DESIGN DOCUMENT: Angels Fall First: War in Heaven Welcome to Angels Fall First War in Heaven, a real-time, hybrid tacticalstrategy and flight-simulation game set in a science-fiction universe. The game is played on two levels, and involves the player in the all aspects of the planning and execution of interstellar-war with activities ranging from diplomacy, managing fleet dynamics, to actually commanding or flying combat missions. All manner of spaceborne vessel are at the player’s disposal as he or she vies for galactic dominance in a richly populated universe. What sets AFF: WiH apart from existing games on the market is simple, total control of a galactic military effort coupled with absolute freedom for the player to play and experience the game as they choose to do so. While campaign oriented, the universe around the player is meant to be dynamic, therefore an individual player can set his or her own strategic goals as long as they satisfy the overall victory conditions of the mission. James Morris-King Creator and lead Designer Confidential Page 1 3/7/2016 DESIGN DOCUMENT: – TABLE OF CONTENTS – 1. Overview 1.1. Story 1.2. General 1.3. FAQ 1.4. Feature Set 1.5. The Game-World 1.6. The Engine 2. Gameplay 2.1. Modes 2.2. The Basics 2.3. Technical overview 3. Factions 3.1. United League of Planets 3.2. Antarean Empire 3.3. Solesian Hegemony 3.4. Free Planets 4. Planets 4.1. Planetary Resources 4.2. Planetary Structures 4.3. Planetary Climates 5. Ships 5.1. Ship Configuration 5.2. Ship Conscription 5.3. Ship Repair 5.4. Ship Movement 5.5. Ship Systems 5.6. Missions 5.7. Combat 6. Tactical Situation Controller 6.1. Overview 6.2. Crew Management 6.3. Fleet Operations 6.4. Supply Chain 6.5. War Theatre Analysis 6.6. Mission Planning 7. Combat Simulator 7.1. Command Layer 7.2. Control Layer 8. Artificial Intelligence 8.1. Overview 8.2. Framework 8.3. Algorithms Confidential Page 2 3/7/2016 DESIGN DOCUMENT: Section 1: Overview 1.1 Story The United League of Planets, the greatest peaceful union mankind has ever known, lies in shambles. The once proud coalition of humanity's greatest superpowers now wage bitter war across the cosmos. Now, a devastating war threatens to tear apart all that has become of nearly two centuries of peace. In grand, imperial fashion the Antarean Empire and its allies seek no less then the utter destruction and domination of the space-ways. Having grown disillusioned with the stagnant pseudo-democracy of the ULP having been disgusted by the League Navy's treatment of so-called "rebel-factions" (The Crowning Day Massacre), the Antarean Empire seceded from League. This precipitated a split, and eventually dissolution of the ULP as a single entity. As such, the Antareans see themselves as the rightful heirs to supreme galactic power and regard their fellow former League members as guilty by consent, and thus criminals. Now, the scattered remnants of the ULP are now locked in bitter struggle with the Antarean Alliance, the single largest "empire" in all known space. As the massive armadas of the depleted, but still sizeable, United Space Navy and Antarean Allied Navy grapple with another, the rest of the galaxy watches with alarm. All pray that the winning side will not turn its gaze outward once again. However, as years of war and tragedy begin to take their toll, new powers have begun to emerge. Alliances are formed and broken; conspiracies are hatched and foiled, all in the shadow of the longest recorded battle in mankind's space-faring history. Both sides have prepared daring and desperate bids to attain victory, but the question is no longer who will be crowned the victor, but rather how many will die ere the last battle is fought. A famous keeper of knowledge put it best "In a war on heaven, angels fall first". Confidential Page 3 3/7/2016 DESIGN DOCUMENT: 1.2 General With the setting out of the way, we can delve into a more general outline of AFF: War in Heaven, its technologies, features, and game-space. WiH is, at its core, a sand-box styled single-player experience. Due to its semi real-time nature, it seeks to strike a tension balance both on the strategic and tactical aspects of battle. The TSC (or Tactical Situation Controller) is the center-piece of War in Heaven’s strategic planning. It is responsible for processing player and AI actions, as well as delivering statistical projections, as well as quickly crunching the hard numbers into data and actions that reflect player changes to the system. Examples include deploying a vessel, accessing diplomacy information, combat statistics or detailed information about a particular fleet or planet, laying minefields and ordering combat sorties. Players have the freedom to control all of these aspects and more, but are not required to, as the TSC is also responsible for invoking AI reactions should the player opt out of managing particular aspects of the game. This game is being designed using DirectX, and is meant for the Windows XP/Vista (PC) platforms. This choice is not only take advantage of the visual features offered by DirectX 9 and 10, but also aid market penetration, as Windows is a popular platform for gaming. In general, the game is designed in a way that gives players as much or as little control over their experience as possible, while simulating complex interactions between the player, NPCs, and individual vessels. The scaling nature of the play experience is meant to be, literally, in the hands of the player. As a result WiH hopes to use this to appeal to a broader audience than a traditional RTS title. 