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Hactivate

This is a Godot project that includes a terminal emulator and a 2D game scene. The terminal emulator supports commands like go, help, curl, clear, setuser, and whoami. The 2D game scene includes a player character that can move around and change scenes when colliding with certain objects.

Getting Started

These instructions will get you a copy of the project up and running on your local machine for development and testing purposes.

Prerequisites

  • Godot 3.x
  • Git

Installing

  1. Clone the repository
git clone https://github.com/AspiringIT/Hactivate.git

Game Design Document

Hacktivate

DESIGN DOCUMENT

By Nicholas Weist


[TOC]

alt_text

Introduction

Game Summary Pitch

	**Hacktivate** a 2D game where you can navigate your person to different locations to hack, buy and sell data, and to gain physical access to a site. When hacking a terminal will be primarily used.

Inspiration

**<span style="text-decoration:underline;">Tron Legacy</span>**


Tron Legacy is a futuristic movie based upon users trapped inside a computer program of their own creation and their mission to escape. In this movie it has “Identity Disk” which is pretty much the save file for every individual program and users. However they must also prevent the programs from escaping. \



**<span style="text-decoration:underline;">Bitburner</span>**


BitBurner is a Terminal based hacking game with it’s own **items/shop and commands** to attack systems. It also has a **difficulty setting** for the users choice of difficulty and if they want to use more realistic commands. 


**Hack the Box**


Hack the box is free to start learning hacking and is meant to teach the basics. This game is also to teach the basics and emulate systems to **teach hacking**.


Player Experience


In a Computer terminal for most of the **15 levels **(There will be a few levels that require traveling), the player will solve a short but perhaps complex puzzle **requiring planning and management of computer resources**. The player must learn and use their knowledge of the interactions between the player actions and various environmental items to understand how to pass through each level.

Platform

The game is developed to be released on windows PC (and eventually mac) Currently no plan for linux

Development Software

  • Godot Engine-net 4.2.1 for programming
  • Aseprite for graphics and UI
  • Fami Studio for all music and SFX (Maybe soundtrap or garageband)

Genre

Singleplayer, puzzle, casual,Programming

Target Audience

Without heavy or complicated ideas, and intuitive-to-grasp mechanics, this game is marketed to at least **intermediate game players and coders** who are up for puzzling challenges as well as more veteran players up for solving complicated problems

Concept

Gameplay overview

The player controls a character (Black Hat Hacker) and his job is to not get caught and to successfully hack into systems and sell the data to improve their skills and items.

Theme Interpretation (Digital Dystopia)

In "Hacktivate," players delve into a **digital underworld where data is currency and hacking is the key to survival.** The game's theme revolves around a dystopian future where the lines between reality and cyberspace blur, echoing the futuristic ambiance of "Tron Legacy."


The concept of identity and control, reminiscent of the "Identity Disk" in "Tron Legacy," is central to the game. Players navigate their persona through a maze of terminals and networks, each representing a fragment of the digital world. The constant struggle to maintain control over one's identity while navigating through hostile systems reflects the dystopian theme of individuals trapped within their own creations.


The gameplay mechanics draw inspiration from real-life hacking environments like "BitBurner" and "Hack the Box," grounding the experience in a sense of authenticity. As players progress through the levels, they encounter increasingly complex puzzles, mirroring the challenges of navigating through a fragmented and chaotic digital landscape.


**<span style="text-decoration:underline;">The player's role as a "Black Hat Hacker" adds a moral ambiguity to the gameplay, forcing them to confront the consequences of their actions within the game world. The tension between personal gain and ethical responsibility mirrors the broader themes of power and corruption in a dystopian society.</span>**


Overall, "Hacktivate" offers players a thought-provoking journey into a digital dystopia, where the boundaries between right and wrong are blurred, and the quest for control drives the narrative forward.

Primary Mechanics

Mechanic Animated Mockup

(Art not necessarily final)

Digital Roads a \

A path that a player must follow to get to their destination otherwise leave the path too much and be “de-resolutioned” (die).

>>>>> gd2md-html alert: inline image link here (to images/image2.jpg). Store image on your image server and adjust path/filename/extension if necessary.
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alt_text
Computer a \

An in-game computer where you can access the terminal and hack systems.

