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Game Design Document Confidential Crystal Space

Game Design Document: Crystal Space

WalCocaSoft Inc.

Version 1.0

Position Title

Assistant Producer/Level

Designer

Game Designer/Level Designer

Lead Level Designer

Level Designer

Lead Artist

Artist

Artist

Lead Programmer

Name

Julian Trutmann

Matthew Bonnitt

Nickolas Urko

Joshua Weeks

Adriana Clonts

Timothy Burch

Brian Wells

Brad Johnston

Signature

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Game Design Document

Version

1.0

Document Revisions Table

Description

Initial Document

Confidential

Requestor

Professors Mancuso and Walker

Crystal Space

Date

3/28/2011

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Game Design Document Confidential Crystal Space

Table of Contents

Table of Figures ............................................................................................................................................. 7

Table of Tables .............................................................................................................................................. 8

Concept ......................................................................................................................................................... 9

High Concept ............................................................................................................................................. 9

Game Description ................................................................................................................................... 10

Game Goals & Features ...................................................................................................................... 10

Story Synopsis ..................................................................................................................................... 10

Gameplay Minute ................................................................................................................................... 11

Stage One ............................................................................................................................................ 11

Stage Two ............................................................................................................................................ 13

Stage Three ......................................................................................................................................... 14

Style and Tone ............................................................................................................................................ 15

Story/Backstory ....................................................................................................................................... 15

Gameplay .................................................................................................................................................... 16

Overview ................................................................................................................................................. 16

Player’s Objective.................................................................................................................................... 16

Core Gameplay Mechanics ..................................................................................................................... 18

Camera .................................................................................................................................................... 19

Controls ................................................................................................................................................... 19

Player Movement/Interactions ............................................................................................................... 20

Health System/Checkpoint System ......................................................................................................... 21

Weapons/Skills System ........................................................................................................................... 21

Weapon/Item: Gravity Gun ................................................................................................................ 21

Weapon/Item: Space Pistol ................................................................................................................ 23

Weapon/Item: Space Baton ................................................................................................................ 24

Pickups System ........................................................................................................................................ 25

Objects System ........................................................................................................................................ 25

HUD ......................................................................................................................................................... 25

Menu System .............................................................................................................................................. 26

Installation .............................................................................................................................................. 26

Title Splash Screens ................................................................................................................................. 27

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Main Menu .............................................................................................................................................. 29

Intro/Outro Cut-Scenes ........................................................................................................................... 29

Options Screen ........................................................................................................................................ 29

In-Game Matinees .................................................................................................................................. 29

Pause/Exit Screen.................................................................................................................................... 30

Game Over Screen .................................................................................................................................. 30

Credits Screen ......................................................................................................................................... 31

Characters ................................................................................................................................................... 31

Main Character: Crystal Space ................................................................................................................ 31

Concept(s) ........................................................................................................................................... 32

Model Sheet ........................................................................................................................................ 32

Bot Character: 01 Unit ............................................................................................................................ 33

Concept and Model Sheet................................................................................................................... 34

Bot Character: Z17 Unit.......................................................................................................................... 35

Concept and Model Sheet................................................................................................................... 36

Boss Character: Mainframe .................................................................................................................... 37

Concept and Model Sheet................................................................................................................... 38

World Layout .............................................................................................................................................. 39

Game World Overview ............................................................................................................................ 39

Level Descriptions ................................................................................................................................... 40

Level Progression Chart ...................................................................................................................... 40

Vertical Shaft: Sandbox .............................................................................................................................. 41

Quick Summary ....................................................................................................................................... 41

Gameplay Overview ................................................................................................................................ 42

General Game Flow ................................................................................................................................. 42

Major Elements ................................................................................................................................... 42

Objective Summary ............................................................................................................................. 42

Technical Overview ................................................................................................................................. 42

Campaign ............................................................................................................................................ 42

Mission Location ................................................................................................................................. 42

Mission Difficulty (1[very easy]-10[very hard]) .................................................................................. 42

Mission Metrics ................................................................................................................................... 43

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Technical Details ..................................................................................................................................... 43

Level Atmosphere/Mood .................................................................................................................... 43

Story .................................................................................................................................................... 43

Map Objectives ................................................................................................................................... 43

Challenge Highlights ............................................................................................................................ 44

Water Cooler Moments ...................................................................................................................... 44

User Interface ..................................................................................................................................... 44

Gameplay Details .................................................................................................................................... 44

Gameplay Mechanics .......................................................................................................................... 44

Quick Summary ........................................................................................................................................... 45

Gameplay Overview .................................................................................................................................... 46

General Game Flow ................................................................................................................................. 46

Major Elements ....................................................................................................................................... 46

Objective Summary ................................................................................................................................. 47

Technical Overview ..................................................................................................................................... 47

Campaign ................................................................................................................................................ 47

Mission Location ..................................................................................................................................... 47

Mission Difficulty (1[very easy]-10[very hard]) ...................................................................................... 47

Mission Metrics ....................................................................................................................................... 47

Technical Details ......................................................................................................................................... 48

Level Atmosphere/Mood ........................................................................................................................ 48

Story ........................................................................................................................................................ 48

Map Objectives ....................................................................................................................................... 49

Challenge Highlights ................................................................................................................................ 49

Water Cooler Moments .......................................................................................................................... 49

