by melee attacks.

Turret Enemy
A flying robotic enemy that will shoot bullets down, left or right at variable speeds and frequencies. Enemy and bullets will defeat Buck when touched. Enemy can be defeated by melee attacks but the bullets can't be destroyed.

Electric Floor
An electrified floor that acts as a floor hazard. Buck will be defeated if he touches the electricity. 

Caustic Acid Tunnels (C.A.T.) 

Falling Platform
Platforms that will fall after a short delay when Buck lands on them. 

Acid Bubble
A hazardous bubble of acid that will defeat Buck when touched. Can be destroyed with melee attacks and can be used to pogo-jump off of to traverse the level.

Sliding Pipe
A slick pipe that Buck will slide on when landed on. Automatically advances Buck in his initial facing direction and momentum will continue until he gets off the pipe. Acts to create auto-scrolling sections with the C.A.T. Level. 

Acid Enemy
A grounded, acidic enemy that will shoot globs of acid in a parabolic arc. Enemy and acid globs will defeat buck when touched.  Enemy can be defeated by melee attacks but the acid globs can't be destroyed.

Art

The art direction is an important aspect to Bullet Bunny's identity and we wish to unify the entirety of Bullet Bunny's aesthetics under the same lens for visual appeal and cohesion. The chosen style for Bullet Bunny is pixel art with some limitation in colour palette to emulate older video games and capture the retro platformer aesthetic.

The art of Bullet Bunny also speaks through environmental storytelling, and as such we want our artistic vision to make itself known to the players through careful consideration of Level assets to set the scene of the respective Level. Of our two projected Levels, the first is the R.A.T. Facility, depicting a claustrophobic, technological laboratory, setting the scene for Buck's escape from imprisonment as a test subject. The second, the Caustic Acid Tunnels, are Buck's escape route to the outside whereupon he will aim to continue to save his remaining family members who were similarly captured. The tunnels feature winding pathways of dilapidated sewage systems beneath the facility - capturing the essence of a hazardous and ominous area. 

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