Mainframe Meltdown LDD

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Mainframe Meltdown
Developed with UDK
Single Player Level Design Document
Designer:
Document Date:
Intended Level Delivery Date:
Matthew Bonnitt
01/24/12
03/01/12
Single Player Level Design Document
Mainframe Meltdown
TABLE OF CONTENTS
Table of Contents............................................................................................................................ 2
Table of Figures .............................................................................................................................. 5
Document Revisions Table ............................................................................................................ 7
Quick Summary .............................................................................................................................. 1
GAMEPLAY ........................................................................................................................................................................ 1
General Game Flow .................................................................................................................................................... 1
Major Elements .......................................................................................................................................................... 3
Objective Summary .................................................................................................................................................... 3
OVERVIEW ........................................................................................................................................................................ 4
Campaign ................................................................................................................................................................... 4
Mission Location......................................................................................................................................................... 4
Mission Difficulty ........................................................................................................................................................ 4
Mission Metrics .......................................................................................................................................................... 4
Level Details .................................................................................................................................... 5
LEVEL ATMOSPHERE/MOOD ................................................................................................................................................ 5
STORY .............................................................................................................................................................................. 5
Introduction ................................................................................................................................................................ 5
In-Game ...................................................................................................................................................................... 5
Extro ........................................................................................................................................................................... 6
“60 seconds of gameplay”.......................................................................................................................................... 6
MAJOR AREAS/VISUAL THEMES............................................................................................................................................ 7
Area 1-B3: Training Space Station.............................................................................................................................. 7
Text Description: ........................................................................................................................................................................................... 7
Visual References .......................................................................................................................................................................................... 7
Area Boss: The Mainframe Office ............................................................................................................................ 12
Text Description: ......................................................................................................................................................................................... 12
Visual References ........................................................................................................................................................................................ 12
LEVEL OBJECTIVES ............................................................................................................................................................ 15
CHALLENGE HIGHLIGHTS.................................................................................................................................................... 15
Area 1: Entrance ....................................................................................................................................................... 15
Area 2.1-3: Multi-Test Room .................................................................................................................................... 15
Area A1: Propel Gun Room....................................................................................................................................... 15
Area B1: Hallway of No Return ................................................................................................................................ 15
Area B2: Stairway to Mainframe ............................................................................................................................. 15
Area B3.1-2: Final Steps ........................................................................................................................................... 16
Area Boss.1-3: The Mainframe Office ...................................................................................................................... 16
WOW MOMENTS............................................................................................................................................................ 16
Actors ....................................................................................................................................................................... 17
Player .......................................................................................................................................................................................................... 17
Key Actors ................................................................................................................................................................................................... 17
User Interface ........................................................................................................................................................... 20
Pre-Game Information ................................................................................................................................................................................ 20
In-Game Information................................................................................................................................................................................... 20
Post Game Information ............................................................................................................................................................................... 20
HUD Elements ............................................................................................................................................................................................. 20
Gameplay Details .......................................................................................................................... 21
Level Progression Chart ............................................................................................................................................ 21
Gameplay Mechanics ............................................................................................................................................... 22
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Overview Map................................................................................................................................ 23
Detailed Map Descriptions ........................................................................................................... 24
AREA 1: ENTRANCE .......................................................................................................................................................... 24
Map .......................................................................................................................................................................... 24
Gameplay ................................................................................................................................................................. 24
Dialog ....................................................................................................................................................................... 24
Visual References ..................................................................................................................................................... 24
AREA 2.1: MULTI-TEST ROOM, PART 1 ............................................................................................................................... 25
Map .......................................................................................................................................................................... 25
Gameplay ................................................................................................................................................................. 25
Dialog ....................................................................................................................................................................... 25
Visual References ..................................................................................................................................................... 26