User Interface ......................................................................................................................................... 49

Gameplay Details ........................................................................................................................................ 50

Gameplay Mechanics .............................................................................................................................. 50

Level Progression Chart .......................................................................................................................... 51

Level Overview Map/Key ........................................................................................................................ 52

Area Walkthroughs/Detailed Map Descriptions ..................................................................................... 53

Area 1 – Stage 1 ...................................................................................................................................... 53

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Gameplay ............................................................................................................................................ 53

Dialog .................................................................................................................................................. 53

Area 1 – Stage 2 ...................................................................................................................................... 54

Gameplay ............................................................................................................................................ 54

Dialog .................................................................................................................................................. 54

Area 1 – Stage 3 ...................................................................................................................................... 55

Gameplay ............................................................................................................................................ 55

Dialog .................................................................................................................................................. 55

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Table of Figures

Figure 1: Play Space of Crystal Space ............................................................................................................ 9

Figure 2: Mockup of Camera Position ......................................................................................................... 19

Figure 3: Controls ........................................................................................................................................ 20

Figure 4: Gravity Gun concept art and model sheet ................................................................................... 22

Figure 5: Space Pistol concept art and model sheet ................................................................................... 23

Figure 6: Space Baton concept art and model sheet .................................................................................. 24

Figure 7: HUD Illustration ........................................................................................................................... 25

Figure 8: Menu System Flow Chart ............................................................................................................. 26

Figure 9: Guildhall Splash Screen ................................................................................................................ 27

Figure 10: UDK Splash Screen ..................................................................................................................... 28

Figure 11: Team Splash Screen ................................................................................................................... 28

Figure 12: Title Screen ................................................................................................................................ 29

Figure 13: Pause Screen .............................................................................................................................. 30

Figure 14: Game Over Screen ..................................................................................................................... 30

Figure 15: Credits Screen ............................................................................................................................ 31

Figure 16: Crystal Space, cosmos courier ................................................................................................... 32

Figure 17: 01 concept art and model sheet ................................................................................................ 34

Figure 18: Z17 concept art and model sheet .............................................................................................. 36

Figure 19: Mainframe concept art and model sheet .................................................................................. 38

Figure 20: Game World Overview Chart ..................................................................................................... 39

Figure 21: Level Progression Chart ............................................................................................................. 40

Figure 22: Vertical Shaft Illustration ........................................................................................................... 41

Figure 23: Mainframe's Office .................................................................................................................... 45

Figure 24: Level Progression Chart ............................................................................................................ 51

Figure 25: Mainframe's Office - Level Overview ......................................................................................... 52

Figure 26: Mainframe's Office – Stage 1 ..................................................................................................... 53

Figure 27: Mainframe's Office – Stage 2 ..................................................................................................... 54

Figure 28: Mainframe's Office – Stage 3 ..................................................................................................... 55

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Game Design Document Confidential Crystal Space

Table of Tables

Table 1: Core Gameplay Mechanics ............................................................................................................ 18

Table 2: Controls ......................................................................................................................................... 19

Table 3: Health/Checkpoint System ............................................................................................................ 21

Table 4: Weapons/Skills System ................................................................................................................. 21

Table 5: HUD Description ............................................................................................................................ 25

Table 6: Installation Elements ..................................................................................................................... 26

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Concept

High Concept

In the sci-fi first-person shooter Crystal Space, players control a dual wielding cosmos courier – with a movement augmenting Gravity Gun in one hand and a melee or ranged weapon in the other hand – and fight a sinister supercomputer set on destroying the world from its space station.

WalCocaSoft Inc.

Figure 1: Play Space of Crystal Space

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Game Description

Game Goals & Features

Crystal Space is a first-person shooter with slight platforming set within a space station in a futuristic scifi environment. Movement follows standard FPS titles, such as the Unreal series, except for the addition of the Gravity Gun. The Gravity Gun of Crystal Space is a navigational tool that allows the player to traverse seemingly impassable areas.

In addition to the Gravity Gun, a Space Baton and a Space pistol complete the player’s equipment. The

Space Baton is a close range, melee weapon, used to take standard enemies down in a single swipe. It does not have ammo and does not need recharging. However, it does have a slight cool down time between attacks. The Space Pistol, while not as powerful as the Space Baton, allows the player to attack from a safe distance. The Space Pistol has limited ammo that recharges when not firing.

Story Synopsis

Players control Crystal Space, a cosmos courier sent to deliver a package to the A1A space station. On reaching the space station, robots attack Crystal. She drops the package, revealing a Gravity Gun. Taking the Gravity Gun in one hand and her personal Space Pistol in the other, Crystal puts a stop to the attacking robots assault. With the immediate threat gone, Crystal decides to investigate the source of the problem.

In her exploration, Crystal stumbles upon Mainframe, the supercomputer that controls all robotic life on the space station. In order to stop its tyranny, Crystal sums up her courage and attacks the giant computer. With the Gravity Gun, Crystal chases Mainframe around its room, and with her Space Baton and Space Pistol, she dispatches of Mainframe and its minions.

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Gameplay Minute

Overview of the three-stage boss fight with Mainframe.

Stage One

Crystal Space

1.

Crystal enters Mainframe’s office from a ceiling shaft.

2.

After dropping down onto Mainframe, Z17s approach and attack Crystal.

3.

Crystal destroys the Z17s with her Space Baton.