1.3 FAQ What is Angels Fall First: War in Heaven? With action and strategy as a focus, War in Heaven (WiH), does away with traditional notions of how a PC strategy game is played. In general, the player’s goal throughout the scripted campaign is to achieve strategic military victory in a variety of situations and engagements. Why Create this Game? RTS and 4X titles in particular are often guilty of trotting out the same design paradigms and formulas ad nauseum. More importantly, games in either genre do not allow the player the freedom to truly engage in the aspects of military actions he or she chooses. WiH hopes to fill the ever widening gap between what modern technology is capable of giving players, and what is generally delivered. What is the Target Audience of WiH? Confidential AFF: WiH is primarily targeted at sci-fi and simulation fans who are yearning for something new and exciting in the genre. In general, this game is most directly aimed at individuals age 16+. Page 4 3/7/2016 DESIGN DOCUMENT: Where Does WiH Take Place? AFF: WiH is set several thousand years in the future, after the expansion of humans throughout the galactic-arm. The game itself is played out in combat theatres around and above human-occupied planets and star-systems. What Does the Player Control? The player controls vessels ranging in size from single-man fightercraft up and including entire fleets of warships and support vessels. What Differentiates WiH From Other Titles on the Market? Currently, there are few RTS titles that attempt to achieve total war in a sci-fi environment in the manner WiH plans to. As a unique hybrid of three styles of gaming, WiH hopes to set a new standard for immersion and player control, without pigeon-holing play-styles and offering true strategic freedom within the AFF universe. 1.4 Feature Set General Features: 3D-Graphics Huge “Living” Universe Dynamic Campaigns Full Ship/Fleet Management Scalable AI-Support Unique Art Style 3 Blended Styles of Play Varied Combat Scenarios Complete Player Control Multiplayer Features: N/A Editor: Universe Editor Mission Editor Built-in Ship/Crew Editor Built-in Fleet-Formation Editor Built-in Combat-Planning Editor Full Support for User-created/shared Missions, Vessels, and Crew Mod-Friendly Gameplay: 3D Command and Control Confidential Page 5 3/7/2016 DESIGN DOCUMENT: Seamless Transition Between Game Modes Vessel and Crew Management Squadron/Fleet Level Formation Editing Supply Management Reconnaissance and Route Planning Attack/Defensive Planning Full AI-Assistance War Theatre Control 3D-RTS Style Combat *Flight-Simulation Style Combat 1.5 The Game World Layers The Game-World of AFF: WiH is divided (essentially) into two basic sections between which players can seamlessly jump in and out of without loading. Universe Layer The first is the Universe level command layer, where most strategic planning and/or fleet management can be carried out. For the sake of abstraction, the Universe level gives players access to all the star-systems available in the mission’s operational area as well higher functions, such as fleet movement, and other planning tools. This can be thought of best as the macro-level of the game, where the player manages overall war strategy. This layer is mostly used for context, support, and battle planning, and is primarily geared towards providing the player with information about enemy/ally strength distribution, battle-zone, locations and military/political/geographic features present in each potential battle-zone. Battle Layer Second is the battle game-space itself, which is the area in which all battles are decided (if not left up to automatic calculation). In the battle-zone, depending on what style of game-play the players have chosen, they may engage in combat either from the point-of view of a single vessel, or as the overall commander of forces in the area. Because of this, the battle-zone game-space is meant to be flexible and gives players a multitude of options regarding how they experience and control a particular engagement. This is best regarded as the micro-level of the game, where the player can initiate specific battle tactics against enemy forces. Key Locations Generally described here; http://www.dendezyn.net/affwiki/index.php/Category:Universe Locations may include any planet or star-system within the AFF-Universe Travel Confidential Page 6 3/7/2016 DESIGN DOCUMENT: Players can move vessels under