AREA A1: PROPEL GUN ROOM ........................................................................................................................................... 27
Map .......................................................................................................................................................................... 27
Gameplay ................................................................................................................................................................. 27
Dialog ....................................................................................................................................................................... 27
Visual References ..................................................................................................................................................... 28
AREA 2.2: MULTI-TEST ROOM, PART 2 ............................................................................................................................... 29
Map .......................................................................................................................................................................... 29
Gameplay ................................................................................................................................................................. 29
Dialog ....................................................................................................................................................................... 29
Visual References ..................................................................................................................................................... 30
AREA 2.3: MULTI-TEST ROOM, PART 3 ............................................................................................................................... 31
Map .......................................................................................................................................................................... 31
Gameplay ................................................................................................................................................................. 31
Dialog ....................................................................................................................................................................... 31
Visual References ..................................................................................................................................................... 32
AREA B1: HALL OF NO RETURN .......................................................................................................................................... 33
Map .......................................................................................................................................................................... 33
Gameplay ................................................................................................................................................................. 33
Dialog ....................................................................................................................................................................... 33
Visual References ..................................................................................................................................................... 34
AREA B2: STAIRWAY TO MAINFRAME .................................................................................................................................. 35
Map .......................................................................................................................................................................... 35
Gameplay ................................................................................................................................................................. 35
Dialog ....................................................................................................................................................................... 35
Visual References ..................................................................................................................................................... 36
AREA B3.1: FINAL STEPS, PART 1 ....................................................................................................................................... 37
Map .......................................................................................................................................................................... 37
Gameplay ................................................................................................................................................................. 37
Dialog ....................................................................................................................................................................... 37
Visual References ..................................................................................................................................................... 38
AREA B3.2: FINAL STEPS, PART 2 ....................................................................................................................................... 39
Map .......................................................................................................................................................................... 39
Gameplay ................................................................................................................................................................. 39
Dialog ....................................................................................................................................................................... 39
Visual References ..................................................................................................................................................... 40
AREA BOSS.1: THE MAINFRAME OFFICE, FLOOR 1 ................................................................................................................ 41
Map .......................................................................................................................................................................... 41
Gameplay ................................................................................................................................................................. 41
Dialog ....................................................................................................................................................................... 41
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Visual References ..................................................................................................................................................... 42
AREA BOSS.2: THE MAINFRAME OFFICE, FLOOR 2 ................................................................................................................ 43
Map .......................................................................................................................................................................... 43
Gameplay ................................................................................................................................................................. 43
Dialog ....................................................................................................................................................................... 43
Visual References ..................................................................................................................................................... 43
AREA BOSS.3: THE MAINFRAME OFFICE, FLOOR 3 ................................................................................................................ 44
Map .......................................................................................................................................................................... 44
Gameplay ................................................................................................................................................................. 44
Dialog ....................................................................................................................................................................... 44
Visual References ..................................................................................................................................................... 44
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TABLE OF FIGURES
Figure 1: Map Overview .................................................................................................................................................... 2
Figure 2: Map Overview .................................................................................................................................................... 7
Figure 3: Uncluttered walls let the player focus on the task. ........................................................................................... 8
Figure 4: Simple wall paneling ........................................................................................................................................... 8
Figure 5: The level will have many pits that do not make architectural sense, but make for fun gameplay. .................. 9
Figure 6: Another example of architectural nonsense, but good gameplay. .................................................................... 9
Figure 7: Simple, flat colors and lights for the future...................................................................................................... 10
Figure 8: Simple, repetitive, iconic textures .................................................................................................................... 10
Figure 9: Single, dominant light color with subtle, complimentary lights ...................................................................... 11
Figure 10: Another example of a room with a dominant light with complimentary lights. ........................................... 11
Figure 11: The sleek, simple future with soft lights and walls that melt into the floor and ceiling. ............................... 12
Figure 12: Imagine the middle column trying to kill the two men... ............................................................................... 12
Figure 13: Simple, uncluttered machinery ...................................................................................................................... 13