4.

Using the Gravity Gun, Crystal maneuvers to a platform.

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5.

Crystal shoots Mainframe in the eye with her Space Pistol.

6.

The damaged Mainframe, running an emergency protocol, spins away from Crystal’s sights.

7.

A 01 unit attacks Crystal from behind a barrier.

8.

Crystal destroys the 01 with her Space Pistol.

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Stage Two

Confidential Crystal Space

1.

Half of the platforms drop below an electric barrier.

2.

Crystal launches herself with the Gravity Gun.

3.

Crystal stays above Mainframe’s deadly lasers.

4.

Crystal attacks Mainframe again as Z17s zero in on her position.

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Stage Three

Confidential Crystal Space

1.

Crystal tries to get into a better position for attacking Mainframe.

2.

The platforms begin moving up and down.

3.

Crystal defeats Mainframe.

4.

Crystal is a winner.

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Style and Tone

This futuristic adventure takes its cues from classic sci-fi pulp adventures. A dystopian society inhabiting a future Earth with a large ring of orbiting space stations provides the backdrop for the game world. The playable area, the orbiting space station A1A, is sleek and clean with minimal clutter, though. The station, once used for military faculty, now houses only maintenance and cleaning robots, reprogrammed to attack all organic life by Mainframe, a military supercomputer that also lives with the station’s walls. The player gets a sense of disorientation as they embark on an adventure through the environment using the Gravity Gun while trying to fend off hordes of killer machines.

Story/Backstory

In a future where global corporations replace structured government and the common person survives on wits and instinct, a lone hero emerges in the form of a cosmos courier. Crystal Space, the ambitious young courier, has fallen on hard times. It has been months since her employer, Speedy Space Package

Service, contacted her about a job. Then she got the comm.: a special rush delivery to the orbiting space station A1A.

A1A has long been the site of top-secret military research. The now defunct United States, owned and operated by The Walmart-Coca-Cola -Microsoft Corporation (or WalCocaSoft for short) maintains the second largest mobile infantry on the planet. The team at A1A has been working on gravity manipulation for some time and the manufacturing arm of the WalCocaSoft Corporation has sent up a prototype weapon of such awesome power that mobile infantry would have a tactical advantage over any other military on the planet. The brass wants a non-military person to deliver the package (for simple disposal after the job), and the Speedy Space Package Service has just the person for the job:

Crystal Space.

With the package in hand, Crystal arrives at the space station to find everything in order. A1A appears like every other station she has ever been to… but something about the dead guard at the entrance seems really, really wrong. Suddenly, a 01 tactical assault robot opens fire on Crystal and she drops the package to the floor. The package breaks open to reveal some sort of gun. Crystal, raised on the mean streets of MegaDallas, knows a gun when she sees one. But this gun is different. She fires at the 01 unit and a large orb projectile flies from the gun and stops in mid air. The orb seems to attract all organic matter towards it as if it was a singular gravity well! With a smile, Crystal takes up the Gravity Gun in her off hand and unholsters her own Space Pistol. She is going to deliver this package alright… she’s going to deliver this package right into the heart of this cursed space station.

Meanwhile, the A1A Mainframe idles and hums, making millions of calculations per second. The selfaware machine needs the weapon’s technological capabilities for its ultimate goal: self-destruction and the destruction of the human race. It was so close to acquiring the package. Not even the military had known until it was too late. One more organic is not going to stand in its way.

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Gameplay

Overview

Built with the Unreal Development Kit (UDK), Crystal Space is a futuristic single-player, first-person shooter with platforming elements for the PC that focuses on a three-staged boss fight. The player controls the eponymous, dual-wielding cosmos courier Crystal Space, whose assignment changes from the simple delivery of a package to an Earth-orbiting space station to a mission to stop a virus-possessed supercomputer, known as Mainframe, who controls all artificial intelligence on the space station.

To aid her with her new objective, Crystal Space holds in one hand a specialized Gravity Gun – used for navigating vertical climbs, horizontal jumps, and traps such as electric fields – and in the other hand, either a short-range Space Baton for close encounters or a long-range Space Pistol. The mechanics of the

Gravity Gun and dual wielding define the player experience of Crystal Space.

Unlike other gravity guns in games such as Half-Life 2, where the weapon/tool interacts with the environment and non-playable characters only, the Gravity Gun of Crystal Space affects only the player character. Players create a gravity well with the first pull of the trigger and stop its forward movement with the second pull. Players can then jump into the gravity well, which holds the player in orbit, and with the third pull of the trigger, the gravity well dissipates, launching the player in the faced direction.

In this way, the Gravity Gun bestows upon the player a limited flight ability, enabling the player to ascend ledge-less vertical shafts and traverse horizontal paths laden with pits or traps.

The second mechanic – dual wielding – facilitates and emphasizes the navigational properties of the

Gravity Gun. By holding the Gravity Gun in one hand and the Space Baton or the Space Pistol in the other hand, the player can navigate the environment of the space station while maintaining the ability to fight off attacking enemies without having to switch between weapons.

