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Organic and synthetic life will intertwine. September 28, 2020 By Stephen Falco, Andrew Doyon, Zion George, Travoye Haynes, Justin Hong, Truong Huynh, Linh Nguyen, Cameron Treon 7Heads Studios All contents of this document are copyright 2020 by 7Heads Studios. This document is intended for privileged exchanges only. Version 1.0, Travoye Haynes Editing: Zion George Proof reading/Editing: Stephen Falco

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Page 1: BaldwinGameDesignDocumentTemplate.docx · Web viewThese soldiers are among the most elite and ruthless soldiers one could ever set their eyes upon. To become a soldier for this organization,

Organic and synthetic life will intertwine.

September 28, 2020By Stephen Falco, Andrew Doyon, Zion George, Travoye Haynes, Justin Hong, Truong

Huynh, Linh Nguyen, Cameron Treon

7Heads Studios

All contents of this document are copyright 2020 by 7Heads Studios. This document is intended for privileged exchanges only.

Version 1.0, Travoye HaynesEditing: Zion George

Proof reading/Editing: Stephen Falco

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Table of ContentsGame Overview..............................................................................................................................3

Concept..........................................................................................................................................3

Feature Set.....................................................................................................................................3

Target Audience..............................................................................................................................4

Gameplay Flow...............................................................................................................................4

Project Scope..................................................................................................................................4

Gameplay Design............................................................................................................................4

Gameplay........................................................................................................................................4

Mechanics.......................................................................................................................................5

Game Options.................................................................................................................................6

Plot, Settings, and Characters.........................................................................................................6

Game Story.....................................................................................................................................6

Game World...................................................................................................................................7

Overall Aesthetic............................................................................................................................7

Regions...........................................................................................................................................8

Characters......................................................................................................................................8

Levels..............................................................................................................................................9

Visual Systems..............................................................................................................................10

Audio............................................................................................................................................11

Enemy behavior............................................................................................................................11

Technical Aspects.........................................................................................................................12

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Game Overview

Breach is a sci-fi first-person shooter that takes place in a distant planet called V’kesh. In V’kesh a war rages between two hostile factions. The Myrlins and the Hands of Valore. The player, who plays as Fadin a, Myrlin, must drive out the Hand of Valore and save his tribe from assured extermination.

Breach places the player in the reigns of a somewhat neutral party, Fadin, an outcast class of the Myrlins. This gelatinous race, the Myrlins, serves as the dominant species of V’Kesh, the planet this game takes place on. Fadin, among others, is an innocent bystander of the invasion of V’Kesh by a sect of human military troops, the Hand of Valor. The invasion seems to have sparked increased emergence of a volatile substance that tends to reconstruct elements of existence and is the cause for a sharp evolution in the Myrlin intelligence. Being a victim of this substance, Pnuema, Fadin awakens fused with a trooper power suit and with new sapience and a mission: Find the tribe and destroy the Hands of Valor.

Concept

Breach is a science fiction first-person shooter that takes place in the year 2850 AD in a distant planet called V’kesh. V’kesh is home to a native alien population called Myrlin, who are goop like creatures who are gelatinous in stature and can mold into many shapes and forms. V’kesh is also being currently invaded by another group called the “Hand of Valore”, a militia group comprised of human space colonizer descendants who are desperate on controlling the planet for its resources. In Breach you play as a Myrlin named Fadin, who has been recently separated from his tribe due to conflicts. Many believe Fadin to be comprised of half Hand of Valor technology after his recent Pneuma accident after combating a squadron of soldiers wielding vats of the substance and taking their form.

As the player you will control Fadin and his destiny. Use the tech to eliminate threats with once unfathomable methods Use his moldable form to traverse tight spaces and to outsmart your enemies. Fadin also can replicate forms and abilities of his foes, by absorbing them and copying them.

Feature Set

Game Design- Breach is first and foremost an FPS or first-person shooter. In the game you will see Fadin’s right arm present at the bottom right of the screen. As the player navigates throughout the levels, you can either melee an enemy or use Fadin’s Tendril ability which grants him the rare ability to steal his enemies’ powers and form. Once an enemy’s form and powers are taken such as a soldier from the Hand of Valore. The

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player can now shoot pellets and bullets from his arm that now has metal armor present on Fadin’s right arm.

Visuals- The game’s visuals is comprised of a grittier tone. Special effects will also be present in the game for either impact for attacks or powerups. Blood will not be present in the game as this will conflict with our target audience, which is teens and young adults.

When Fadin is hurt or hit, a splash of green will be present on the screen momentarily to signal that the player is hurt and needs to find cover or heal.

