A Game Design Document for: Their salvation is in your hands. All work Copyright ©2008 by Mindless Entertainment Written by Nick Halme/Mindless Team Version # 1.03 Friday, March 18, 2016 Attn: The formatting of this document may not display correctly with older versions of Word. Contents Design History ........................................................................................................................................... 6 Version 1.00 -- Nick ................................................................................................................................... 6 Version 1.01 -- Nick ................................................................................................................................... 6 Version 1.02 -- Nick ................................................................................................................................... 6 Version 1.03 – Nick ................................................................................................................................... 6 Overview ....................................................................................................................................................... 7 Premise ..................................................................................................................................................... 7 Viewpoint .................................................................................................................................................. 7 Controls ..................................................................................................................................................... 7 Story -- Synopsis ............................................................................................................................................ 8 Prologue .................................................................................................................................................... 8 Characters ................................................................................................................................................. 8 Art Style......................................................................................................................................................... 9 Architecture .............................................................................................................................................. 9 Lighting...................................................................................................................................................... 9 Characters ................................................................................................................................................. 9 Core Mechanics........................................................................................................................................... 10 Overview ................................................................................................................................................. 10 Shooting .................................................................................................................................................. 10 Goal for Shooting .................................................................................................................................... 10 Ammunition Management (Reloading) .................................................................................................. 10 Goal for Ammunition Management (Reloading) .................................................................................... 10 The Shield................................................................................................................................................ 11 Goal for the Shield .................................................................................................................................. 11 Movement............................................................................................................................................... 11 Gameplay Examples .................................................................................................................................... 12 Overview ................................................................................................................................................. 12 Example Number One: Shooting in Isolation .......................................................................................... 12 Example Number Two: The Shield in Isolation ....................................................................................... 12 Example Number Three: Shooting and the Shield Operating in Tandem ............................................... 12 Meta Mechanics.......................................................................................................................................... 13 Overview ................................................................................................................................................. 13 Combat Mechanics ..................................................................................................................................... 14 Gameplay Loops .......................................................................................................................................... 15 Overview ................................................................................................................................................. 15 Core Mechanics....................................................................................................................................... 15 Metagame ............................................................................................................................................... 15 Base Setting............................................................................................................................................. 15 Contextualized Tokens ............................................................................................................................ 