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1 DETAILED GAME-PLAY
1.1 Fighting
When Bruce Banner transforms into Hulk, the game-play becomes one of fighting and
destruction. This fighting system is simple and intuitive from a control perspective, but a wealth
of different attacks and options are at the player’s disposal.
1.1.1 Terminology
The following terms are used to describe the game-play properties of each individual combat
action. A more extended version of these parameters will be used in our scripting system to
tune the properties of each move.
“,” A comma signifies that two buttons must be pressed in quick succession in order to
perform this action. This is typically found in the case of a combo attack.
“+” A plus sign signifies that two or more commands must be input simultaneously in order
to perform this action
“,,,” Multiple commas require a delay after the previous attack or input in order to perform
this action.
“P” – A bold uppercase letter indicates that the button must be held down for an extended
duration
“>” This symbol indicates that the move must flow from one action or state to another.
Damage: The amount of damage that the move causes. This number is removed from the
enemy’s life meter.
Execution: The duration (in frames) before the attack can make collision with an enemy or
world object.
Collision: The number of frames that this move can collide for.
Recovery: The time it takes for the character to recovery after the collision window is closed.
Charge: Holding down the appropriate attack button can charge up certain attacks for more
damage. A charge move has a hold point in the animation – typically where the player holds the
attack for more strength – that can be held to increase the power. While most charge attacks
use the same animation, some charges can branch into a new animation if noted.
Short – A short-range strike. These attacks typically take the form of a standing punch.
Long – These attacks have longer range, but still require an enemy to be in the fighter’s
circle to connect. They typically take the form of a kick, weapon, or lunging punch attack.
Interrupt Level: This value dictates the interrupt priority of the attack. This value can be
overridden on an individual move basis by adding the NON-INTERRUPT flag.
Hit Stun: The duration that the target is stunned if the attack has made impact.
Block Stun: The duration that the target is stunned if the target blocks the attack.
Knockdown – This move causes the opponent to be knocked off their feet. The height and
distance of the knockdown will be dictated in the script system. In this document,
knockdowns will be labeled as follows:
o Light – This knockdown sends an opponent onto the ground with an equal level
vertical and horizontal force. It is not powerful enough to perform juggles or
cause massive world destruction.
o Vertical – This knockdown sends an enemy flying into the air with upward vertical
force. An example of a vertical knockdown would be an uppercut attack. Vertical
floats typically allow for extended juggle combos.
o Horizontal – This knockdown type sends the victim flying with extreme horizontal
force. An example of this would be a fierce haymaker punch. Horizontal attacks
are useful for knocking down other enemies or sending the victim against a
destructible object.
Shockwave – This attack causes a circular damage volume that expands from the point of
impact. The damage done by the shockwave lessens the further it goes out. If a move has 2
damage values, the first indicates a physical hit by the extremity, and the second dictates
the range of damage from the shockwave effect.
Range – A ranged attack emits some form of projectile that can harm or affect enemies and
world objects from a distance
Dizzy – This move will put the target into an extended “dizzy” animation, which has more
recovery time than a regular get hit reaction.
Rising Attack – This attack is performed when the character is in a ground prone state.
Rising attacks are getup attacks that bring a character back to a standing position.
Ground Attack – This attack is specific to an opponent in a ground prone state. If the
attacker is close enough, a special hit 'em when they are down animation will play.
Jumping – These attacks are performed from a jumping state. There are two types of
jumping attacks.
o Standard – A typical jumping attack. The only targeting that is used is the
direction of the closest enemy.
o Descending -- These attacks are triggered at the apex of the jump. The
character will descend towards its target with the attack.
Rage – This move requires a certain amount of rage energy to activate. Once activated, the
energy will be removed from Hulk’s rage meter.
Hit Location: This value indicates the height that the attack will connect with on the
opponent’s body during its collision window. These heights are based on the standard
enemy height of 6 feet. Note: Certain characters, such as a boss or dog, will be significantly
taller or shorter than this height, so a mid attack could end up being a high attack against
certain characters. The following diagram illustrates the different heights where collision can
occur.
1.1.1.2 Size Comparison Between standard human and Hulk size characters.
7 1/2 ft
6 ft
Attack Input
(Attacker)
Execution
(Attacker)
Collision
Window
Does move
connect?
Get-Hit Reaction
(Target)
Knockdown Pushback
Move (Target)
Juggle Hits
(Target)
Fall Down
(Target)
Hit Object
(Target)
Hit Ground
(Target)
1.1.3
1.1.4.1 Left Hook – A quick circular strike with the left hand with a bit of downward
travel.
1.1.4.2 Right Hook – A quick circular strike with the right hand. This attack is similar
to the left hook, except that it is a little bit stronger.