Target Audience

Breach’s choice of colors and gritty atmosphere was done with purpose. This combination is targeted from ages 14 and up. Since the game lacks real blood, it is safe for the viewership of younger teens, however the lore will also keep the older players interested as well, making it great for a gift for your friend.

Gameplay Flow

Breach will start with Fadin waking up from a coma in the craggy troughs of the Ikkune Runnels. The player will be able to move Fadin around before seeing two enemy creatures coming at him. Once the player has dealt with the enemies, they will find a path to a cave where they will see a puzzle with a few enemies and a boss.

Project Scope

V’Kesh features 3 major regions, each with distinct and defining features. The planet also features a couple dozen enemy types and multiple bosses. Fadin will over the course of the game will brandish new weapons and tools. The player can explore regions through multiple routes, opening linearity between

certain chokepoints.

Gameplay Design

Gameplay

Game progression- The player will encounter enemies and puzzles while exploring, and at the same time collecting power-ups to extend further into the regions of V’Kesh.

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Mission Structure- Fadin’s new tech will hint to the player via text on screen or logs found off enemies to point the player in the direction on where they need to go for their objective. Logs are recorded audio messages or written text that Mylins or Hand of Valore soldiers have in their inventory. When the game starts text will appear on the screen to make it easier for players get into the rhythm of the game flow before hand to ease them into the mission structure.

Combat- Combat consists of Fadin using his arm as a melee weapon or using his tendril whip to copy the abilities off of his enemies. Once Fadin has the ability copied, it has conditions for how long the player can use it. Fadin can copy the ability off of soldiers, which adds a canon to Fadin’s right arm.

Puzzles- Puzzles will be built around Fadin’s unique abilities such as a puzzle where the player must kill all enemies or using his tendril copy ability to copy an enemy and passing through security as a disguise for infiltration missions. Puzzles are meant to be a gate for challenging players before a harder area. Puzzles will also serve as a great way for players to train their tactics when fighting against enemies as most puzzles will consist combat, as the levels will increase in challenge.

Mechanics

Physics- V’Kesh is similar to Earth’s laws in physics such as, gravity is the exact same, wind resistance is negligible, and V’kesh has an atmosphere, Physics and how the game operate should be remarkably similar to most fps games as they take place on Earth.

Movement- The player will walk forward and backward with the up and down inputs but left and right will have the player strafe. The player will automatically circle strafe targets that are locked on to. A reticule will allow the player to aim around the screen when locked on or off of targets. Aiming the cursor reticule around also rotates the field of view when it approaches the fov’s boundaries. In Fadin’s original slime form, the camera will be at a 3rd person perspective.

Objects- The player will walk into items to pick them up. Most items will have to be broken out of crates or obtained from defeating enemies. Items such as powerups, logs, and healing items will be present. Powerups will enhance the mechanic ability of Fadin, such as increased jumping ability or producing a spike shield.

Actions- The player can also scan items, enemies, and logs for information regarding the world, quest info, and fun facts. Since the incident, Fadin can use the Valore suit to scan objects and creatures using the visor. Scanning enemies will show a description of their strengths and weaknesses as well as a weird fact about the enemy. Scanning an item, will just show a description of the item’s purpose and its effect on the player. Scanning a log will grant the player the ability to either listen or read the log picked up form the enemy.

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Game Options

Main menu- Consists of buttons and user interface information to show the player the title, and main menu buttons. Buttons will consist of colors green and purple and have button labeled new game, load game, settings, credits, and quit. New game will start a new game. Load game will load latest save by the player. Setting will take the player to another menu of a slider that moves left to right for volume and other game options. Quit, will immediately shut down the game and force it to desktop or console menu.

Map menu- The map menu has a dedicated button and slows the game’s runtime while open. It will show the full map of V’kesh along with the player’s current location and landmarks discovered by the player. The map will designate overarching regions of V’Kesh with different colors.

Logbook menu- A series of text boxes and buttons that illustrate all logs collected by the players, the player can then click on a log button that is labels “log: title”. Once the button of the title is clicked, it will then show the description of the logs either text, which you just read or audio. If it is audio, you click the play button icon to begin the audio once the audio is finished playing it will stop playing audio. To exit just click the back button on the bottom left.

Saving- Saving is done through save stations. Save Stations are sprinkled lightly between various clumps of rooms. When entered, the player is prompted to save his or her game. The game will save and the text will say “saving game”, once the save state is saved, the text will say “saved” and disappear, the player can do this for an infinite number of times but each save will overwrite a previous save.