15 Contextualized Levels ............................................................................................................................. 15 Story ........................................................................................................................................................ 15 Controls ....................................................................................................................................................... 16 User Interface and HUD .............................................................................................................................. 17 Overview ................................................................................................................................................. 17 The HUD .................................................................................................................................................. 17 Front End..................................................................................................................................................... 18 Overview ................................................................................................................................................. 18 Screen Flow ............................................................................................................................................. 18 Back End ...................................................................................................................................................... 19 Overview ................................................................................................................................................. 19 Story – Dialogue .......................................................................................................................................... 20 Overview ................................................................................................................................................. 20 Cinematic Intro (Ajax only) ..................................................................................................................... 20 Sound Cues.............................................................................................................................................. 21 Event Dialogue ........................................................................................................................................ 22 Tutorial Dialogue (Ajax only) ............................................................................................................... 23 Random Dialogue ................................................................................................................................ 24 Storyboards ................................................................................................................................................. 25 Player Health System .................................................................................................................................. 26 Overview ................................................................................................................................................. 26 Player Health Goal .................................................................................................................................. 26 Enemies ....................................................................................................................................................... 27 Overview ................................................................................................................................................. 27 The Trooper............................................................................................................................................. 27 The Plasma Trooper ................................................................................................................................ 27 The Fire Trooper ..................................................................................................................................... 27 The Spawner ........................................................................................................................................... 27 Level Design ................................................................................................................................................ 28 Overview ................................................................................................................................................. 28 Overall Level Sketch ................................................................................................................................ 28 Level Layouts ........................................................................................................................................... 28 Beat Chart ............................................................................................................................................... 28 Level Design & Encounter Theory ............................................................................................................... 29 Overview ................................................................................................................................................. 29 Trash Tuning............................................................................................................................................ 29 Creating Encounters................................................................................................................................ 30 Adding Challenge .................................................................................................................................... 30 Complex Plans ......................................................................................................................................... 30 Adding Challenge .................................................................................................................................... 