>>>>> gd2md-html alert: inline image link here (to images/image3.jpg). Store image on your image server and adjust path/filename/extension if necessary.
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alt_text
Antivirus a \

This is a direct enemy of the hacker and is difficult to defeat. This is meant to fight back in higher levels and lower levels to be non-existent

>>>>> gd2md-html alert: inline image link here (to images/image4.jpg). Store image on your image server and adjust path/filename/extension if necessary.
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alt_text
ID Badges a \

These are “disguises” a player can have when they must go to a site to hack and to avoid detection from security and employees and to gain an access level to the system.

>>>>> gd2md-html alert: inline image link here (to images/image5.jpg). Store image on your image server and adjust path/filename/extension if necessary.
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>>>>>

alt_text

Secondary Mechanics

Mechanic Animated Mockup

(Art not necessarily final)

Shops a \

A player can access a shop either online with a time delay (Shipping) if it is a physical item or they may go to a “Shady Shopkeeper” who has limited items that change after a set amount of time but their is no delay in receiving any item/data

>>>>> gd2md-html alert: inline image link here (to images/image6.jpg). Store image on your image server and adjust path/filename/extension if necessary.
(Back to top)(Next alert)
>>>>>

alt_text
Clock a \

There is to be a real time clock based upon the users selection of timezone. (However the clock may not be set manually for cheating)

>>>>> gd2md-html alert: inline image link here (to images/image7.jpg). Store image on your image server and adjust path/filename/extension if necessary.
(Back to top)(Next alert)
>>>>>

alt_text

Art

Theme Interpretation

There will be a very wide range of colors throughout the game and in the terminal the background is to be black or white with colored text that can be changed by the user

Design

A very **minimalistic **approach will go into the design of the game, heavily relying on the contrast of colors to provide depth. Though, the design still is clean and smooth in the sense that, the use of many shades of a color will be as present to confront the **techy style** and pixel art.

>>>>> gd2md-html alert: inline image link here (to images/image8.jpg). Store image on your image server and adjust path/filename/extension if necessary.
(Back to top)(Next alert)
>>>>>

alt_text

Audio

Music

In crafting the musical backdrop for the game, the focus will be on capturing the essence of techno music. Embracing minimalism, the tracks will utilize reverb and effects to create a sense of space, even with a limited number of instruments. Expect basslines and rhythmic drum patterns to dominate, complemented by subtler synthesized elements. This approach not only enhances the retro aesthetic but also immerses players in the energetic and pulsating world of techno.

Sound Effects

To add more flare and polish to the experience, a multitude of environmental sound effects will give weight and feedback to the player’s actions. Rather than foley, or otherwise realistic sounds, synthesized blips, bloops,whooshes, errors sounds are used.

Game Experience

UI

On top of the rigid pixel art constituting the rest of the art, a more smooth, higher definition style will be incorporated in the UI. Utilizing many shades of the RGB spectrum allowed in the art restriction, anti-aliasing is used to further emphasize the UI.

Controls

**<span style="text-decoration:underline;">Keyboard</span>**


	Arrow keys / WASD \

Gamepad

	Partial support for traveling and shop(Eventually)

Development Timeline

MINIMUM VIABLE PRODUCT

# Assignment Type Status Finish By Notes
1 Design Document
2 Create player and wall assets
3 Main menu theme Can be really short, player won’t be on main menu for long
4 UI / Main menu Button UI, screen transition, title screen
5 Level theme
6 Simple player movement Move single cells around and collide with walls
7 Complex player movement Multi cell masses act together to collide with walls
8 Computer environment Implement spike and holes mechanics
9 Shop interaction
10 Special effects Dust particles during movement
11 Player animation Idle blinks, movement polish
12 Sound effects Player movement, UI interaction
13 Pause menu Access to the main menu or resetting the level
14 Level select menu
15 Level design (1-7) Create levels 1 through 7
16 Level design (8-15) Create levels 7 through 15
17 Any extra polish
18 SUBMIT Create Itch Page and upload

BEYOND (if ahead of schedule / extra time)

Undo At any point, the player may undo their move, any movement, creation, or destruction of a player cell is reversed
Extra levels
Settings Menu Volume slider, fullscreen toggle

About

Hacktivate is the first game I am creating with Godot. *Now GMS2

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