their control in-between various star-systems in the Universe layer, or they can control the movement of individual vessels within the Battle layer. Alternatively, direct control via input device (mouse, keyboard, joystick, etc) is possible when in flight-simulation modes. Scale Generally, scale is to be kept as accurate as possible between ships and other vessels in the Battle-layer. Distance and other dimensional scales between stellar objects in the Universe layer will be abstracted (1/1000). Objects These may range from nebulas, stars, planets, ships, and debris. A general vehicle list can be fund here; http://www.dendezyn.net/affwiki/index.php/Ship_Directory Time Time is somewhat abstracted in WiH. Within the Universe Layer, time-scaling will be implemented such that standard 7-day week passes every minute. However, this is subject to scale. Depending on whether or not the player needs to speed-up, slow-down, or suspend time for management and strategic concerns, time dilation will be at his/her disposal. Within the Battle Layer, time passes more slowly with respect to the overall game, however this is subject to supply and strategic constraints, and thus limited. 1.6 The Engine Angels Fall First: War in heavens plans to utilize the Cobalt X9/X10 engine, developed internally for the use of this game. [See Section 6; Interaction Diagram] 1.7 Design Considerations and Constraints WiH is a combination of 4X and simulation, essentially giving the player total control over their gaming experience. We wish to include tiered play possibilities, from manning/flying a star-fighter to commanding entire fleets in a highly varied space environment. As a result, it is important that the design remain both scalable and decoupled, containing similar visual elements and control abstractions (Front End), while being as clearly-defined and component-based as possible (Back End). Though the rendering engine will likely be the most tightly connected, it is important that all the components be light-weight (in terms of overhead). Confidential Page 7 3/7/2016 DESIGN DOCUMENT: Section 2: Gameplay 2.1 Modes War in Heaven is a single-player game and it operates in three modes, each of which is tailored for the single-player experience. Dynamic Campaign This mode of play operates within a pre-scripted set of events designed to tell an evolving storyline for a set of pre-defined characters. Each scenario within this mode becomes increasingly more open, but also more difficult, introducing players to the wide variety of ships, equipment, galactic locations, tactics, characters, and options present within the game until the culmination of the campaign (victory or defeat for the player’s chosen faction in its goal). The Dynamic Campaign is unique in that its scenario progression not only branches but is also reactive, reflecting actions taken by the player over the course of preceding scenarios. Scenario Similar to Dynamic Campaign mode, scenario mode begins with a pre-scripted event ties to events in the main storyline. However, aside from options and conditions, the player is free to accomplish the goals set out in the beginning of the scenario by any means possible. In general, scenario mode limits player interaction with the universe only to a local operation area and does not support dynamic campaign progression. Individual scenarios can be created and shared between players. Combat Mission Unlike Scenario mode, Combat Missions only consist of a single combat simulation with static, predefined forces and set goals (such as the elimination of an enemy ship, or scanning of a particular vessel). Combat missions may be created and shared between players or be saved from actual combat missions encountered/planned in Dynamic Campaign and Scenario Modes 2.2 The Basics As stated before, the player’s explicit goals in a given combat-scenario may be achieved by any means. In general, the player competes against one or more AI opponents over a fixed period of time to determine victory or defeat. Strategic victory may be achieved on several levels, but most of the player’s time will initially be spent outside of combat. Typical game flow can be generalized to the following six stages; Analyzing the Theatre of War Fleet Composition Diplomacy Managing Supply Lines Issuing Orders Combat Confidential Page 8 3/7/2016 DESIGN DOCUMENT: The Galactic Theatre AFF Universal Map As the player begins a typical scenario, he or she will first be introduced to the area of space in which they will be operating within. This can generally be described as a 3D-starmap, but mashed onto a semi-2D-plane. Each star-system is characterized by a 3D-model that represents its type and classification, along with its name in a floating tag above it. The star-map can be displayed in two modes, either as a true-scaled 3D representation for sci-fi purists, or a semi-analogous, 2D, hex-based map for quick campaigning. Bringing the mouse cursor over a particular system reveals slightly more