Advantage: Fast
1.1.4.3 Rising Launcher – Stemming from the jump animation, this attack will occur
when Hulk ducks down low before taking off. Hulk will raise both of his arms
up in a scooping motion. This is Hulk’s primary float starter.
1.1.4.4 Gamma Crusher – At the apex of his jump, Hulk will descend upon his enemy
with great force, right arm outstretched.
1.1.4.5 Charging Smash –Hulk must be in a running state to perform this attack. He
will bring his arm down with great force as he bends down low, which will
knock down any enemies that come across its path.
1.1.4.7 Charge Punch - If any of the punches in the p,p,p combo are held down, Hulk
can charge up for a Charge punch. The severity of the punch is based on the
duration that the button is held down.
1.1.4.8 Sonic Clap –Hulk brings both of his palms together in a fierce clap. If the
button is held down for <x> frames, Hulk will perform a more powerful
version that emits a cone of sonic power. This cone can deafen and stun
enemies, shatter glass, and cause minor damage to other environmental
objects. This attack will displace smoke and gas effects.
Advantage: Can harm multiple enemies from a distance. Deafens enemies (stun)
1.1.4.9 Foot Stomp (Jump+Gamma) –Hulk slams his foot down on the ground, which
causes a shockwave effect that stuns enemies and causes minor damage to
the surrounding environment.
1.1.5.1 Overhand Smash –Hulk brings both of his fists down with great force
towards the ground. When Hulk’s fists make impact with the ground, a HUGE
shockwave cone will occur that travels in front of the player. It causes great
damage and a knockdown against any enemy that is standing in the front arc
of the character. In addition to this, the attack also deafens enemies that are
within close range of the character. Any destructible objects within its cone
will take <x> tunable damage.
Hulk will grapple an opponent when the player presses the action button while in close range. If
the grapple is not interrupted, Hulk will grab onto his enemy. If Hulk successfully grapples a
human sized enemy, he will lift them off the ground with his left hand. He can then perform
various hits and throws.
If Hulk successfully grapples a Hulk-sized enemy, there is a possibility that the two will go into a
grapple struggle to dictate who has control. The first character to reach 30 inputs (tuneable
number) will lift the other overhead. From this point, Hulk can trigger any of his available
throws.
The following attributes describe all of the game-play details of a particular throw or grapple.
Input: The command input required once Hulk has landed a successful grapple on his target.
Damage: The amount of damage that this throw causes. Certain throws have multiple impact
points, which are separated by commas.
Type:
Back Throw – The character must be facing the opponent’s back in order to perform this
throw.
Rage – The character must have a single rage bar filled in order to perform this attack.
Launch – A launch throw will send the opponent high up into the air, making him
susceptible to juggle combos.
Knockback – A knockback throw will send the opponent flying horizontally with great
force. These throws are good for sending an enemy into destructible objects or into
other enemy characters.
Takeoff –Hulk will carry his opponent into the air and bring him down with great force.
Descend – While descending from a jump, Hulk can perform a descending throw
against a standing opponent. This throw bypasses the grapple state.
Directional –Hulk has 4 basic directional throws. Forward, left, right, and back. With this
technique, he has complete control of where he wants to toss an enemy.
Grab Input
Execution
Collision
Connect Miss
Throw Input
CSM NO CSM
1.1.7.4.1 Directional Throw: Hulk rotates to the direction that is being held on the control
pad and tosses his enemy horizontally with a mild downward angle so that the
victim will connect with the floor after approximately 4 meters.
Advantage: Ability to target other enemies and destructive objects, Quick recovery
1.1.7.4.2 Strike Combo: The first input will trigger a punch to the face as Hulk holds the
enemy in the default grapple position. The player can trigger any of the other
throws from this point. If the punch button is pressed again quickly, Hulk will
perform the same punch to the face animation. A third punch will cause Hulk to
perform a mighty headbutt attack that sends his opponent flying at a 30-degree
angle towards the ground. Upon impact with the ground, the enemy will bounce
an extra meter back. All of these follow-ups are analogue, which allows for two
different stages of charging at the end of the windup phase. The stronger version
will cause 15% extra damage.
1.1.7.4.3 Backbreaker combo: This throw acts identically to the Strike combo, except for
the animations. The first and second punch will bring the enemy down into a
backbreaker onto Hulk’s shoulders. The final blow will cause Hulk to throw the
enemy down so that their back hits the ground.
1.1.7.4.4 Takeoff: Hulk leaps into the air with the enemy in hand. He can chain into the
following two jumping grapples if the proper input is executed before the apex of
the jump. If he doesn’t enter a throw input, he will land to the ground and retain
his hold on the enemy.
1.1.7.4.5 Jumping Slam: Hulk leaps into the air while carrying his enemy and then slams
him down to the ground with great force while airborne.
1.1.7.4.6 Jumping Backbreaker: Hulk descends to the ground and slams his opponent’s
back over his knee as he lands.