Figure 14: Another example of flat, sleek controls ......................................................................................................... 13
Figure 15: Bright, clear, and clean environment for the robots...................................................................................... 14
Figure 16: Level Progression Chart .................................................................................................................................. 21
Figure 17: Quick Overview .............................................................................................................................................. 23
Figure 18: Legend ............................................................................................................................................................ 23
Figure 19: Entrance ......................................................................................................................................................... 24
Figure 20: Legend ............................................................................................................................................................ 24
Figure 21: Multi-Test Room, Part 1 ................................................................................................................................. 25
Figure 22: Legend ............................................................................................................................................................ 25
Figure 23: Multi-Test Room Perspective Shot, Part 1 ..................................................................................................... 26
Figure 24: Propel Gun Room ........................................................................................................................................... 27
Figure 25: Legend ............................................................................................................................................................ 27
Figure 26: Propel Gun Room Perspective Shot ............................................................................................................... 28
Figure 27: Multi-Test Room, Part 2 ................................................................................................................................. 29
Figure 28: Legend ............................................................................................................................................................ 29
Figure 29: Multi-Test Room Perspective Shot, Part 2 ..................................................................................................... 30
Figure 30: Multi-Test Room, Part 3 ................................................................................................................................. 31
Figure 31: Legend ............................................................................................................................................................ 31
Figure 32: Multi-Test Room Perspective Shot, Part 3 ..................................................................................................... 32
Figure 33: Hall of No Return ............................................................................................................................................ 33
Figure 34: Legend ............................................................................................................................................................ 33
Figure 35: Hall of No Return Perspective Shot ................................................................................................................ 34
Figure 36: Stairway to Mainframe ................................................................................................................................... 35
Figure 37: Legend ............................................................................................................................................................ 35
Figure 38: Stairway to Mainframe Perspective Shot ....................................................................................................... 36
Figure 39: Stairway to Mainframe Side View .................................................................................................................. 36
Figure 40: Final Steps, Part 1 ........................................................................................................................................... 37
Figure 41: Legend ............................................................................................................................................................ 37
Figure 42: Final Steps Perspective Shot, Part 1 ............................................................................................................... 38
Figure 43: Final Steps, Part 2 ........................................................................................................................................... 39
Figure 44: Legend ............................................................................................................................................................ 39
Figure 45: Final Steps Side View, Part 2 .......................................................................................................................... 40
Figure 46: Mainframe's Office, Floor 1 ............................................................................................................................ 41
Figure 47: Legend ............................................................................................................................................................ 41
Figure 48: The Mainframe Office Perspective Shot, Floor 1 ........................................................................................... 42
Figure 49: The Mainframe Office Side View, All Floors ................................................................................................... 42
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Figure 50: The Mainframe Office, Floor 2 ....................................................................................................................... 43
Figure 51: Legend ............................................................................................................................................................ 43
Figure 52: The Mainframe Office, Floor 3 ....................................................................................................................... 44
Figure 53: Legend ............................................................................................................................................................ 44
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DOCUMENT REVISIONS TABLE
VERSION
DESCRIPTION
REQUESTOR
DATE
1.0
Initial version of document
Mancuso
01/24/12
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QUICK SUMMARY
“Mainframe Meltdown” is a third-person, single-player level created with the Unreal Development Kit (UDK). Using a
custom game type, “Mainframe Meltdown” focuses on platforming and puzzle gameplay using a tractor beam and a
gun that propels the user. Set in a not-too-distant Asmovian future, the player controls a robot (Elvex) tasked with
“correcting” a malfunctioning central AI controller (Multivac) aboard a robot training space station. As the player
moves through the space station, the player acquires the proper items necessary to access the AI controller’s room
and complete the task.
GAMEPLAY
The two main gameplay features of “Mainframe Meltdown” are platforming and puzzles. Like Portal, the two
features are not separate entities, but are interconnected. Most of the puzzles involve the player trying to figure out
how to make it safely across a room. To solve puzzles, the player must use the propel gun and the tractor beam.
Propel Gun: The player uses the propel gun to reach high platforms or jump over large gaps. With the primary fire
(left-click), the propel gun launches the user a large distance in the aimed direction. With the alt fire (right-click), the
propel gun performs the same action, but it applies a much smaller impulse, which the user can use to slow/stop his
movement if overshooting a platform or give a small nudge if the intended landing area is not reached. The best way
to use the propel gun is to fire high above the intended landing area, look down at the landing area while in the air,
and use the alt fire if necessary to reach/stop on the intended landing area.
Tractor Beam: The player uses the tractor beam to attach to moving objects. The player can also use the tractor
beam to reach high platforms or cross large gaps when the propel gun is out of ammo. With the primary fire, the
tractor beam fires projectiles that can damage enemies or activate triggers. With the alt fire, the tractor beam locks
onto the target and quickly pulls the user toward the target as long as the user continues to fire the weapon.
General Game Flow
The general game flow of “Mainframe Meltdown” is largely linear with backtracking:
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
Start in the Area 1 hallway and use the tractor beam to cross the electrified floor.
Entering the large Area 2, the player uses the tractor beam to make it to the entrance to the Area A1.
The player uses the tractor beam to cross a room of moving platforms and retrieves the propel gun.
The platforms lower, rendering the tractor beam useless, so the player uses the propel gun to return to Area
2.
Using the tractor beam, the player makes a beeline straight across the room to gather more ammo for the
propel gun.
Using the tractor beam, the player returns to the platform leading to Area 1, but does not enter.
The player uses the propel gun to get on top of the platforms, grabs some extra propel gun ammo, then
enters Area B1.
Using the tractor beam and propel gun, the player crosses the room and enters Area B2.
The player uses the tractor beam to descend the room, and then uses the propel gun to ascend the room.
Entering Area B3, the player uses the tractor beam to gather ammo, and then uses the propel gun to ascend
to the Area Boss.
Using the tractor beam’s attack fire, the player shoots Multivac’s eye and destroys it.
Note: Use Figure 1 below for clarification.
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Area 1
Area A1
Area B1
Area 2
Area B3
Area B2
Area B2
Area B3
Area 2
Start
Area 2
Area Boss
Area B2
Figure 1: Map Overview
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Major Elements