information, including current population, and any relevant status icons, while actually selecting a system brings up its detailed information on the right-hand area of the GUI (note this windows can be moved and often minimized/hidden at the player’s convenience). Star Classification Chart Class O B A F G K M Temperature 30,000 - 60,000 K 10,000 - 30,000 K 7,500 - 10,000 K 6,000 - 7,500 K 5,000 - 6,000 K 3,500 - 5,000 K 2,000 - 3,500 K Confidential Color Blue Blue-White White Yellow-White Yellow Orange Red Mass 60 18 3.2 1.7 1.1 0.8 0.3 Page 9 Radius 15 7 2.5 1.3 1.1 0.9 0.4 Luminosity 1,400,000 20,000 80 6 1.2 0.4 0.04 3/7/2016 DESIGN DOCUMENT: AFF Universal Map Along with a 3D representation of the planet’s star and any planetoids and space-borne objects, each system description provides an index of known planets, stations, and ships within it. Fuel This is the measure of remaining fuel stockpile in tons. In a universe where massive starships fly about the universe visiting devastation upon one another in the vacuum, refueling is critical if ships want to stay in the fight. The primary fuel of all starships is liquid water, which is stripped of its electrons via electrolysis to power minor systems (in support of more traditional fusion-based reactors), while raw plasma is extracted from its hydrogen component and stored to fuel both propulsion and plasma-based weapon systems. Not only is it important in propelling and arming a vessel, it is also critical to life-support functions. While most military vessels can survive for months without refueling during peace-time, after a battle it is not uncommon to see a vessel’s fuel reserves stretched thin. Water remains the most abundant fuel source, and is a highly prized commodity that must be secured if the war effort is to be successful. Supply Level This is a measure of the amount of military supplies available in the system. This amount is increases at a slow rate over time. It is affected by the state of local supply lines, numerous production facilities, and trade. Repair Rate This is the rate at which injured ships will be repaired while they are stationed in-system. This rate is positively or negatively affected by the facilities present in the system, the presence of other allied ships in the system, supply level of the system, and repair capacity of the ship. Salvage Capacity Ships damaged below this percentage threshold within the system can be repaired without allocating a fleet-tender to the task. This is usually affected by the presence of production/repair yards or support vessels. Confidential Page 10 3/7/2016 DESIGN DOCUMENT: Sample System Information Chart Name Star-type Planets Population Fuel Supplies Repair Rate Salvage-Capacity Affiliation Status Asset Index Epsilon Eridani A Eridane I Eridane II 575,623 34,000 11,000 450 15% Free Planets Neutral EECV Corsair STA Artemis FTR Rodia FTR Homeguard LRFB Trinity FRT Bolo Additionally, the player has access to more specific information on each planet as well as the option to view a fully scaled simulation of the system’s layout. For each planet, the player has access to even more detailed information that is of critical strategic importance. Planet-Type This is a simple description of the planet’s climate. Public Order This is current level of public order on the selected world (from 0 to 100). Garrison Index This is a list of all garrisoned ground units on the selected planet. Each planet is capable of supporting or raising a certain number of garrison troops. Both the USN and Imperial commanders have the ability to conscript troops from loyal worlds during war time, however most planets need even a minimal garrison to ensure their loyalty to a given faction. A garrison may be assigned to a world from the ground-forces a player currently commands, or may be raised on sight. Freshly conquered worlds need a significantly higher number of garrison troops to maintain order, whereas loyal worlds do not. Additionally, stationing ships or other orbital defenses within a system drastically increases public order. Facilities Index This is a list of all facilities that have either been built or are in the process of being built/repaired. Because no new ships may be built by the player during a campaign scenario, keeping one’s forces supplied, armed, and repaired is of top priority. Facilities are important in this respect. Each system/planet has a certain number of military and civilian facilities associated with it from the start. Though players can construct temporary military facilities such as bases, as well as requisition static defenses from central command. Each of these facilities cost precious command points, so as a rule its better to capture something rather than build it yourself. Sample Planet Information Chart Name Planet Type Population Public Order Confidential Eridane I M2 121,169 88.5 Page 11 3/7/2016 DESIGN DOCUMENT: Garrison Index Facilities Index Militia 1 Militia 2 INFBase 1 FTRBase1 FTRBase2 Individual pairs of systems