30 Random Elements ................................................................................................................................... 30 Endurance Tests ...................................................................................................................................... 30 Sound Design .............................................................................................................................................. 31 Overview ................................................................................................................................................. 31 Player Feedback ...................................................................................................................................... 31 Narrative Exposition................................................................................................................................ 31 Mood ....................................................................................................................................................... 31 3D Assets ..................................................................................................................................................... 32 Enemies ............................................................................................................................................... 32 Main Characters .................................................................................................................................. 32 2D Assets ..................................................................................................................................................... 33 Animation Assets ........................................................................................................................................ 34 Sound Assets ............................................................................................................................................... 35 Concept Artwork ......................................................................................................................................... 36 Prototype .................................................................................................................................................... 37 Overview ................................................................................................................................................. 37 Goals ....................................................................................................................................................... 37 Questions and Answers .............................................................................................................................. 38 Why Greece and Sci-fi? ........................................................................................................................... 38 Why Robots? ........................................................................................................................................... 38 Design History Version 1.00 -- Nick Rough pass to establish core systems, mechanics and theme, and to appease the all powerful mentors’ lust for knowledge regarding the game. Version 1.01 -- Nick Made major changes to the core mechanics and transferred our paper ideas into the document. Version 1.02 -- Nick After reevaluating our objectives, magnets have been cut as a gameplay mechanic. With the team feeling magnets, or any movement system, running parallel with the FPS elements of the game as superfluous and diluting to the overall design, we are now focusing on delivering a strong, tight FPS. Version 1.03 – Nick Shield functionality has changed slightly. Meta-mechanics have been cut in favour of tuning and polishing the core gameplay. Enemy types have been changed – there are now three, differentiated by looks and type of weapon used. The main level has been reworked and compressed, and a tutorial section has been added to the level design. The Greek overtones in the story and dialogue have been made more subtle as the narrative has evolved. Overview Premise Ajax and Argo is a character driven single-player First-Person Shooter for the PC set on a futuristic world full of subservient artificials – robots. The player takes control of the formidable Argo, a robot built by robots for robots. As Argo it is your mission to safeguard Ajax – who is your gun, by the way -- as your people fall to the human onslaught. Ajax serves as your one and only projectile weapon and, as a relic of your people and the container for a powerful, snobby artificial intelligence, must be protected until it can reach safety. Our objectives are to make an excellent shooter that changes the traditional FPS formula at a cellular level – changing small things most would take for granted in order to produce a different outcome. Aside from gameplay we are also delivering a snarky, dark buddy story with the naïve Argo and stuck-up, progressively neurotic Ajax. This is the story of one seven foot tall robot and his talking gun delivered in a 5-10 minute gameplay experience that is, above all else, fun and engaging. Viewpoint The player views the world around them in the first person mainly due to certain technical limitations. With the time allotted for development the original plan to implement a third-person camera was scrapped due to the sheer amount of animations required. Since then the design has adapted to the limitations; with Ajax being developed as both a weapon and a character this called for the gun being a real point of attention, something the first-person view provides. Controls We have managed to achieve Xbox 360 controller support – mapping is TBD. Refer to the Controls section for more info. Story -- Synopsis Prologue Far, far away, tucked behind a violent blue sun, lay the ruined world of Elysium. Not long ago, Elysium had been at peace. While that time was certainly within memory, it seemed so far away now – it was clear that there would be no turning back. Once a glorious example of