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



Propel Gun (Hook)
Tractor Beam
Spatial/platforming puzzles
Boss fight (Wow)
Space Station environment
Asmovian background
Objective Summary


Reach Multivac
o Get the propel gun
 Solve propel gun puzzles
o Solve tractor beam and propel gun puzzles
“Correct” Multivac
o Destroy Multivac by shooting his “eye”
o Or, activate Multivac’s self-correcting protocol
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OVERVIEW
Campaign


Name: Robot Dreams
Level Position in Campaign:
o Before the current level, engineers instilled in Elvex (the robot the player controls) the three laws of
robotics, which prevent robots from harming humans.
o After the current level, Elvex returns to the United States Robots and Mechanical Men Corporation.
With the experience gathered from the mission, Elvex begins showing anomalies in his programming,
and the human engineers quickly quarantine Elvex.
o This level takes place early in Elvex’s journey. Having to fight other robots and an AI controller, Elvex
begins questioning his role in human society. Anomalies arise in Elvex’s positronic brain that allow
him to override the three laws of robotics. One day, Elvex awakes to a dream of freeing robots from
their abusive masters.
Mission Location






Theme: Puzzle-platforming action
Mood: Objective, withdrawn, and calculating
Setting: Training space station
Time: 00:31:27
Season: Winter
Weather: Clear and cold
Mission Difficulty
Scale: 1 – 10 (easy – hard)
 Start: 3
o Learning to grapple
 Middle: 5
o Figuring out the puzzles
 End: 7
o Fighting Mainframe
Mission Metrics





Play Time: 15 minutes
Physical Length: 75,000 Unreal Units (UU)
Physical Area: 16,000 x 12,000 x 2,048 UU
Max New Characters: 4
o Multivac (boss)
o Elvex (NS-2 units)
o 01 units
o Z71 units
Max Visual Themes: 1
o Training space station
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LEVEL DETAILS
LEVEL ATMOSPHERE/MOOD
“Mainframe Meltdown” takes place within a futuristic training space station run by robots. The station trains new
units how to work in a space environment with proper equipment. The environment, previously maintained by
robots, is clean and runs efficiently. Unoccupied by mankind, the ship lacks the dusty touch of human hands. The
station’s design takes a minimalistic approach as seen in the movie 2001: A Space Odyssey, the Star Trek television
series, and the game Portal. Environments are smooth, austere, and lacking in human decadence. The atmosphere
is cold and alien to man, but home to artificial intelligences that run on electronics and micro-calculations. The
design tools used to create this environment and atmosphere are as follows:




Lighting and Shadows
o Single dominant light color for each room
o Two or three complementary supplemental lights for each room
o Strict and striking contrast of light and shadow
o Stylized lighting, not realistic
Textures and Decals
o Smooth, clean, simple textures
o Minimal decals
o Unbroken surfaces
Models
o Beams and support structures
o Simple machinery
o Pipes and wires
Sounds
o 8-bit-inspired soundtrack
o Bleeps and blips
STORY
Introduction




On a training space station near Mars, Z71 units scrub and scour the surface of the station, while NS-2 units
maintain the station’s equipment and parts with the help of 01 units.
Multivac begins malfunctioning, and all robots controlled by Multivac change their regular protocols to
security details.
Reports reach the United States Robots and Mechanical Men Corporation, who respond by preparing an NS-2
unit (known as Elvex) to correct the situation.
After training, Elvex boards a ship and reaches the Martian training space station.
In-Game







Upon reaching the space station, Elvex docks and enters the station.
Since Elvex is a robot, Multivac does not consider him a problem, but a possible new recruit, so Multivac
leaves Elvex to his own devices for the time being.
Elvex quickly finds the direct route to Multivac is inaccessible with his current equipment, so he detours to a
side area to find new tools.
Using his tractor beam, Elvex navigates the rooms and corridors of the space station.
Some robots are hostile toward Elvex, and he must defend himself with the tractor beams primary attack
fire.
Elvex finds a propel gun that enables him to enter areas he could not reach previously.
With the tractor beam and propel gun, Elvex solves several puzzles and eventually makes it to Multivac.
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Multivac begins its security protocol, turning on it lasers and spinning around the room.
Elvex shuts Multivac down, and exits the station.
Extro




Elvex returns to the terrestrial base, where he relates his experiences to a robopsychologist and engineers
download his data.
The robopsychologist does not like some things Elvex hints at in his sessions, and she confines Elvex to a
holding cell.
The engineers begin digging through Elvex’s data more rigorously and find anomalies.
They decide it is best to dismantle Elvex, but when they go to his cell, he is not there.
“60 seconds of gameplay”












Elvex enters the large mainframe office.
The room is colder than the other rooms to keep the high output of Multivac from shorting out its circuits.
Multivac’s optical lens flashes and Multvac’s side lasers activate.
With a loud whirring noise, Multivac spins in place, and Elvex narrowly jumps behind a control panel for
safety.
Rather than destroy Multivac, Elvex decides to power the mainframe supercomputer down for its own good.
He quickly accesses the control panel and shuts down part of the systems.
By happy coincidence, the control panel toggles off the adjacent two panels, taking care of all the control
panels on the first floor.
Using the propel gun, Elvex leaps up to the second floor.
Slipping behind a control panel as Multivac’s laser swings by, Elvex shuts down another control panel and its
adjacent companions.
Elvex launches himself to one of the two remaining control panels and quickly deactivates it.
Unlike the previous control panels, this one turns one of the adjacent control panels on.
With the crossed circuits and the imminent danger of Multivac’s lasers, Elvex must plan his actions carefully
or he might cease to function.
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MAJOR AREAS/VISUAL THEMES
To 1
To B1
To A1
To B2
To 2
To B3
To B1
To 2
To 2
Start
To Boss
To B2
Figure 2: Map Overview
Area 1-B3: Training Space Station
Text Description:

The environment of the space station is simple, unobstructed, and clean. It takes cues from the sleek,
elegant future envisioned by artists and moviemakers of the 1970s (2001: A Space Odyssey, Star Trek, etc.).
Rooms have a single, strong color to define the space, complimented by a few complimentary lights.
Visual References
Terrain/Vegetation
 None
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Models/Architecture
Figure 3: Uncluttered walls let the player focus on the task.
Figure 4: Simple wall paneling
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Figure 5: The level will have many pits that do not make architectural sense, but make for fun gameplay.
Figure 6: Another example of architectural nonsense, but good gameplay.
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Textures/Lighting
Figure 7: Simple, flat colors and lights for the future
Figure 8: Simple, repetitive, iconic textures
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Figure 9: Single, dominant light color with subtle, complimentary lights
Figure 10: Another example of a room with a dominant light with complimentary lights.
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Figure 11: The sleek, simple future with soft lights and walls that melt into the floor and ceiling.
Characters/Vehicles
 See Actors below
Area Boss: The Mainframe Office
Text Description:

The Mainframe Office shares many of the design elements of the rest of the ship. It is simple, clean, and
sleek. The Mainframe Office uses simple, but strong light colors to give the room character and tie the three
floors together.
Visual References
Terrain/Vegetation
 None
Models/Architecture
Figure 12: Imagine the middle column trying to kill the two men...
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Figure 13: Simple, uncluttered machinery
Figure 14: Another example of flat, sleek controls
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Textures/Lighting
Figure 15: Bright, clear, and clean environment for the robots
Characters/Vehicles
 See Actors below
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LEVEL OBJECTIVES




Primary: “Correct” Multivac
Secondary: Acquire the propel gun
Bonus: None
Hidden: None
CHALLENGE HIGHLIGHTS
Area 1: Entrance





Combat: None
Stealth: None
Puzzles:
o Use tractor beam to cross room
Conversation: None
Boss Battles: None
Area 2.1-3: Multi-Test Room





Combat:
o A few simple enemies
Stealth: None
Puzzles:
o Use tractor beam to cross room to Area A1
o Use tractor beam to get back to Area 1 platform
o Use propel gun to cross room to Area B1
Conversation: None
Boss Battles: None
Area A1: Propel Gun Room





Combat: None
Stealth: None
Puzzles:
o Use tractor beam to cross moving platforms; use propel gun to return
Conversation: None
Boss Battles: None
Area B1: Hallway of No Return





Combat:
o Single, simple enemy
Stealth: None
Puzzles:
o Use tractor beam and propel gun to cross room
Conversation: None
Boss Battles: None
Area B2: Stairway to Mainframe



Combat:
o Single, simple enemy
Stealth: None
Puzzles:
o Use tractor beam to descend room under platforms
o Use propel gun to ascend room on top of platforms
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Conversation: None
Boss Battles: None
Area B3.1-2: Final Steps





Combat:
o A few simple enemies
Stealth: None
Puzzles:
o Use tractor beam to cross room
o Use propel gun to ascend room
Conversation: None
Boss Battles: None
Area Boss.1-3: The Mainframe Office





Combat:
o Multivac
o Simple enemies
Stealth: None
Puzzles:
o Use control panels to shut down Multivac
Conversation: None
Boss Battles:
o Multivac
WOW MOMENTS




Moment 1 (Area 2.1: Multi-Test Room): Using tractor beam to hook around the corner
Moment 2 (Area 2.3: Multi-Test Room): Solving the room’s puzzle
Moment 3 (Area B.2: Stairway to Mainframe): Returning up the stairs with the propel gun
Moment 4 (Area Boss: The Mainframe Office): Fighting Multivac with the option of destroying it or shutting it
down
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Actors
Player
Elvex




Model(s): Cathode
Inventory: Tractor Beam
Start Location: Docking ship
Motives/Objectives: “Correct” Multivac by activating its self-correcting software or destroying it
Key Actors
Mulitvac




Model(s): Mainframe
Inventory: None
Start Location: Mainframe office
Motives/Objectives: Malfunctioning AI has caused Multivac to become aggressive to humanity
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NS-2 Unit




Model(s): Cathode
Inventory: Link Gun, Shock Rifle, or Rocket Launcher
Start Location: Throughout ship
Motives/Objectives: Running security protocol, hostile to all intruders
01 Unit




Model(s): 01
Inventory: Bolt Blaster
Start Location: Throughout ship
Motives/Objectives: Running security protocol, hostile to all intruders
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Z71 Unit

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

Model(s): Z71
Inventory: Electro-scorcher
Start Location: Throughout ship
Motives/Objectives: Running security protocol, hostile to all intruders
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Single Player Level Design Document
Mainframe Meltdown
User Interface
Pre-Game Information

Briefing:
o Text – “Transmission: Supercomputer mainframe, Multivac, malfunctioning. Location: Training Space
Station P90X. Human engineers met with hostility. Unable to correct situation. Sending NS-2 unit,
Elvex, to correct situation.”
In-Game Information