Plot, Settings, and Characters

Game Story

Breach’s story takes place around 2850 AD and drops the player on the biologically rich planet, V’Kesh, many galaxies away from Earth. V’Kesh is many months into an escalating scouting and mining endeavor by platoons of human military. The presence of a powerful energy, Pnuema, caught the eye of a branch of the Hands of Valor. Humanity being in dire need of a larger power source, sent squadrons to investigate V’Kesh. To their dismay, squads of Hands would find that something in the atmosphere disrupts their ships as they land, leaving them stranded and without off world communication. After some failed rescue attempts, the troops continue their expansion and excavation efforts while fending off the planet’s increasingly hostile denizens. The world’s dominant species, the Myrlins, take notice of the humans’ toxic presence and make efforts to fight

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them off. Amidst the fighting, strange things have been happening to members of all parties that hint at sinister proceedings coming soon…

Game World

The game world will consist of volcanoes, mountains, caves, fjords, and canyon passes. V’kesh is a barley hospitable world, with violent wildlife such as Mag shrews and alien dinosaurs called Basaphilatists. Mag shrews are spiky gooey creatures who shoot spikes from their back when they feel threatened. Basaphilatists are even more dangerous T-rex creatures, with teeth sharper than a great white shark by 2,000%.

The weather is also unforgiving, storms are the norm in V’kesh as volcanic ash continues to fuel the carbon storms that kill just about anything that grows. Acidic rain also melts the flesh away from humans, requiring all Hand of Valore soldiers to basically live in their armor. The acidic rain along with constant lack of vegetation has made the Myrlins to grow close to extinction but also very tough creatures to kill.

Overall Aesthetic

V’Kesh features a vast variety of locales from colorful mountains and forests, to rustic cities and recently installed make-shift security stations. Biomass small and large covers a lot of the ground and walls of many areas on the planet, so a Great Barrier Reef look is prevalent throughout the game. A lot of the flora and fauna around V’Kesh are very

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similar to Earth creatures, but with varying degrees of differences in specific features, giving the world of Breach a familiar, yet slightly alien touch.

Regions

Area 1- The starting region, the Ikkune Runnels, is a system of mountainous pathways and pikes that easily lead to every other region of the planet. The area sports a somewhat pastel look with sky blue rock walls and magenta trees. Integrated with the geology are haphazardly installed human facilities with a more standard industrial look that punctuates the nature of the Ikkune Runnels.

Area 2- An area adjacent to the Runnels, the Vika Fen, is an electrified wetland that houses many Myrlin hunters. The Hands of Valor’s have many facilities here.

Area 3- The Myra Core is an underground collection of Myrlin houses, shrines, and growing facilities. Most of the land seems to shift from planet ground to organic biomass to mechanical structures.

Characters

(Fadin as seen above)

Fadin- The protagonist of the game, Fadin, is a Myrlin, an intelligent race of slime. Fadin is a victim of the recent conflicts between the humans and Myrlins. Fadin was on the fringes of an encounter where a squad of Hands troops was transporting containers of the volatile substance, Pnuema. As the factions engaged in battle, the containers were breached and the Pnuema exploded, devastating the area and killing most of the participants. Fadin, being at the outer rim of the blast, survived, but the Pnuema caused a nearby trooper to fuse with it. Recovering from the incident, Fadin awakens with a new sense of awareness, and realizes its new abilities in this new humanoid form. It is not too long before Fadin realizes it can access abilities that the trooper’s power armor provides, as well, including artillery, bioscan systems, and neural communication programs. After a

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bit of reflection, Fadin receives faint distress communication signals in its suit coming from an unknown source. Confused and seeking answers, Fadin decides to head toward the Myrlin capitol on the other side of V’Kesh.

Fadin is a wild card out of the factions fight on V’Kesh, not truly being on anyone’s side. Fadin does not need food or water to survive nor sleep. Since Fadin also has the Hand of Valore technology he also does not need any source of energy whatsoever from the environment, Fadin produces his own energy source from his technology, making him totally self-sufficient and able to survive space travel without any supplies.

Myrlins- Myrlins can survive live up to 35 years of age. Myrlins also do not need food or water to survive as they get their nutrition from the acid rain and carbon storms. Myrlins also do not require any sleep as the constant acid rainstorms are their main energy source and it is always raining in their habitation area.

Hand of Valor- Hands of Valore soldiers are human mercenaries acting on humanity’s need for more energy and thus securing V’kesh for its plentiful supply of Pnuema. These soldiers are among the most elite and ruthless soldiers one could ever set their eyes upon. To become a soldier for this organization, each soldier needs a kill count of at least 5,000 people or creatures to even have a chance of being part of the organization. Each soldier has also been human conditioned to only require 2 hours of sleep per week. Each soldier has also been human conditioned to be able to carry out their missions without food or water for 30 days.