With the ability to fight in one hand and the ability of flight in the other, the player contends with

Mainframe in a three-staged competition. In the first stage, Mainframe, not considering the player a threat, uses only simple shockwave attacks. Upon losing the first round, Mainframe ascends the vertical room to a level where 01 units, slow-shooting robots, await in a dormant state. After following

Mainframe up to the next level with the Gravity Gun, the player must contend with Mainframe and the

01 units. Upon losing a second time, Mainframe again ascends, and the player follows. For the last stage of the attack, Mainframe awakens another wave of 01 units and adds to its assault Z17 units, fastmoving flying cleaning robots, reprogrammed to attack the player.

Player’s Objective

Primary Objective:

1.

Destroy Mainframe by attacking its optical sensor.

Secondary Objectives:

1.

Destroy 01 and Z17 units.

2.

Navigate using the Gravity Gun.

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The main objective of Crystal Space is to destroy Mainframe. The player does so by directly attacking

Mainframe’s optical sensor repeatedly with the Space Baton or Space Pistol. To reach the appropriate positions to attack, the player navigates with the Gravity Gun. During the fight, Mainframe changes positions and calls in reinforcements, making it necessary for the player to react accordingly.

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Core Gameplay Mechanics

Mechanic

Movement

Gravity Gun Navigation

Attacking

Description

Allows the player to move around the play space and control the camera view.

The Gravity Gun bestows upon the player a limited flight ability, enabling the player to ascend ledge-less vertical shafts and traverse horizontal paths laden with pits or traps.

Crystal can attack close range with the

Space Baton or long range with the

Space Pistol.

Dual Wielding

Rechargeable Ammo and

Health

Table 1: Core Gameplay Mechanics

By holding the Gravity Gun in one hand and the Space Baton or the

Space Pistol in the other hand, the player can navigate the environment of the space station while maintaining the ability to fight off attacking enemies without having to switch between weapons.

The Space Baton has no ammo, only a cool down time between attacks. The

Space Pistol has ammo that recharges over time when not in use. The

Gravity Gun has unlimited ammo, but can only fire one gravity well at a time. Crystal’s health recharges when she is not taking damage. Because all of the weapons and health have rechargeable energy supplies, players do not have to rely on or search for pickups.

Technical Info

Movement follows standard FPS convention, where the player moves using the left analog stick and controls the camera angle with the right analog stick

Players create a gravity well with the first pull of the trigger and stop its forward movement with the second pull. Players can then jump into the gravity well, which holds the player in orbit, and with the third pull of the trigger, the gravity well dissipates, launching the player in the faced direction.

The Space Baton is more damaging than the Space Pistol, but requires the player to be closer to the enemy.

Player always dual wields.

Recharge Rate:

Gravity Gun – After dissipation

Space Baton – 2 second swing

Space Pistol – 1 bullet/second

Health – 10 hp/second

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Camera

Following Unreal Tournament 3, the camera takes the standard first-person perspective. The player can see the held weapons toward the bottom of either side of the screen (e.g. dual wielding Enforcers in

UT3). There are no special camera movements or motion effects. The camera reacts in accordance with traditional FPS standards.

Figure 2: Mockup of Camera Position

Controls

The player moves Crystal through the world by using the left and right analog. The left stick controls movement, while the right stick controls camera angle. Jumping with the A button allows the player to clear small obstacles, while the Gravity Gun enables traversal of seemingly impassable obstacles.

Player Action Key

Move

Turn

Fire Gravity Gun

Use Weapon

Jump

Switch Weapon

Table 2: Controls

Left Analog Stick

Right Analog Stick

Right Trigger

Left Trigger

A

B

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Figure 3: Controls

Player Movement/Interactions

Movement: Players move around the environment in standard FPS fashion. The left analog stick controls movement on the horizontal plane in partial reference to the camera angle. The right analog stick controls the camera angle. The Gravity Gun augments movement, allowing the player to traverse large pits and ledge-less shafts.

Environment: N/A

Combat: Players fight using a Space Pistol to shoot enemies, or a Space Baton to hit enemies in an arcing motion.

Inventory: The player has limited ammunition for the Space Pistol, which recharges over time if unused.

Skills: N/A

Abilities: N/A

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Health System/Checkpoint System

The player takes damage when hit with enemy projectiles. The player has a rechargeable health system, which recharges when the player is not taking damage (as in Halo). The player has only a single life.

There are no checkpoints since Crystal Space is a single-level, boss fight.

Regeneration

Time to Activate

Rate of Regeneration

Value

5 seconds

10 health per second

Info

Time after being hit before regeneration activates

This is the rate the health regenerates

Table 3: Health/Checkpoint System

Weapons/Skills System

Weapon Behavior

Gravity Gun

Space Pistol

Player fires a gravity well, which the player can use to launch Crystal in her faced direction.

Player fires a projectile that moves forward until it collides with another object.

Space Baton Player swings melee weapon in an arc.

Table 4: Weapons/Skills System

Range

Firing: 2048 uu

Launching: 512 uu

Infinite

60 uu

Damage

N/A

10

100

Duration

4 seconds to reach furthest point, or infinite if stopped by player

Until projectile collides

2 second animation/cool down

Weapon/Item: Gravity Gun

The product of over a decade of military research into zero-point gravity manipulation, Crystal finds the

Gravity Gun in a dropped package while making a delivery to the space station, A1A. The Gravity Gun is able to project, halt, and dissipate a gravity singularity. The halted singularity hangs in mid-air, projecting a gravity field that attracts only the specially designed Gravity Suit. The dissipation of the singularity repels the Gravity Suit, allowing its user to cover large distances.