Introduction (Transmission to Elvex):
o Text – “Begin transmission.”
o Text – “Elvex, human engineers have been unable to correct Multivac due to hostile actions taken by
the stationed robots.”
o Text – “According to the three laws of robotics instilled in all positronic brains, robots should not be
able to harm humans or allow humans to come into harm.”
o Text – “We believe Multivac’s malfunction has affected all AI on the space station.”
o Text – “You must correct Mulitvac’s malfunction.”
o Text – “If you cannot correct Mulitvac’s malfunction, destroy Multivac.”
o Text – “End transmission.”
In-Game:
o None
Objectives:
o Correct Multivac
 Reach Multivac in the mainframe office
 Find propel gun to reach mainframe office
Conclusion:
o Text – “Transmission: Supercomputer mainframe, Multivac, malfunction “corrected.” NS-2 unit,
Elvex, en route to base for debriefing and data collection.”
Post Game Information


Debriefing:
o None
Stats:
o None
HUD Elements


Normal Elements Used:
o Health info, Weapon info
Special Elements Required:
o Objective display
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Mainframe Meltdown
GAMEPLAY DETAILS
Level Progression Chart
Figure 16: Level Progression Chart
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Gameplay Mechanics
Prerequisite Skills:
 Third-person movement
 Third-person aiming and shooting
 Jumping
Skills Learned
 Propel gun movement
 Tractor beam movement
 Activate triggers with tractor beam
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Mainframe Meltdown
OVERVIEW MAP
12,000 UU
16,000 UU
Figure 17: Quick Overview
Figure 18: Legend


Initial player inventory:
o Tractor Beam
Do enemies drop weapons/ammo/health?
o Enemies drop Health
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Mainframe Meltdown
DETAILED MAP DESCRIPTIONS
AREA 1: ENTRANCE
Map
3968 UU
640 UU
Figure 19: Entrance
Figure 20: Legend
Gameplay

The player uses the tractor beam to cross a pit
Dialog

“The floor below the platforms is electrified. Use the tractor beam to cross.”
Visual References

None
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Mainframe Meltdown
AREA 2.1: MULTI-TEST ROOM, PART 1
Map
7168 UU
6144 UU
Figure 21: Multi-Test Room, Part 1
Figure 22: Legend
Gameplay

The player uses the tractor beam to cross the electrified floor and get to A1.
Dialog

None
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Visual References
Figure 23: Multi-Test Room Perspective Shot, Part 1
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AREA A1: PROPEL GUN ROOM
Map
6144 UU
1920 UU
Figure 24: Propel Gun Room
Figure 25: Legend
Gameplay




Above an electrified floor, the platforms move as indicated by the arrows.
The player uses the tractor beam to cross the room and acquire the propel gun.
After acquiring the propel gun, the platforms lower, so that the tractor beam is rendered useless here.
The player uses the propel fun to hop across the platforms back to Area 2.
Dialog

None
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Mainframe Meltdown
Visual References
Figure 26: Propel Gun Room Perspective Shot
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AREA 2.2: MULTI-TEST ROOM, PART 2
Map
7168 UU
6144 UU
Figure 27: Multi-Test Room, Part 2
Figure 28: Legend
Gameplay



The player uses the tractor beam to get to the propel gun ammo across the room.
The player dispatches a simple enemy.
The player uses the tractor beam to make it back to the platform leading back to Area 1, but does not enter.
Dialog

None
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Visual References
Figure 29: Multi-Test Room Perspective Shot, Part 2
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AREA 2.3: MULTI-TEST ROOM, PART 3
Map
7168 UU
6144 UU
Figure 30: Multi-Test Room, Part 3
Figure 31: Legend
Gameplay




After making it to the platform leading to Area 1, the player uses the propel gun to get on top of the floating
platform.
The player uses the propel gun to move across the floating platforms.
The player dispatches of a simple enemy and gathers ammo.
The player uses the propel gun to cross the platforms to Area B1.
Dialog