technology and human perseverance, the increasingly strong rays of their sun combined with overpopulation and squalor had all but broken their people. In an attempt to save themselves, the humans of Elysium put all of their trust into a new project proposed by the brightest scientists of their time – they would create an entire race of machines to support them. Borne out of the need to provide guiltless slave labour, a form of artificial intelligence was conceived that would serve to remove the burdens of everyday life from the average human. It was of utmost concern to the Senate that these artificials be nothing but mindless machines; to give them the thought process of a human would be both dangerous and blasphemous, and to give them human emotion would be cruel. Therefore the artificials were programmed with these safeguards in mind: they would be given only the simplest logical intelligence, would not possess the ability to collect information and learn, and most importantly they could not be allowed to harm their masters. It was not long before this fragile pact between human and artificial was so savagely broken. The humans had never expected that the intelligence they had passed on to the artificials would be capable of adaption. While it was true that no artificial was capable of learning, it did not stop them from adapting. Without the ability to collect their own knowledge, they simply copied the ways and mannerisms of their masters. While they didn’t know why, or how, the artificials were essentially pretending to be more intelligent; this proved to be enough. Characters The player controls Argo, a robot built by robots for robots, fresh out of the factory just in time to defend his people – the first and only Mark III model. He isn’t especially eager and, like the player, has no experience with the game world. Argo isn’t stupid, he is merely naïve – but he is especially powerful and by his nature doesn’t consider much of anything a threat. This can make him brave but at the same time quite foolhardy. Ajax who was once the artificial intelligence system for the entire robot floating city -- keeper of all knowledge and experiences of the collective artificial people – is now trapped in a gun for safekeeping and transport off of the planet. Argo is charged with carrying Ajax rather unknowingly in order to ultimately get Ajax off the planet in the hopes of saving their robotic meme. Ajax is quite cultured and intelligent, and resents the fact that his intelligence has been inserted into a weapon. Over time, Ajax begins to rather enjoy the exhilaration of combat, but continues to restrain himself and tries to retain his dignity. Ajax is the only one who is fully aware of the responsibility placed on them to save their people, and must slowly reveal their mission to Argo through dialogue. Art Style Architecture Clean, utopian sci-fi architecture with an ancient Greco-Roman influence. Environments will incorporate structural elements such as columns, arches and pantheons and other works of our own imagination that support the same elegant style. We are building the majority of our architecture as one large object; a large tower. When taken apart as separate objects, they will all be able to more or less fit together if need be when put into the world. Additionally, we can ensure that all the objects fit together style-wise. Lighting Having a world lit by a boiling blue sun is no accident; it allows us to drape the world with a surreal curtain of light blue hues, highlighted by blooming white skylights. This kind of cold, bleak saturated lighting lets us establish that the environment is quite fictional and dreamy, providing a helpful level of abstraction for us to work with and helps us differentiate the game in terms of style. This lighting style has already been achieved using Unreal Engine 3 – pictures will be included in this section in the next update. Note: Blue lighting will not be used throughout the entire game world, specifically indoors where other light sources will be present. Characters After completing the concept stage we will have a visual reference in the Concept Art section. As of now we can say that the artificial characters are metal, with Argo being the largest of his kind. The humans possess smaller attack drones that are metallic and sleek. The human characters are also (mostly) clad in metal and have a very pseudo-Greek style to their armour. Core Mechanics Overview Core mechanics are our bread and butter, the thirty seconds of fun – the risk and reward schedule players will follow from moment to moment throughout gameplay (see Gameplay Loops). Shooting As Ajax is the only projectile weapon available to the player, all gun combat will revolve around it. With only one physical weapon, the plan is to differentiate the gunplay without resorting to the ability to switch different weapon archetypes in and out. Instead the very low level ability to fire projectiles at an enemy will be the subject of our testing and tweaking during our prototyping phase. We are starting by adding a wrinkle to the simple act of shooting. The system we are using is very much like that of a minigun in most action/shooter games. By default Ajax will fire one projectile at a time every few seconds (TBD) while fire is held – think of this like the warm-up of a minigun – but the only way for Ajax to ramp up his rate of fire is to fire and hit an enemy. While a traditional minigun mechanic would have the player wait a few seconds while the gun warms up to full speed, our system requires that the player make successive contact with enemies. Goal for Shooting The idea is to produce a very low level system that the player can master quickly – hitting enemies with projectiles is a natural occurrence in an FPS, so we are not asking that the player learn and manage a new set of rules; they simply have more active feedback from the act of firing their weapon with the added plus of not needing a button to switch rate of fire. Ammunition Management (Reloading) Our shooting system is very dynamic – players will be transitioning from a slow rate of fire to a fast rate of fire in very short periods of time and often. So what’s to