1.1.7.4.7 Jumping Super Backbreaker: Hulk descends to the ground and slams his
opponent’s back over his knee as he lands. This is a modified version of the
above throw (more dramatic hold at the end) that requires the rage meter to be
activated. It causes a shockwave effect that can stun surrounding enemies.
1.1.7.4.8 Gamma Slam: Hulk slams his enemy’s face into the ground with extreme force,
causing a shockwave that stuns enemies standing within a meter.
Advantage: Stuns enemies within a meter of the player. Causes massive damage.
1.1.7.4.9 Shockwave Slam: This is the rage version of the aforementioned move and uses
a modified version of the same animation. Hulk slams his enemy’s face into the
Advantage: Knocks down any enemy within two meters of the player. Causes massive
damage.
1.1.7.4.10Pickup: Hulk picks an enemy up from the ground prone state, which triggers the
normal grapple state.
1.1.8 Weapons
There will be many objects within the environment that can be used as a weapon. If an
environmental object is classified as a weapon, pressing the action button while facing it will
trigger an appropriate pick up animation for that weapon class. These classes are based on the
game-play purpose of the weapon and the associated animations. Once a weapon is wielded,
that character’s punching attacks change to the fight tree associated with that weapon. If the
character moves in a direction and presses the action button, he will throw the weapon at the
closest targetable enemy. If there is no enemy within target range, the object will be thrown
forward. Pressing the action button without a directional press will cause the player to drop the
object. The player can move around while carrying these weapons.
The weapons that Banner and Hulk can pick up and use are completely different. Hulk’s
weapons usually take the form of large physical objects that require immense strength.
Banner’s choice of weapons is limited to simple weapons that utilize his pre-existing close
combat fight attacks.
One Handed pole – These objects can be picked up and carried around with ease. The
character uses their normal idle and run cycles while carrying this weapon.
This is the standard movelist for a one handed pole. Certain poles under this class will have a
unique final blow that replaces the Downward Swing. Since we can line up perfect positioning
between the two characters after the second strike, the final blow can be set up as a grapple to
perform a fantastic sequence of events.
1.1.8.1.3 Two Handed Throwable Large – These weapons are large and heavy, requiring
the use of two hands. Upon grabbing the object, Hulk will bring it up and carry it
over his head. His idle and run cycles will be modified to accommodate this
weapon. A press of the punch button will cause Hulk to throw the object at the
closest target. The action button will cause Hulk to drop the object.
o Size: 5m x 2m x 1.5m
1.1.8.1.4 Two Handed Throwable – Heavy – These weapons functional similarly to the
Throwable Large class, except that the player cannot move or jump while carrying
the object. The directional pad will cause Hulk to rotate on the spot. The
animations used for this object should be based on the Throwable Large class,
but should be modified to display the added weight.
When the player presses the attack controls, Hulk will automatically lock on to his nearest
enemy and strike at him.
The player can control specifically who he is locking onto by activating the lock-on control and
using the right stick to select a new enemy target. While the lock-on button is held down (or
toggled, if that option is selected) then the highlighter will be visible on-screen, marking the
currently targeted enemy
The highlighter is a marker indicating the currently targeted enemy. This is principally useful for
choosing the enemy at which you intend to throw objects, although it is also useful in picking a
specific enemy in hand-to-hand combat.
Targeting with a thrown object or character is operated via a system of prioritization. We know
it is preferable for the player to throw his current payload at the nearest enemy. He may also
wish to throw it at a nearby object, however this is less likely.
If a player seeks to throw an object and has NOT locked on to a specific target, then our
targeting system will derive the intended target select as follows:
Priorities within the targeting cone are: 1> ENEMY , 2> LANDMARK OBJECT, 3> REGULAR
OBJECT.
1> The nearest enemy within the targeting cone will be selected.
2> If no enemies exist in the targeting cone, then the nearest LANDMARK object within the
targeting cone will be targeted. An example of a LANDMARK object is a progress-
essential object such as a generator, or a floodgate door blocking the player’s progress.
The Hulk also has a secondary targeting cone, which has a wider field, that is used for close
combat attacks against enemies. If no object is within his main targeting cone and an attack
strike is entered, The Hulk will auto target any enemy that rests in his secondary targeting cone.
1.1.8.7 Hulk
Hulk stands roughly 8 ½ feet tall in his idle stance. Although the Hulk has tremendous jumping
capabilities, there will be limitations to the elevation height that the Hulk can ascend for game-
play purposes.
7 1/2
ft
5.5ft
3ft
o Hulk -- Hulk will automatically walk up objects of this height. An example of this
style of object would be the front hood of a car.
4-8 Feet
o Hulk -- A light jump will give Hulk enough distance to scale this height. If he is
standing within close range, a special animation will play to make the jump more
precise.
9-10 Feet