are connected by a colored line indicating all safely explore hyperspace routes between the two. For strategic purposes, most inhabited systems are separated by numerous dead or uninhabited systems and anomalies. This means that usually there are multiple entry and exit routes to most systems, each its own unique length and hazard rating. In general, the hyperspace line colors correspond to how hazardous a particular route is. This hazard-level can be attributed to a combination of factors, including; gravitic flux, presence of space phenomena, large bodies of mass (stars, etc), piracy, and hyper-band gradient. As a result, there is much strategy to be found even in picking a movement corridor between systems. The universe view also gives players access to information statistics about the war-zone, including the location of allied forces, their current orders, any on-going battles, message alerts, enemy movement information, battle statistics as well as allowing the player to set and manage supply routes between worlds. Its important to remember that the game can be played without delving too deeply into statistics, these exist mainly for players interested in knowing the minutiae of their vessels as well as for balancing fleets. Fleet Composition After getting a feel for the theatre of operations, the player may then turn to manage their fleet. The options here are very wide and robust, so it is best to outline them in a two basic sections; Ships Crew Ships Warships are the heart of AFF: WiH, their care, upkeep, and organization are as key to the game the battles they fight. When a player opens the Fleet Manager, the number of tweak-able options at his or her disposal are meant to be generalized and easy to grasp, as well as support the ability to fine-tune statistics about ships should a player so choose. Class This is the actual class-name of the ship. Type This is an abbreviation for the class designation of a selected vessel. This is generally shorthand, with entries in the following style; Fighter = FT, Assault Ship = AS, Destroyer = DD, Corvette = CV, Frigate = FG, etc. These abbreviations are seen throughout the game (strategic map, battle map, etc). Affiliation This is the shorthand abbreviation for the political affiliation of the selected ship. Crew Provides the current total of living crew members divided by the total number the ship may house. Mass This is the mass of the ship in tons Confidential Page 12 3/7/2016 DESIGN DOCUMENT: Armor This is the armor class of the ship. Power This is the maximum power output of a particular ship. This is directly related to the type, number, and status of a ship’s generators. Hyper This is the hyper-space speed of the selected vessel. The higher this number is, the faster the ship can move between worlds via hyperspace. Sub This is the sub-space speed of the selected vessel. Max Accel This is the maximum sub-light acceleration this vessel can safely attain. Shield This is the overall strength of this vessel’s particle shield system ECM This is the overall strength of this ship’s Electronic Counter-Measure system. In practical terms, this is the strength of the ship’s ability to mask its energy signature. ECCM This is the ship’s ability to detect other vessels hiding under ECM stealth. Combat Rating This is a general rating collected by comparing the values of the ship’s offensive and defensive systems (This the main statistic displayed for an individual ship unless the player wishes to see additional statistics). Component List This is a listing of all Non-weapon components on a ship, including their current status and damage. Weapon List This is a listing of all offensive components on a ship, including their current status and damage. In the ship class view, the player is afforded a fully scalable and rotate-able view of the ship with functioning weapon hard points clearly marked. Sample Ship Data Chart Name Type Class Affiliation Crew Mass Armor-Class Power Hyper Sub Max Accel Shield Sensor Confidential Corsair CV Helion EE 52/52 8,200 2 440 7 3 3.5 1000 3 Page 13 3/7/2016 DESIGN DOCUMENT: ECM ECCM Combat Rating Component List Weapon List Confidential 4 2 1279 SNSR II ENG III GEN IV GEN IV ECM ARRAY M PC Magellan ER M PC Magellan ER L IA 2CLUSTER L IA 2CLUSTER L IA 2CLUSTER L IA 2CLUSTER L RC T QQ9B L MISS L TORP L TORP Page 14 3/7/2016 DESIGN DOCUMENT: 2.3 Technical Overview: Interaction Diagram Global UI sits on top (or behind) most parts of the game engine, drives all functionality of menus, and acts as an entry point to all user interfaces (including mouse and keyboard activities) Universe Simulator The global backend to most game functions during campaign play. It drives most systems involving decision making and combat. It makes calls to the Global AI and feeds information to the Galactic View and Combat Simulator. Most importantly, it manages time dilation between zoom levels. Galactic View The galactic view drives nearly all player interaction with the world environment, fleet