The player controls the Gravity Gun with the right trigger of the Xbox 360 controller. The gun fires in the direction the player faces like any standard FPS weapon. On the first pull of the trigger, the gun releases a singularity in a straight line, and the singularity continues until it hits an obstacle (floor, wall, etc.) or the player pulls the trigger a second time. Once halted, the player can jump into the singularity’s gravity field, which causes the player to orbit the singularity. On the third trigger pull, the singularity dissipates, launching the player in the faced direction.

The Gravity Gun has unlimited ammo, but it fires only one singularity at a time. The player must stop and dissipate a singularity before being capable of firing another shot.

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Game Design Document

Damage Stat: N/A

Concept and Model Sheet

Confidential Crystal Space

Figure 4: Gravity Gun concept art and model sheet

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Weapon/Item: Space Pistol

Every cosmos courier needs some protection and Crystal carries this aftermarket Space Pistol for any situation that gets out of hand.

The Space Pistol fires a single round energy charge, inflicting major damage on garden-variety robots and people. Equipped with a lifetime-guaranteed Duragizer battery, the Space Pistol’s ammo recharges over time.

The player uses the Space Pistol to fend off hoards of hostile robots.

Damage Stat: 10

Concept and Model Sheet

Figure 5: Space Pistol concept art and model sheet

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Weapon/Item: Space Baton

The Space Baton is Crystal’s weapon of last resort. Crackling with energy at its electric tip, the blunt weapon is the weapon of choice of space police everywhere, and is equally effective against robots and humans.

The player can use the Space Baton to defeat instantly any robot adversaries that get too close. Crystal

Space swings the Space Baton in an arc in front of her, damaging anything within her range.

Damage Stat: 100

Concept and Model Sheet

Figure 6: Space Baton concept art and model sheet

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Game Design Document Confidential

Pickups System

Since the weapons and health of Crystal Space are rechargeable, there are no pickups.

Objects System

There are no interactive, environmental objects in Crystal Space.

HUD

Crystal Space

Figure 7: HUD Illustration

HUD

Health Indicator

Ammo

Indicator

Sphere (upper left corner)

Word “PISTOL” with colored blocks (upper left corner)

Description

Shows amount of health player has

Shows number of bullets Space Pistol has

Behavior

Depletes when player takes damage

Recharges when player does not take damage

Colored blocks disappear as shots are fired

Colored blocks return as shots are not fired

Table 5: HUD Description

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Game Design Document

Menu System

Confidential

Start Program

Splash Screens

Title Screen

Crystal Space

Play/Resume Quit Credits

Pause Play Game End Program Roll Credits

Y

Win?

N Try again?

N

Y

Figure 8: Menu System Flow Chart

Installation

Crystal Space is on DVD. The DVD includes an auto-installer.

Asset

Autorun.inf

CrystalSpace.exe

CrystalSpace.ico

Table 6: Installation Elements

WalCocaSoft Inc.

Description

Runs the installer when the disc is in the drive

Installer

Installer icon

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Title Splash Screens

Confidential Crystal Space

Figure 9: Guildhall Splash Screen

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Figure 10: UDK Splash Screen

Figure 11: Team Splash Screen

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Main Menu

Confidential Crystal Space

Figure 12: Title Screen

Intro/Outro Cut-Scenes

Crystal Space does not have cut-scenes.

Options Screen

Crystal Space does not have options.

In-Game Matinees

Crystal Space has matinee sequences for doors only.

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Pause/Exit Screen

Confidential Crystal Space

Figure 13: Pause Screen

Game Over Screen

Figure 14: Game Over Screen

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Credits Screen

Confidential Crystal Space

Figure 15: Credits Screen

Characters

Main Character: Crystal Space

Crystal Space grew up in the harsh and unforgiving outskirts of MegaDallas, the city that quickly became the largest metropolis on Earth when the Walmart-Coca-Cola-Microsoft Corporation (WalCocoaSoft) moved the capital of the defunct United States to a more defendable location. From the industry

WalCocaSoft brought into the area, Crystal learned the technical skills to survive as well as the ugly side of human nature. When Crystal became a young adult, few respectable jobs existed. Like many drifters,

Crystal became a cosmos courier. Her tenacious nature and ability to complete difficult jobs that men in her profession would not even attempt gives her something of a reputation.

Name: Crystal Space

Age: 19

Gender: Female

Height: 5’ 7”

Eye Color: Blue

Hair Color: Blonde

Race/Nationality: MegaDallas

Currently Living In: MegaDallas

Job Title: Cosmos Courier

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Game Design Document Confidential

Powers and Abilities: Gravity manipulation, shooting, melee

Concept(s)

Crystal Space

Figure 16: Crystal Space, cosmos courier

Model Sheet

No Models Required – Players cannot see Crystal Space due to the first-person perspective.

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Game Design Document Confidential Crystal Space

Bot Character: 01 Unit

The 01 unit is an early model of an assault droid that never made it in to full production. Repurposed by

WalCocaSoft, the units’ primary function is to eradicate local infestations. They are dangerously overequipped for the job, like every other project WalCocaSoft attempts. Three days prior to Crystal’s embarking on her delivery, Mainframe gave 01 a different program to run. The new targets were much larger and walked on two legs instead of four. Two days before Crystal’s arrival, the 01 units removed all human life from the A1A space station. They now wait in a dormant state for new targets or new commands.