Pnuema- A highly volatile and mutagenic substance warping most things it touches. Myrlin and human life both seem to have been heavily altered by this substance.

Levels

Start game---Cutscene--- Wide shot of V’Kesh/ establishing shot of Outer Fjords (starting room) slowly zooming inward/ multiple jump cuts of different angles of the room, relatively wide shot of Fadin inching out from between some rocks/camera slowly pans into default ‘gameplay’ position giving control of Fadin to the player.--Ikkune Runnels-Outer Fjords--Player moves Fadin around rocks and platforms to reach the next room while text displays to show player the controls.---IR-Cliff Tunnel---Player encounters more platforms taken them higher in the room to reach the next one.---IR-Quarry Vista---Player travels along a Cliffside that looks over a field where a damaged spaceship is parked. Myrlin temples can be seen in the far distance.---IR-Collapsed Shaft---

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Player drops down a hole in the cliff and hits a switch to open a gate leading to the next room.---IR-Landing Quarry---Player can explore around the tragic scene of a heavily damaged ship and multiple deceased Valor troopers. A gate toward an exit opens with faint screams heard from beyond.---IR-Security Station C---Passing by a dying marine, the player moves through a security checkpoint and encounters a large trailer of glowing canisters.---Cutscene---Camera sweeps bringing into view a group of Myrlins and humans engaged in a firefight/ Various shots of the battle/Stray shots hit the trailer of Nuema/explosion/bodies fly/one trooper flies right into Fadin’s path/Fadin and trooper fuse/fade to black/fade in/establishing shot of the station in disarray/close up of Fadin in humanoid form easing off of a wall/shot inside Fadin’s new visor showing protocols and errors being run and displayed/close up of Fadin looking around the room and at itself/slow zoomed out shot of the room with Fadin hobbling forward/very close up shot of Fadin’s visor (from outside) tilting up from groundward to forward/light fade to game mode in first person. Player can easily move forward to access the next room.---IR-Security Station C---Prompts of the player’s new humanoid abilities are displayed.---Further rooms TBA---

Visual Systems

HUD

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The player’s H.U.D (heads up display) mainly consists of elements on Fadin’s right arm, which is in view of the 1st person camera. Other elements will resemble digital UI projected on the player’s visor. There will be a visor that overlays the screen to emulate a mask that the player wears. The player’s visor will display their health and ammo count, but your magazine shows your ammo type displayed on the arm.

The mini map will be a simple compass that has north, east, west, and south coordinated to aid the player in direction. The health bar is a rudimentary health indicator on the player’s health, once it runs out the player dies. The ammo counter is just a counter that displays the amount of bullets the player currently has in their weapon, once the counter reaches zero the player can no longer fire their weapon and must use their melee tendril whip instead.

Audio

Music- Breach will feature heavily electronic tracks with hints of Gregorian chanting and samples of recordings of wildlife.

Each area will have its own soundtrack, such as the Ikkune runnels will have one and when the player enters a new area, a new soundtrack will be playing in the background.

Sound Effects- Heavily electronically processed samples, gun shots for weapons, pain sounds.

There will be sounds for the player shooting bullets out of its arm when the player receives damage by enemy contact. The tendril whip attack will also have a sound

Help System- If the player roams around away from the current objective for a certain period of time, the visor will display a hint for the player and will highlight a marker on the map. When the player encounters most new interactive systems, the visor will display brief descriptions on how to use the system or interact with it. Lengthier descriptions can be viewed in the inventory in the pause menu.

Enemy behavior

Enemies will use basic scripting to target the player and attack it when it is within range of their aggressive behavior mark. There will one radius where it will determine where the enemy shall turn hostile against the player. For example, if the player reaches the enemy within 50 yards, turn hostile. If the player is not within 50 yards they will not care about the player. Some enemies will be hostile no matter the case.

Enemies that will use this logic will be wildlife creatures such as Mag Shrews, since they are not hostile by nature, they only attack when threatened.

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Weapons use by enemies: (revolver and mace used by HOV soldiers)

The revolver is a .357 caliber revolving cylinder pistol with manual hammer cocking action for repeating shots. The mace is a favorite of the HOV soldier elite corps and is used for stealth missions, since melee weapons aren’t as loud as firearms.

Technical Aspects

The game uses Unity game engine, and the coding language is c#. For models and props 3dsmax was the program used.

Unity is a game engine that has prebuilt in software to aid game developers in putting assets together to make a game.

C# is C++ but more user friendly as it has more presets built in for the use of object-oriented programming. 3dsmax is a software used to make 3d models that can be animated, textures and UVed.