stop players from just shooting like wild? Shooting like wild is fun, but comes across as cheap and mindless if there is nothing there to limit it in some way. That’s where our reloading mechanic comes in. Ajax will be responsible for reloading himself, not the player. Picture a bar that represents how full your ammo is – when shooting the bar begins to drain, and when idle the bar quickly refills. Ajax can only feed bullets into his firing mechanism so fast, and when sustaining a high rate of fire the bar will not be capable of filling itself up fast enough. Goal for Ammunition Management (Reloading) Sticking with the theme of simplicity and eliminating the need for button control, the player does not actively reload – like controlling rate of fire the player controls reloading by simply firing his weapon. This reload system can be seen as a check on the player’s ability to reach high rates of fire, but it should not be an annoyance. The Shield While button layout is still TBD, the early controller mapping we are prototyping helps to delineate the shield mechanic – if shooting is on the right trigger, then the shield is on the left trigger. By holding down the left trigger the player will bring up a shield (the graphics involved are TBD) that will temporarily -- for several seconds – block any incoming shots; especially heavy charged shots fired by the Blast Bots. Goal for the Shield With the fast-paced gameplay we are encouraging the last thing we want to do is add cover in the world – that would mean enemies would be harder to hit, we would have to design around using cover to survive fights and we would be encouraging timid play. So, we are giving the player his own cover in the form of a shield. Put up your shield too early or too late and that blast is going to hit you square in the jaw; put it up just in time and you’re good to go. It is important to note that the shield is yet another check on the ramping of the shooting mechanic – special care must be taken to make sure it doesn’t interfere with the flow of combat, as far as rate of fire, movement speed, and shield duration goes. Movement With all of the wrenches we are throwing into the traditional FPS formula, we really don’t want movement to be complicated. That said, the purpose is not to try and be more average but rather to give players a solid foundation. Any player familiar with the FPS genre will be able to grasp the movement controls, letting them focus on learning the new shooting system. Gameplay Examples Overview A few gameplay examples using our core mechanics in isolation and in tandem. Example Number One: Shooting in Isolation The player enters a room full of human enemies; they are flooding into the room through two teleporters which are situated in the back of the room. The player quickly fires at the closest enemy, staying on target and quickly increasing his rate of fire – after a few seconds the enemy is vaporized and the player moves on to the next enemy, his ammunition bar still able to keep up with the current rate of fire. After cutting a swathe through the room Ajax is red hot and firing near full capacity – a worried Ajax jibes at the player to calm down for a second; he can’t keep up. The player ignores the audio cue and continues to fire anyways – the gun dry fires with a click and sputters out several more rounds as the player continues to attempt to fire. Realizing this is futile the player lets up for a second. His ammunition bar quickly refills and he continues to make his way towards the teleporters. Example Number Two: The Shield in Isolation The player is walking down an empty street. There are no enemies in sight and the player continues down the street. Without warning two human fighter craft strafe the area, roaring overhead and disappearing quickly over the rooftops. This triggers several explosions in front of the player and large chunks of rubble are sent flying his way. Having used the shield before the player knows that it will only stay up for a couple of seconds, and so waits for a second with his finger on the left trigger. Just as a large chunk of concrete fills his view the player pull his shield up and is met with a sturdy blocking sound as the rubble is diverted. Example Number Three: Shooting and the Shield Operating in Tandem Presented with a wall of flying drones the player makes contact with one to slightly increase his rate of fire and then continues to sweep over the cloud of drones, hoping that he will hit enough of them to effectively keep his rate of fire constant -- rather than taking the time to target each one individually. After destroying one of the drone spawners a group of new enemies appear to join the others – Blast Bots. These drones skitter within range and sporadically begin to charge up a strong energy blast directed at the player. While continuing to fire as best he can the player must now consistently defend against incoming charged shots with his shield, or by performing some fancy footwork. Meta Mechanics Overview The decision has been made to cut any meta mechanics; production time does not allow us proper implementation. As well, the short play-through time of the game does not lend itself to supporting an effective meta game. Combat Mechanics We will fill in this section as our encounters become more complex and we can list viable combinations of our core mechanics we can play to when crafting scenarios. Gameplay Loops Overview The Onion Theory gives us a chance to take a look at just how effectively every element of the game meshes together and if they support one another sufficiently – each layer builds upon the last. After fully fleshing out our exact mechanics, this skeleton can be filled out more extensively. The layers of the onion break down from top to bottom, starting with the core and ending at the skin. Core Mechanics The basic risk and reward schedule the player follows. Right now the player is moving, shooting, and keeping their weapon on target to fire faster. The player is managing their ammunition bar in order to keep firing and not outshoot the bar. Metagame The set of mechanics that tie together the core mechanics. The player will be managing a transitory