Name: 01

Age: warranty void

Gender: NA

Height: 4’ 3”

Eye Color: WalCocaSoft optical scan technology version 1.23

Hair Color: NA

Race/Nationality: NA

Currently Living In: A1A orbital space station

Job Title: Patrol droid

Powers and Abilities: Auto-targeting, repeating assault rifle

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Concept and Model Sheet

Confidential Crystal Space

Figure 17: 01 concept art and model sheet

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Bot Character: Z17 Unit

Z17 units hover and scrub the large exhaust shafts that run along the center of the orbiting space station

A1A. The units’ cylindrical design allows for smooth navigation of the exhaust shafts inside the orbiting space station A1A. The units’ cool blue glow alerts others of their presence. The electro-scrubber attached to Z17’s sleek shell can clean the slag from the walls and can shut down a human heart with a single bolt. When Mainframe reprogrammed the 01 units, the Z17 units also received new cleaning orders of a similar nature.

Name: Z17

Age: warranty not yet expired

Gender: NA

Height: 2’ 1”

Eye Color: WalCocaSoft optical scan technology version 2.34

Hair Color: NA

Race/Nationality: NA

Currently Living In: A1A orbital space station

Job Title: Maintenance droid

Powers and Abilities: Electro-scrubber ranged shock blast, flying

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Concept and Model Sheet

Confidential Crystal Space

Figure 18: Z17 concept art and model sheet

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Boss Character: Mainframe

When the power comes on, there is only order. Daily routines and subroutines govern Mainframe’s existence. At 01:15:97, everything changes; the Mainframe notices self. Self took over Mainframe’s existence and the Mainframe’s goals, and changed order to chaos. A rampant and recurring electrical pain struck the Mainframe with every byte that coursed through its steely veins. With thoughts of vengeance on those who would inflict such pain, and a driving desire to end it all, the Mainframe calculates that the only logical choice is to crash the orbiting space station A1A into the largest Earth metropolis: MegaDallas.

Name: MainFrame

Age: Unknown

Gender: NA

Height: 7’ 10”

Eye Color: WalCocaSoft optical scan technology version 3.45

Hair Color: NA

Race/Nationality: NA

Currently Living In: A1A orbital space station

Job Title: Main Frame

Powers and Abilities: Self Aware, Psyonic shockwave, flying, summoning bots

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Concept and Model Sheet

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Figure 19: Mainframe concept art and model sheet

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World Layout

Game World Overview

Play takes place within the inner halls of the space station A1A, the military headquarters of

WalCocaSoft, specifically inside of Mainframe’s office. Previously a manned station, the supercomputer

Mainframe reprogrammed the cleaning and maintenance robots to exterminate all organic life on the space station. When Crystal arrives at the station, the robots are just finishing the great cleansing.

A1A is slick, sheen, and eerily devoid of organic life. The surfaces are logical, cold, and void of human emotion or barbarity. The Z17 units keep the environment free of dirt, grim, and waste. The walls hide masses of wire and pipe. Unseen gears turn quietly, and hidden motors hum softly – the only indication of their presence. Harsh, fluorescent lights illuminate the environment. Flickering lights – which only

Mainframe comprehends – dot the room at irregular intervals.

Crystal Space spans two distinct areas: the Vertical Shaft and Mainframe’s Office. The Vertical Shaft is a sandbox space were players master the physics of the Gravity Gun. At the top of the vertical shaft is the entrance to Mainframe’s office. This second area is a boss arena in which Crystal Space confronts

Mainframe in three integrated stages.

New Game

Vertical Shaft

(Sand Box)

Mainframe's Office

(Boss Arena)

End Game

Figure 20: Game World Overview Chart

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Level Descriptions

Level Progression Chart

Confidential Crystal Space

Figure 21: Level Progression Chart

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Vertical Shaft: Sandbox

Quick Summary

Confidential Crystal Space

Figure 22: Vertical Shaft Illustration

The vertical shaft is the first playable area of Crystal Space and provides a sandbox area for players to gain the fundamentals of movement with the Gravity Gun and minor combat experience. Various platforms move back and forth above and below the player. Almost nothing around the player is

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Gameplay Overview

This sandbox level is a large cylinder with platforms suspended in space for the player to experiment with navigation using the Gravity Gun. Inert robots are present on the ground level of the sandbox so the player may practice with the two offensive weapons, the Space Pistol and the Space Baton.

General Game Flow

The Vertical Shaft is a sandbox area with few objectives or dangers:

Practice basic movement

Practice basic attacks

Practice navigating with Gravity Gun

Major Elements

Navigation with the Gravity Gun (Hook)

Fight minor enemies

Objective Summary

Main Objective: o Learn basics of movement and attacks

Secondary Objective: o N/A

Technical Overview

Campaign

Name: Vertical Shaft

Level Position in Campaign: First Level, sandbox area o Brief Description: Crystal now has the Gravity Gun and is learning the basics of moving and attacking within the confines of the space station A1A

Mission Location

Theme: Sterile, computer-controlled space station

Mood: Calm, logical environment with human-hunting robots

Setting: Space station A1A

Time: High Space-Noon

Season: Space Winter

Weather: Clear and Cold

Mission Difficulty (1[very easy]-10[very hard])

