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Story

This document discusses key elements of a beat 'em up game, including: 1. Gameplay involves progressing through 8 stages and defeating bosses in combos of punches, kicks, and special moves. 2. The story follows a hero named Troy who must defeat the returning villains called the Sinister Serpents. 3. There are several characters introduced, both heroes and villains, with varying fighting styles.

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0% found this document useful (0 votes)
20 views

Story

This document discusses key elements of a beat 'em up game, including: 1. Gameplay involves progressing through 8 stages and defeating bosses in combos of punches, kicks, and special moves. 2. The story follows a hero named Troy who must defeat the returning villains called the Sinister Serpents. 3. There are several characters introduced, both heroes and villains, with varying fighting styles.

Uploaded by

deletedgreat
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as DOCX, PDF, TXT or read online on Scribd
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CONTENTS

Gameplay.....................................................................................................................................................................1

Story.............................................................................................................................................................................2

Characters....................................................................................................................................................................2

Key components:.........................................................................................................................................................2

Combo System............................................................................................................................................................. 3

Grabbing Enemy...........................................................................................................................................................4

WEPAONS.................................................................................................................................................................... 5

Lives............................................................................................................................................................................. 5

Cutscenes and Camera.................................................................................................................................................7


GAMEPLAY

The gameplay in this beat 'em up game is very similar to Double Dragon games. The player can perform various
combos such as punches, kicks, jumps, jump kicks, knee attacks, tornado kicks, and hair grabs
(https://www.youtube.com/watch?v=3H57642ONnA). There are eight stages (City, Factory, Subway Train, Park,
Airport, Hong Kong, Forest, and Tower), and before each boss fight, there is a cutscene. Once the cutscene is
finished, the player fights the boss. After defeating the boss, there is another cutscene. In the final stage (Stage
8), all of the bosses return for revenge on the player (similar to Street of Rage 1 Stage 8,
https://www.youtube.com/watch?v=Wi01zZI09MI). After defeating all the bosses, the player meets "Mikey",
the craziest fighter. The player then meets the tallest female kung fu fighter Jian Min, but she refuses to fight.
Hua Mulan asks her to fight, or else her parents will be murdered by her own hands. Troy ask her to fight to save
her parents. Afterward, Jian Min requests Troy to save her parents, and finally finds the leader of the Sinister
Serpents and is ready to fight.

STORY

In 2010, two heroes were fighting against evil. They were victorious in defeating the group of villains; people
were grateful for their heroes, saving the world, and living peacefully. After two years passed, the evil returns!
Hua Mulan's father has been imprisoned. The Villains have returned, and are now calling themselves the
'Sinister Serpents'. They have kidnapped Remi, and demand a ransom of 250 million dollars, If the mayor wants
to see her alive again. The former heroes are now sick and ailing from a mysterious illness. They have no chance
against the newly revived evil.

We now turn our attention to Troy, a middle school last year, who refuses to let the Sinister Serpents have their
way. He's ready to hit the streets!

CHARACTERS

 Troy – Hero, jeet kune do fighter in USA, as they call him “Jackie Chan”
 Jake – Villain, a funny psychopath fighter.
 Hector – Villain, an annoying fighter decide to be number 1.
 Ohara – Villian, wrestle champion and beast.
 Mia-Cha Hong – Villian, Korean fighter kidnapper.
 Dusty – Villain, nightmare fighter “Jason”.
 Genji – Villain, the shinobi.
 Qiang – Villain, the greatest kung fu fighter.
 Mikey – Villain, A psychopath martial arts fighter, were student with Troy.
 Jian Min – Not Villain, The master of Kung fu and respectful lady.
 Hua Mulan – Villain, The leader of Sinister Serpents.
KEY COMPONENTS:

Here are some key components of a beat em up game system:

1. Player character: The player character is the main character that the player controls. The developer should
consider the character's movement, attacks, and special abilities when designing the game system.

2. Enemies: Enemies are the primary obstacle for the player to overcome. The developer should consider the
variety of enemies, their behavior, and their strengths and weaknesses when designing the game system.

3. Levels: Levels are the areas that the player must progress through to complete the game. The developer
should consider the level layout, enemy placement, and level objectives when designing the game system.

4. Combat system: The combat system determines how the player character interacts with enemies. The
developer should consider the range of attacks, combos, and special moves that the player character can
perform when designing the game system.

5. Boss battles: Boss battles are typically more challenging encounters that require the player to use all of their
skills to defeat a powerful enemy. The developer should consider the mechanics of the boss battles when
designing the game system.

COMBO SYSTEM

A combo is a sequence of attacks or moves that a player can perform in a beat em up game. Combos typically
involve chaining together basic attacks, special attacks, and movement abilities to create powerful and stylish
attacks. The key to performing a successful combo is timing and precision.