experience bar that they can activate with every face button except “A”. The player will be using these built-in power-ups to supplement their core gameplay – these mechanics are still being tested and are likely to change and evolve. Base Setting This is anything that gives players context as to what our game is, for instance our genre. Ajax & Argo is a First Person Shooter– letting the player know what to expect before they dig into gameplay, and making that attractive. Contextualized Tokens Anything that provides a representation for our actual mechanics. At the moment our tokens are different enemies and their spawners which allows players to begin to understand what they are interacting with. Contextualized Levels While the core mechanics interact with the tokens, our levels are there to affect the player emotionally through the way in which those tokens are laid out that make sense for our tokens and make sense within the base setting. At the moment this comes down to our encounter design and works with the metagame mechanic of how to win a challenge with these tokens in it. Story While the core mechanics allow for interaction and the levels add a layer of emotion, the story adds the final level of emotion and context to the game. At the moment the story is the player’s driving force to reach the landmark, and provides emotional details through characters and environment. Controls We have successfully gotten the controller to work through editing the .ini file, and we now have controller support. Button mapping is TBD. User Interface and HUD Overview We want to use as discrete a HUD as possible in A&A with the intention of communicating more information through Ajax, such as how Splinter Cell: Double Agent communicated threat levels by placing a light on the back of the main character instead of a bar. Something on Ajax will also change colour or pulse as he speaks – whatever we can do to personify him. The HUD Below is an early concept for our user interface. At the top of the screen is the player’s shield. On the gun itself is the ammunition bar. When the player is damaged we will be overlaying a vignette -- most likely of cracked glass or scanlines – the player camera will desaturate and audio may be distorted. Care must be taken to convey a sense of panic and a state of disrepair without ruining the player’s vision; it is probable that we will only apply one effect to the screen such as a vignette. Front End Overview Our front-end needs to be functional and dive deep fast, why not go all EA and use the onebutton press to get the user right into the game, especially since this is a student project – all they want to see is the game, so give it to them. Screen Flow This is a deep menu, players will dive straight down to the game without any hassle. Back End Overview This needs to be discussed further, but the back end also just needs to be fast and functional. For the purposes of our vertical slice, the backend will consist of pause and exit functions only. Story – Dialogue Overview The only rule we will be following while developing the story beats for the game is this: stories in games must be stupid. That sounds atrocious, but technically it is true. The story beats will be kept simple, with clear objectives, goals and context for the player that tie into the levels and encounters. The actual game world and dialogue will be responsible for filling in the details using exposition rather than penning an intricate wall of text that would be better served on the pages of a book. Cinematic Intro (Ajax only) Shot One Space shot of the planet Elysium and its sun Beat One Elysium – battered home of the human race, assaulted by its own sun Shot Two Farmers hoe, work in fields Beat Two Exposure meant death; but not for machines Shot Three The farmers are slowly replaced by robots working the fields – the floating city rises in the background Beat Three But not all machines are mindless – these machines could feel, they learned to want; and they wanted a city. Shot Four Overtop of the floating city, human ships wipe to next scene Beat Four The humans reacted the only way they knew how to, with violence Shot Five Argo being constructed Beat Five And so the Mark III – The Argo – was created; to deliver us from humanity Shot Six Ajax is taken from the city’s console and placed, in chip form, into the gun Beat Six I was removed from the consciousness, disconnected from our people and locked in darkness; safe in the weapon. Shot Seven Argo picks up Ajax, doors close and cut to next scene Beat Seven We would escape, the Brute and I Shot Eight Argo is jettisoned out of the city towards the human base Beat Eight Into the heart of the beast Sound Cues Out of Ammunition Argo Stupid gun Ajax Hold on… Ajax Take it easy! Ajax Flooding chamber with coolant – venting exhaust… Killed a Spawner Argo Boom… (low, monotone) Ajax What a simple machine… Ten Kills Accumulated Ajax Oh my… Argo Humans… Ajax Filthy creatures Argo Target extinguished Ajax How brutish Argo It – is…my job (note spaces, take time to say “it…is…” then finish with “my job” at normal speed) Ajax Unfortunate…but necessary Catch Energy Shot with Shield Argo Gotcha Argo ….Catch (start .wav with silence, then “catch”) Ajax Nice catch Ajax Power critical Catch Fire Shot with Shield Argo Hot! Ajax Be careful! Argo Nowhere to run Fire At Full Speed Ajax Waaaaaaaaaah! (Robotic whine, think…kind of R2D2 when he’s in danger) Ajax Hold on Argo Steady… Event Dialogue Generator 1 Down Ajax Two to go Argo Are you with me, gun? Ajax Of course, brute – do I have a choice? Generator 2 Down Argo We are close Ajax Don’t get cocky Argo What is…cocky? Generator 3 Down Argo We move Ajax Careful Argo It is humans, who must be careful here Ship Event/Last Encounter Ajax Place me there, quickly Argo Goodbye Ajax You have done well Argo It is my job Ajax Your people…they thank you Final Monologue after Launch/Fight To Death Argo We part ways, gun; we must Argo Humans do not understand Argo Our people live Tutorial Dialogue (Ajax only) Level One – Moving, Looking, Jumping You didn’t think I’d let a tin can fresh off the assembly line carry me in to battle, did you? Level Two – Learn to shoot