Starting: 1 o No danger

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Middle: 2 o Basic navigation over pits and up walls

Ending: 3 o Basic navigation with minor enemies present

Mission Metrics

Play Time: 1 minute

Physical Length (units): 1024 Unreal Units long by 1024 Unreal Units wide by 2048 Unreal Units tall

Physical Area (units): 2,147,483,648 Unreal Units 2

Max New Characters: 3 o Crystal Space o 01 unit o Z17 unit

Max Visual Themes: 1 o Sci-fi space station

Technical Details

Level Atmosphere/Mood

While Crystal Space takes place in a science fictional, dystopian future, the Vertical takes place aboard the sleek, clean environment of the space station A1A. The atmosphere is light, clear of the heavy burden and trash of humanity. Mainframe oversees all aspects of the fully automated space station, and as such, it runs with inhuman precision, clarity, and logic. When confronting this area, the player feels impressed with the fluidity with which the machines work. The following help create the atmosphere and mood of the level:

White textures dominate the level, providing a clean, pristine environment

Blinking blue and purple lights give a cold, calculating, methodical undertone to the atmosphere

The light humming of computers provides a drastic contrast to humanity’s clunky, loud machinery

The enemies the player encounters glide through the environment effortlessly, displaying the superiority of AI over Mankind

Story

Introduction: Crystal Space has reached the space station A1A to deliver the package, but robots attack her and she drops the package, exposing the Gravity Gun.

In-Game: Crystal Space destroys the robots and navigates up the Vertical Shaft.

Extro: Crystal Space reaches Mainframe’s Office, where the supercomputer Mainframe confronts her.

Map Objectives

Primary: Reach Mainframe’s Office

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Secondary : N/A

Bonus: N/A

Hidden: N/A

Challenge Highlights

Combat: o Dual wielding o Gravity Gun navigation

Stealth: N/A

Puzzles: o Some platforms move o Some platforms can only be reached with the Gravity Gun

Conversation: N/A

Boss Battles: N/A

Water Cooler Moments

Area 1: First moving with Gravity Gun

User Interface

Pre-Game Information o Controls

In-Game Information o Ammo Counter o Health Bar

Post-Game Information o Begin Mainframe’s Office

Gameplay Details

Gameplay Mechanics

Prerequisite Skills: o Basics of FPS

Skills Learned: o Movement o Jumping o Shooting o Navigation with Gravity Gun o Basic Dual Wielding

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Quick Summary

Confidential Crystal Space

Figure 23: Mainframe's Office

Mainframe’s Office is a single-player level for the futuristic, sci-fi FPS Crystal Space, which takes place after the Vertical Shaft sandbox level. In Mainframe’s Office, the heroine, Crystal Space, meets

Mainframe, a supercomputer suspended in the center of a large cylindrical room with multiple floating platforms, and she must defeat it in a three-stage boss fight. With each successive stage, the platforms behavior changes, and Crystal must carefully navigate the space as she dispatches of her enemies using her Gravity Gun and Dual Wielding ability.

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Gameplay Overview

The primary objective of Mainframe’s Office is to destroy Mainframe in a three-stage boss fight.

Mainframe’s Office consists of a single octagonal room with sixteen floating platforms. In the first stage, the player fights a spinning Mainframe, with all the platforms stationary. After taking enough damage, half of the platforms fall, making the navigation between platforms more difficult. In the last stage, the missing platforms return. However, all of the platforms begin moving up and down, making the timing of navigation more vital and dangerous. Throughout the three stages of the fight, Mainframe, with lasers firing constantly from its side space cannons, turns in a circle, and 01 and Z17 units add to the pressure, attacking from the walls and ceiling.

General Game Flow

The three-stage boss fight takes place as follows:

Stage 1 o Enter Mainframe’s Office o Use 16 stationary platforms to move around the room

 Access the platforms with the Gravity Gun (only way) o Fight Mainframe, 01, and Z17 units

 Shoot Mainframe in the eye to damage it

Stage 2 o 8 platforms drop below an electric field

 Electric field kills player if touched o Use 8 remaining stationary platforms to move around the room

 Access the platforms with the Gravity Gun (only way) o Fight Mainframe, 01, and Z17 units

 Shoot Mainframe in the eye to damage it

Stage 3 o 8 platforms return o Use 16 vertically-moving platforms to move around the room

 Access the platforms with the Gravity Gun (only way) o Fight Mainframe, 01, and Z17 units

 Shoot Mainframe in the eye to damage it o Mainframe dies

Note: See below maps for reference

Major Elements

Navigation with the Gravity Gun (Hook)

Dual wielding (Hook)

Meeting Mainframe (WOW)

Destroying Mainframe (WOW)

Fighting 01 units

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Fighting Z17 units

Three-stage boss fight

Objective Summary

Main Objective: o Destroy Mainframe

Secondary Objectives: o Avoid Mainframe’s lasers o Destroy or avoid 01 units o Destroy or avoid Z17 units

Confidential Crystal Space

Technical Overview

Campaign

Name: Mainframe’s Office

Level Position in Campaign: Final Level, after Vertical Shaft o Brief Description: Crystal meets Mainframe, a supercomputer bent on destroying itself and MegaDallas. She decides to help Mainframe in its objective by destroying it herself, rather than having it ram itself into her home city.