PC Controls

If you're playing on a PC, the default controls for most beat em up games are as follows:

 Arrow keys: Move in the direction of the arrow key


 Z: Regular attack
 X: Kick
 S: Jump
 D: Defend
 Shift: Dash
 A: Special attack

Here are some of the common combos that you can perform using these controls:

 Regular Attack Combo: Z, Z, Z, Z, Z (Punch)


X, X, X, X, X (Kick)
 Special Attack: A
 Jump Attack: S, Z
 Slide Attack: Down arrow key + Z
 Dash Attack: Shift + Z
Gamepad Controls

If you're playing on a gamepad console, the default controls for most beat em up games are as follows:

 Arrow keys: Move in the direction of the arrow key


 X: Regular attack
 Y: Kick
 B: Defend
 A: Jump
 RB: Special attack

Here are some of the common combos that you can perform using these controls:

 Regular Attack Combo: X, X, X, X, X (Punch)


Y, Y, Y, Y, Y (Kick)
 Special Attack: RB
 Jump Attack: A, X
 Slide Attack: Down arrow key + X
 Dash Attack: RB + X

GRABBING ENEMY

To allow the player to grab and perform different attacks, you will need to implement a few systems in your
game.

First, you will need to create a grab system that allows the player to get close to an enemy and initiate a grab.
This can be done by pressing a specific button, such as the attack button, while in close proximity to the enemy.
Once the player has initiated a grab, they can then perform different attacks based on the input of the player.

To implement the knee attack and elbow attack, you can use a combination of button inputs and animation
states. For example, when the player initiates a grab, you can enter a specific animation state that allows the
player to perform the knee attack by pressing the X button on the keyboard or the Y button on the gamepad.
Similarly, you can enter a separate animation state that allows the player to perform the elbow attack by
pressing the Z button on the keyboard or the X button on the gamepad.

Here is an example of how you might implement this system in pseudocode:

if player is close to an enemy:

if player presses attack button:

initiate grab

enter grab animation state

if player presses X button on keyboard or Y button on gamepad:

perform knee attack animation


deal damage to enemy

else if player presses Z button on keyboard or X button on gamepad:

perform elbow attack animation

deal damage to enemy

When the player character is close enough to an enemy, they can execute a grab attack. To perform a grab
attack, the player can press a specific button, such as the "grab" button. Once the player has grabbed an enemy,
they can execute various attacks, such as knee attacks or elbow attacks.

To implement this in your game, you will need to add the following code to your game's input system:

if keyboard_button_pressed == 'X' or gamepad_button_pressed == 'Y':

# Perform knee attack

elif keyboard_button_pressed == 'Z' or gamepad_button_pressed == 'X':

# Perform elbow attack

elif keyboard_button_pressed == 'Grab':

# Grab enemy

if enemy_grabbed:

enemy_grabbed.hit_count += 1

if enemy_grabbed.hit_count >= 5:

# Blow up enemy

elif throw_enemy:

# Throw enemy over shoulder

This code checks for specific button presses and performs the appropriate action based on the button pressed. If
the player has grabbed an enemy, the game will keep track of how many times the enemy has been hit. Once
the enemy has been hit 5 times, it will blow up. If the player chooses to throw the enemy over their shoulder,
the enemy will be thrown and will land on their back.
WEPAONS

IN THE BEAT EM UP GAME SYSTEM, THE PLAYER CAN ACQUIRE VARIOUS WEAPONS SUCH AS KNIVES, BOMBS,
WHIPS, GIANT ROCKS, CRUDE OIL, AND GUNS BY PRESSING THE Z BUTTON ON THE KEYBOARD OR THE X
BUTTON ON THE GAMEPAD. EACH WEAPON WILL HAVE ITS OWN UNIQUE PROPERTIES AND ATTACK PATTERNS,
SO THE PLAYER WILL NEED TO EXPERIMENT WITH EACH ONE TO FIND THE BEST STRATEGY.

LIVES

player will have 5 lives to continue and 7 credits. Once the player loses a life, the game will continue from where
they left off. However, if the player runs out of lives and credits, the game will end and the player will be sent
back to the title screen.

To implement this system, you will need to keep track of the player's lives and credits throughout the game.
When the player loses a life, subtract 1 from their life count. If the life count reaches 0, subtract 1 from their
credit count. If the credit count reaches 0 and the life count is still 0, end the game and send the player back to
the title screen.

// Initialize player lives and credits

int playerLives = 5;

int playerCredits = 7;

// When the player loses a life

void LoseLife() {

playerLives--;

if (playerLives == 0) {

playerCredits--;

if (playerCredits == 0) {

EndGame();

} else {

RespawnPlayer();

} else {

RespawnPlayer();

}
}

// When the player runs out of credits and lives

void EndGame() {

// Send player back to title screen

CUTSCENES AND CAMERA

Cutscenes are used to tell the story and progress the gameplay. During cutscenes, the player usually cannot
control the character, and the camera is usually fixed on the action taking place in the scene.

To stop all commands during a cutscene, you can disable player input and pause the game. This will allow the
cutscene to play out without any interference from the player. Once the cutscene is over, you can re-enable
player input and resume the game.

As for camera movement during gameplay, you can use a camera system that follows the player and adapts to
the environment. This can include features like panning, zooming, and rotating the camera to provide a better
view of the action. During cutscenes, you can use a fixed camera position to ensure that the player can see
everything happening in the scene.

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