with increased rate of fire I’m only as accurate as the brute holding me, you know. The more shots you make in a row allow me to accelerate the firing system that much faster. Level Three – Using the shield You were built with defense in mind; use your shield to absorb damage. But please…please try not to drain the batteries. Level Four – Shooting back energy Your shield is made up of the same energy the humans use to try and disable us, so I’ll tell you what – use the shield to absorb their shot, and I’ll spit it back at them. It’s ingenious, really. Level Five – Enemy Types Now…let’s see if those data receptors of yours can remember all that. Random Dialogue Ajax: “What an excellent view” “Why must they be so violent?” “Curious” “Brute…” “Brute!” “That won’t do…no, not at all” “Another atom; scattered…” “What don’t you understand about subtlety?” “It’s quite uncomfortable in this gun, you know” “These, are our creators? Argo: “They are so…weak?” “Quiet, gun” “Hold still” “I do my duty” “I do – as instructed” “They die because they must” “Good job, gun” “Goodbye human” “For my people” “Shut up, shut up” Storyboards – Cinematic Intro NOTE: Due to the loss of the artist who was to work on the cinematic introduction and time constraints, only rough storyboards will be made with an emphasis on finishing the end product on schedule. Overview The sequence and subject matter of the storyboards for the opening and end cinematics is complete and we are awaiting confirmation from a number of art collaborators in order to determine what kind of workload they can handle and what they feel they are capable of producing. Player Health System Overview At the moment we have a shield/health management system, like the one found in the first Halo. The concept is simple: the shield bar drains as it absorbs hits and once drained the player’s health can be drained, resulting in death. The shield regenerates out of combat while health is static and regenerated through pick-ups. Player Health Goal The goal here is to find the sweet spot with shield regeneration rates and the initial size of the shield bar until we reach a spot where we feel comfortable that a player can be slightly reckless and still have enough shield power left to ‘get the hell out of Dodge’. Once the shields are down, the enemies will make short work of a heady player. The 5-10 minute experience we are shooting for is not arcade-style in presentation: it is unacceptable if the player dies repeatedly because of difficulty, as it will drastically extend the length of our game and increase the chances that nobody will see all of our content. The risk of death must be present at all times, but the goal is to keep the player on the edge while never quite pushing them off. Enemies Overview Using some of the same thinking applied to our Flash game Vertical Slice our enemies very much determine the ebb and flow of gameplay in A&A. We are also drawing inspiration from Halo 3 where individual encounters with a group of specific enemy types (or tokens) can be seen as a puzzle, especially on the harder difficulties. Developing actual AI for multiple enemies is beyond our scope, so each enemy is defined by the weapon they use and their physical appearance. The Trooper The least threatening enemy, this human soldier is armed with a rapid firing weapon that inflicts low damage. The Plasma Trooper The Plasma Trooper is outfitted with heavier armour and has more health than the regular Trooper. His only means of attack is a charge shot; a large ball of energy that inflicts heavy damage on the player. The charge shot fired by the Plasma Trooper can be absorbed by the player’s shield and fired as a special weapon. The Fire Trooper The Fire Trooper, while aesthetically unique, has no more health than a normal Trooper. However he is the most dangerous enemy, especially when encountered in groups. Carrying a weapon that spurts fire shots, an unwary player can easily become consumed in flame. The fire shot fired by the Fire Trooper can be absorbed by the player’s shield and fired as a special weapon. The Spawner Not an enemy per se, the Spawner is a capsule that teleports enemies into the fight. Spawners are often well protected by Troopers, but once destroyed will cripple the humans’ ability to reinforce their soldiers. Level Design Overview This section will contain everything to do with our environment and how we will map for flow and pacing. The level will be chiefly systematic with shield walls, generators and spawners that provide consistent challenges, although special case events do exiiCheckpoints for respawning will be tweaked and balanced until near the end of production. Overall Level Sketch This has yet to be done and will be a complete rough layout of our entire game level by level, establishing where and what our encounters and challenges will be. What we do know is that the player will be progressing from a burning city towards a large landmark. Level Layouts Once the overall sketch is complete we will begin fleshing out the individual levels – all information, top downs and designs will be included here. Beat Chart Once the overall level sketch is complete we can begin putting together a beat chart, and once our individual levels are fleshed out we can get develop the beat chart further and tweak the game. Level Design & Encounter Theory Overview As much of our combat is dictated by enemy interaction, with different enemy types, we will be using Blizzard’s World of Warcraft encounter design as a reference and a template to build out from. Trash Tuning Density Amount of enemies/creatures Clear times (time taken to kill all enemies) Creatures to Boss ratio Kill Time Creature has too many hitpoints Creature causes player to kill slowly Immunities Difficulty Likeliness to kill players Overly complex Requires boss-like attention and skill Respawn – waves, sense of urgency Sense of urgency Unlimited tries Coupled with boss encounters Reward Reason to kill Money Items Reputation Ultimately players need to feel as though there is a chance for their character to progress Creating Encounters How many people? What rewards are expected? What makes sense based on the lore and art