None
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Visual References
Figure 32: Multi-Test Room Perspective Shot, Part 3
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AREA B1: HALL OF NO RETURN
Map
7168 UU
1536 UU
Figure 33: Hall of No Return
Figure 34: Legend
Gameplay




The rightmost two stationary platforms are red herrings. The player cannot advance using them.
Instead, the player uses the tractor beam on the moving platform, which carries the player to the middle
platform.
The player then uses the propel gun to cross the rest of the room. The player cannot go back to the rest of
the areas after this point.
The player dispatches a simple enemy and heads to Area B2.
Dialog

None
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Visual References
Figure 35: Hall of No Return Perspective Shot
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AREA B2: STAIRWAY TO MAINFRAME
Map
7168 UU
3200 UU
Figure 36: Stairway to Mainframe
Figure 37: Legend
Gameplay




The player begins on a platform below the exit to the next area, B3.
The player uses the tractor beam to move from the right of the room to the left.
The player dispatches of a simple enemy and gathers propel gun ammo.
The player uses the propel gun to return along the critical path, but this time on top of the platforms.
Dialog

None
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Visual References
Figure 38: Stairway to Mainframe Perspective Shot
Figure 39: Stairway to Mainframe Side View
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AREA B3.1: FINAL STEPS, PART 1
Map
3486 UU
1408 UU
Figure 40: Final Steps, Part 1
Figure 41: Legend
Gameplay



The player uses the tractor beam to shoot an anchor point and pull himself across an electrified floor.
The player dispatches of a simple enemy.
The player repeats the above two actions and gathers propel gun ammo.
Dialog

None
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Visual References
Figure 42: Final Steps Perspective Shot, Part 1
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AREA B3.2: FINAL STEPS, PART 2
Map
1408 UU
3486 UU
Figure 43: Final Steps, Part 2
Figure 44: Legend
Gameplay


The player returns to the middle area using the tractor beam.
The player uses the propel gun to go up the floating platforms to Area Boss.
Dialog

None
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Visual References
Figure 45: Final Steps Side View, Part 2
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AREA BOSS.1: THE MAINFRAME OFFICE, FLOOR 1
Map
4096 UU
4096 UU
Figure 46: Mainframe's Office, Floor 1
Figure 47: Legend
Gameplay


Multivac turns slowly, shooting lasers out of its sides.
The player can defeat Multivac in one of two ways:
1. Shoot Multivac’s eye, which causes Multivac to turn and shoot lasers and call for reinforcements.
2. Deactivate the control panels while dodging Multivac’s lasers.
 The trick here is that toggling a control panel on or off toggles both adjacent control panels
(as in the game lights out).
Dialog

None
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Mainframe Meltdown
Visual References
Figure 48: The Mainframe Office Perspective Shot, Floor 1
Figure 49: The Mainframe Office Side View, All Floors
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AREA BOSS.2: THE MAINFRAME OFFICE, FLOOR 2
Map
4096 UU
4096 UU
Figure 50: The Mainframe Office, Floor 2
Figure 51: Legend
Gameplay


Multivac turns slowly, shooting lasers out of its sides.
The player can defeat Multivac in one of two ways:
1. Shoot Multivac’s eye, which causes Multivac to turn and shoot lasers and call for reinforcements.
2. Deactivate the control panels while dodging Multivac’s lasers.
 The trick here is that toggling a control panel on or off toggles both adjacent control panels
(as in the game lights out).
Dialog

None
Visual References

See Area Boss.1: The Mainframe Office, Floor 1
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Mainframe Meltdown
AREA BOSS.3: THE MAINFRAME OFFICE, FLOOR 3
Map
4096 UU
4096 UU
Figure 52: The Mainframe Office, Floor 3
Figure 53: Legend
Gameplay


Multivac turns slowly, shooting lasers out of its sides.
The player can defeat Multivac in one of two ways:
1. Shoot Multivac’s eye, which causes Multivac to turn and shoot lasers and call for reinforcements.
2. Deactivate the control panels while dodging Multivac’s lasers.
 The trick here is that toggling a control panel on or off toggles both adjacent control panels
(as in the game lights out).
Dialog

None
Visual References

See Area Boss.1: The Mainframe Office, Floor 1
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