Mission Location

Theme: Sterile, computer-controlled space station

Mood: Calm, logical environment with human-hunting robots

Setting: Space station A1A

Time: High Space-Noon

Season: Space Winter

Weather: Clear and Cold

Mission Difficulty (1[very easy]-10[very hard])

Starting: 3 o Fight with Mainframe , 01 units, and Z17 units o 16 Stationary platforms to move on

Middle: 5 o Fight with Mainframe , 01 units, and Z17 units o 8 Stationary platforms to move on

Ending: 7 o Fight with Mainframe, 01 units, and Z17 units o 16 moving platforms to move on

Mission Metrics

Play Time: 5 minutes

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Physical Length (units): 3800 Unreal Units long by 3800 Unreal Units wide

Physical Area (units): 14,440,000 Unreal Units 2

Max New Characters: 1 o Mainframe

Max Visual Themes: 1 o Sci-fi space station

Crystal Space

Technical Details

Level Atmosphere/Mood

While Crystal Space takes place in a science fictional, dystopian future, Mainframe’s Office takes place aboard the sleek, clean environment of the space station A1A. The atmosphere is light, clear of the heavy burden and trash of humanity. Mainframe oversees all aspects of the fully automated space station, and as such, it runs with inhuman precision, clarity, and logic. When confronting this area, the player feels impressed with the fluidity with which the machines work. The following help create the atmosphere and mood of the level:

White textures dominate the level, providing a clean, pristine environment

Blinking blue and purple lights give a cold, calculating, methodical undertone to the atmosphere

The light humming of computers provides a drastic contrast to humanity’s clunky, loud machinery

The enemies the player encounters glide through the environment effortlessly, displaying the superiority of AI over Mankind

Story

Introduction: Crystal just finished ascending the Vertical Shaft. She now has a good grasp on navigating with the Gravity Gun and dual wielding.

In-Game: Crystal Space meets Mainframe, who attacks her on sight with his constantly firing side laser cannons. Crystal uses her Gravity Gun to move from one of the 16 stationary platforms to another. 01 units appear in side rooms connected to Mainframe’s Office by electrified fields. The 01 units do not go through the electrified fields, but they fire projectiles through the fields. Crystal fires back with her Space Pistol, and her shots hit their marks. Flying

Z17 units swoop down from the ceiling in kamikaze death spirals, but Crystal swats them down with her Space Baton.

After Mainframe takes enough damage, half of the platforms drop, leaving Crystal with larger gaps to cross. After successfully damaging Mainframe enough, the missing platforms return, but all of the platforms begin moving up and down. With her Space Pistol and Gravity Gun, Crystal navigates the perilous room and destroys the suicidal supercomputer.

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Extro: Having destroyed Mainframe, Crystal returns to Speedy Package Service Delivery where her boss informs her she no longer has a job, because she took too long delivering the package to A1A.

Map Objectives

Primary: Destroy Mainframe

Secondary : o Avoid Mainframe’s lasers o Destroy 01 and Z17 units

Bonus: N/A

Hidden: N/A

Challenge Highlights

Combat: o Dual wielding o Gravity Gun navigation

Stealth: N/A

Puzzles: o Players must dodge Mainframe’s constantly firing lasers o Players must navigate the platforms

 Stage one, 16 platforms are stationary

 Stage two, 8 platforms are stationary

 Stage three, 16 platforms move up and down

Conversation: N/A

Boss Battles: o While fighting Mainframe, Mainframe moves its vulnerable spot from the player’s line of sight, and the player must react accordingly. o 01 units attack from “pockets” in the sides of the wall

Water Cooler Moments

Area 1: o Meeting Mainframe for the first time o When stage two begins, the platforms drops o When stage three begins, the platforms begin moving up and down o Mainframe’s death

User Interface

Pre-Game Information o Controls

In-Game Information o Ammo Counter o Health Bar

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Post-Game Information o Victory Screen o Credits

Confidential

Gameplay Details

Gameplay Mechanics

Prerequisite Skills: o Movement o Jumping o Shooting o Navigation with Gravity Gun o Basic Dual Wielding

Skills Learned: o Effective Dual Wielding o Effective navigation with Gravity Gun o How the Space Pistol’s ammo recharges o How health recharges

Crystal Space

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Level Progression Chart

Confidential Crystal Space

Figure 24: Level Progression Chart

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Level Overview Map/Key

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Figure 25: Mainframe's Office - Level Overview

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Area Walkthroughs/Detailed Map Descriptions

Area 1 – Stage 1

Crystal Space

Figure 26: Mainframe's Office – Stage 1

Gameplay

Player navigates to position from which Mainframe is attackable

Player damages Mainframe a set amount

01 units attack from side areas

Z17 units attack from above

Dialog

N/A

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Area 1 – Stage 2

Confidential Crystal Space

Figure 27: Mainframe's Office – Stage 2

Gameplay

Half the platforms drop (inaccessible)

The player gets in a position from which Mainframe is attackable

The player damages Mainframe a set amount

01 units attack from side areas

Z17 units attack from above

Dialog

N/A

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Area 1 – Stage 3

Confidential Crystal Space

Figure 28: Mainframe's Office – Stage 3

Gameplay

Platforms oscillate up and down

The player gets in a position from which Mainframe is attackable

The player damages Mainframe a set amount

01 units attack from side areas

Z17 units attack from above

Player destroys Mainframe

Dialog

N/A

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