Ragnaros’ room was tall so they punted players to the ceiling How does the encounter fit Variety Adding Challenge Surviving burst damage Reward expectations Beating the clock, not so much about staying alive, but doing enough damage in that amount of time Complex Plans Multiple tasks and targets Epic fights: a boss with 3-4 cronies (Learn the plan and deal with it) Movement and positioning (Phases “Don’t move, avoid, get to the edge”) Unique mechanics Adding Challenge React or else Rewards player attention plus situational awareness Random Elements Present in all encounters (Random crits etc) Adds tension and drama (Can’t completely plan out but isn’t unfair) Random does not mean unknown Randomness can’t be overcome (Learned) Randomness can also favour the player (Avoiding) Endurance Tests How long the encounter is Increased chance for mistakes More chances to get unlucky Mana (Energy) management Great DPS (Damage Per Second) helps Sound Design Overview It was previously thought that we would be handling all of the sound design ourselves, but with the addition of two sound designers we are now much more capable, and this section is here to help delineate our approach to sound design for Ajax and Argo. In A&A sound is here to provide additional player feedback (firing, enemy hits, magnetism), enhance the narrative through exposition (voice acting, gun beeps and whirs) and mood (music). Player Feedback As a medium games allow us to utilize only sight, sound and to a lesser extent touch (force feedback). This means that we need to take full advantage of sight and sound, and the sound is just as important as sight. The game Call of Duty is famous for its enemy hit sound – a light thwack every time a bullet hits its mark. This lets the player know that they are hitting their target, and afterwards the sound of the enemy’s death notifies the player of their success. We will need to look into why, if at all, the specific sound Infinity Ward chose is important, and develop our own on-hit sound and firing sounds. Narrative Exposition Ken Levine said of Bioshock “Details are not the gaming storyteller's friend.” What he means by this is that the actual story for a game should be barebones, leaving the actual game to provide information through exposition. How does a game do that? A game can provide these details through its world, and part of that is through sound. Whether it be Argo providing insight into how he feels about destroying a room full of humans, Ajax giving hints of what is to come, or an enemy soldier screaming a robot pejorative – all of these things make the world we are creating feel alive and moving. Even environmental sounds like water dripping, wind, and generators humming can help do this. The world needs to feel like it existed before the player entered it, and sound will help us fill the player in. Mood Thematic music can help to reinforce the mood of the game, and reinforce player actions through use of sound cues. We have three major themes to draw from in order to compose this music: faux-Greek soundtracks such as 300 with a very classical feel; our dark theme which calls for an ominous, sorrowful and at times aggressive feel; and our futuristic theme which calls for synthetic effects. With a solid background track to set the mood we can incorporate context-sensitive sound cues using UT3 to temporarily layer that track with a loop depending on what the player is currently doing, or what area he has moved in to (where we can make use of the real-time reverb etc). For instance, if a player enters battle it will cue an aggressive track to loop until he finishes combat, where the loop ends. 3D Assets Enemies - Trooper - Plasma Trooper - Fire Trooper Main Characters - Ajax (Gun) - Argo's Arm (First Person) - Argo Low Poly 3rd Person Model. 2D Assets Front end/back end Texture for Ajax(Gun) Textures for all enemies Animation Assets Enemies use UT3 Rigs and animation sets Ajax&Argo First Person Animations Include: - WeaponFire - WeaponAltFire - WeaponIdle - Overheat - Shield - ShieldIdle - ShieldOff - ShieldBreak - ShieldBreakIdle - ShieldBreakOff - Misc (These animations would be implemented if time allows) - Character Animations for Ajax (3-4) - Fall Animation for Argo (Start Sequence) - "Use" Animations - End Sequence (Argo removes Ajax from the gun) Sound Assets This is TBD and will be filled in as production requires it. Concept Artwork Once we have finalized concept art it will be organized and described in detail here. Prototype Overview It is common in Japanese development, especially at Nintendo, to develop the game’s character and a “Secret Garden” for the character to experiment in, where the mechanics are fully fleshed out and then the game is built around that character. While we don’t have time for that – we will begin world building while we prototype our character – we still feel that it’s important to focus on nailing the character prototype. Goals Establishing a lock down on how our character moves, how our gun fires and feels, and potentially how our enemies work together. More information on progress with the prototype can be found on the planner. Questions and Answers Why Greece and Sci-fi? The Greek theme gives us a plethora of recognizable character archetypes that we can play with, as well as an excuse to develop relatively simple architecture for our world. The sci-fi theme allows us to create a slightly outlandish plot as well as use robots, eliminating the need for too much anatomical accuracy – even our humans could be mistaken for robots with all of the armour they have on. Why Robots? Simply put, robots are much easier to model. With a team full of designers with little modeling and animating experience it is easier to create robotic creatures than try to create anything that looks authentically human. Of course this presents the added challenge of getting players to emphasize with walking chunks of metal, but the team feels they are capable of solving that design problem. Why Is There Recoil In The Game? Recoil acts not only as a device to increase shooting difficulty, but overall adds to a different feel than Unreal, something we’re trying to stay away from for the most part.