management, and combat functions. It is an interactive map and a situational awareness tool all in one and allows the player to seamlessly zoom into and out of combat zones, engage in mission planning, collect information in the battlespace, and issue orders. Global AI Controls all high level decision processes in the game for both allied and enemy fleets and star systems. Its most important task is to regulate the use of the Deterministic AI decisions. Fleet organization Tools (Mission Planner) Provides an extension to the Global UI and is a repository for all the information and management/planning tools available to the player throughout the game-space. These range from purely informational registries (character profiles, intelligence reports, fleet/ship statistics), to integrated management planners (mission planners, fleet/formation editors, etc). Combat Simulator (high-level) The combat simulator is responsible for simulating all aspects of combat at the macro level (active when the player is not directly participating in real-time battle, but rather is occupied at the galactic level, or participating in separate in a separate conflict elsewhere). The combat simulator decides fleet positions, damage, events, morale, and sortie actions dynamically and can take into account direct input from the player and/or deterministic decisions based on mission profiles. Confidential Page 15 3/7/2016 DESIGN DOCUMENT: Section 3: Factions 3.1 United League of Planets Following its successful defeat of the Antarean Empire during the Unification War, the ULP re-emerged as the pre-eminent power amongst the third-Exodus worlds. Hailed as a model of peace, democracy, and freedom for nearly two hundred years, its unity has proven surprisingly fragile. Though currently teetering on the verge of total political collapse, The ULP still possesses a powerful military and a solid economic base that could be the key to victory if utilized correctly. 3.2 Antarean Stellar Empire The Antarean Empire is an interesting and diverse nation with a rich history of triumph and loss. Though it has the pedigree of being an expansionist military power, the true strength of the Empire lies within its robust social and economic systems, strong central government, and the efficient organization of its armed forces. Having been reborn nearly two-hundred years after its destruction and annexation by the United League of Planets, the new AE is struggling to rebuild its former glory in the face of incredible odds. 3.2 Solesian Hegemony Though founded as a parallel to the old [federal] Terran Colonial Authority in the wake of the Second Exodus, the centuries have seen the Solesian Hegemony transform into an autocratic state whose vast population and military power is cast in sharp relief to its relatively low level of economic growth. Its fiercely independent, militant-oriented culture is mirrored by a rigid, castebased society whose complex structure of moral strictures and honor codes provide a solid foundation for military expansion and stable leadership. Despite its size, it is still considered to be a second-class nation by its principle neighbor, the United League of Planets, despite having fought several un-declared wars with the rival state. Tired of forever playing second-fiddle, the Hegemony has new allies and new plans to claim supremacy in the region. Confidential Page 16 3/7/2016 DESIGN DOCUMENT: Section 6: Tactical Scene Controller 6.1 Overview TSC is not only responsible for helping the player manage the war-effort, it also takes advantage of an active GUI to display all sorts of relevant data, providing direct menu access to basic game operations such as loading and saving, as well as giving access to internal editors such as the Galaxy and Mission editors. The TSC’s GUI is a graphical overlay that at the same time stylish and elegant. While its primary purpose is to provide the player with critical play functionality, it is also a key statistical tool, as well as acting as the lens by which the player examines objects within the game-space. Without it, fully half of War in Heaven is unplayable. It is key to note that the TSC’s GUI is laid out in such a way as to maximize the players view and control of the starmap and system map areas to allow quick and easy access to the universe and interactive objects within it. Confidential Page 17 3/7/2016 DESIGN DOCUMENT: Interaction Diagram Player Entry Point (Tactical Scene Controller) Universe Simulator (Engine) Feeds info to Global UI (Engine) Implements Implements Feeds info to Overlays Galactic Sim Global AI (Engine) Feeds info to Implements (main interface) Fleet Organization (toolset) Implements Interfaces with Deterministic AI *(Engine) *Mission Planner Overlays Combat Simulator (High-Level Engine) Interfaces with Command & Control Interfaces with (interface) Overlays Combat Simulator (Low-Level Engine) Interfaces with *Flight Simulator Confidential Page 18 3/7/2016 DESIGN DOCUMENT: Confidential Page 19 3/7/2016