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A Rocket Powered Hippo Game
Ascension
The AwakeningGame Design Document
Document Authors:
Louie Mitchell and Christopher Begley
Document Version: 2.7
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Table of Contents1 Version Log ........................................................................................................................................... 72 Executive Summary ............................................................................................................................ 11
2.1 Copyright Information ...................................................................................................... 11
3 Product Overview ............................................................................................................................... 11
4 Game Description ............................................................................................................................... 11
5 Unique Selling Points .......................................................................................................................... 12
6 Special Features .................................................................................................................................. 12
7 Setting the Scene... ............................................................................................................................. 13
8 Game Modes ...................................................................................................................................... 15
8.1 Single Player ..................................................................................................................... 15
9 Project Scope ...................................................................................................................................... 15
9.1 Number of Levels .............................................................................................................. 159.1.1 Antare ..................................................................................................................... 15
9.1.2 Ruins of Nyzal ......................................................................................................... 15
9.1.3 Port of Yagomir ...................................................................................................... 15
9.1.4 The Custodian Dunes ............................................................................................. 15
9.2 Number of NPCs .............................................................................................................. 16
9.2.1 Village Elder ............................................................................................................ 16
9.2.2 Botanist .................................................................................................................. 16
9.2.3 Engineer ................................................................................................................. 16
9.2.4 Hunter .................................................................................................................... 16
9.2.5 Number of Creatures ............................................................................................. 16
9.2.6 Number of Weapons .............................................................................................. 179.2.7 Number of Items .................................................................................................... 17
9.2.8 Number of Quests .................................................................................................. 17
9.2.8.1 Main Quests ............................................................................................ 17
9.2.8.2 Side Quests / Other ................................................................................. 17
9.2.9 Objectives ............................................................................................................... 17
10 Gameplay and Mechanics .............................................................................................................. 18
10.1 Gameplay .......................................................................................................................... 18
10.1.1 Level progression ................................................................................................... 18
10.1.2 Mission / Challenge Structure ................................................................................ 18
10.2 Mechanics ......................................................................................................................... 19
10.2.1 Camera Mechanics ................................................................................................. 1910.2.1.1 Outdoors ............................................................................................... 19
10.2.1.2 Aiming ................................................................................................... 19
10.2.1.3 Crawling ................................................................................................ 20
10.2.1.4 Crouching .............................................................................................. 20
10.2.1.5 Indoors .................................................................................................. 21
10.2.1.6 Climbing ................................................................................................ 21
10.2.1.7 Running ................................................................................................. 21
10.2.2 Movement .............................................................................................................. 22
10.2.2.1 General Movement ............................................................................... 22
10.2.2.1.1 Walking .............................................................................................. 22
10.2.2.1.2 Running .............................................................................................. 2210.2.2.1.3 Strafing ............................................................................................... 22
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10.2.2.1.4 Player Direction .................................................................................. 22
10.2.2.1.5 Jumping .............................................................................................. 23
10.2.2.1.5.1 Stationary ........................................................................................ 23
10.2.2.1.5.2 During Movement ........................................................................... 23
10.2.2.2 Other Movement .................................................................................. 24
10.2.2.2.1 Climbing ............................................................................................. 2410.2.2.2.2 Crawling ............................................................................................. 24
10.2.2.2.3 BASE Jumping ..................................................................................... 24
10.2.3 Objects and Inventory ............................................................................................ 25
10.2.3.1 Picking up Objects ................................................................................. 25
10.2.3.2 Moving Objects ..................................................................................... 25
10.2.3.3 Inventory Grid ....................................................................................... 26
10.2.3.3.1 Storing Items ...................................................................................... 26
10.2.3.3.2 Grid System ........................................................................................ 26
10.2.3.3.3 Grid Access ......................................................................................... 26
10.2.3.3.4 Item Icons ........................................................................................... 26
10.2.3.3.5 Item Combination .............................................................................. 2610.2.3.3.6 Item Grouping .................................................................................... 26
10.2.4 Actions .................................................................................................................... 27
10.2.4.1 Switches ................................................................................................ 27
10.2.4.2 Timer Switches ...................................................................................... 27
10.2.4.3 Conversation ......................................................................................... 28
10.2.4.3.1 Interaction .......................................................................................... 28
10.2.4.3.2 Quest Giving NPCs............................................................................. 28
10.2.4.3.3 Other NPCs........................................................................................ 28
10.2.4.4 Item Trading .......................................................................................... 28
10.2.5 Combat ................................................................................................................... 29
10.2.5.1 Weapon Selection ................................................................................. 2910.2.5.2 Ammunition Selection ........................................................................... 29
10.2.5.3 Weapons ............................................................................................... 30
10.2.5.3.1 Ancient short sword ........................................................................... 30
10.2.5.3.1.1 Basic short sword ............................................................................ 30
10.2.5.3.1.2 UPGRADE - Poisoned Blade ............................................................. 30
10.2.5.3.1.3 Range .............................................................................................. 30
10.2.5.3.1.4 Damage over Time .......................................................................... 30
10.2.5.3.2 Altairon War Spear ............................................................................. 31
10.2.5.3.2.1 Basic Altairon War Spear................................................................. 31
10.2.5.3.2.2 UPGRADE - Pronged Spear .............................................................. 31
10.2.5.3.2.3 Range .............................................................................................. 31
10.2.5.3.3 Dragon Breath Blunderbuss ............................................................... 32
10.2.5.3.3.2 Reload Time .................................................................................... 32
10.2.5.3.3.3 Firing Range..................................................................................... 32
10.2.5.3.3.4 Round Capacity ............................................................................... 32
10.2.5.3.3.5 Rate of Fire ...................................................................................... 32
10.2.5.3.4 Bow and Arrow .................................................................................. 33
10.2.5.3.4.1 UPGRADE - Scoped Bow .................................................................. 33
10.2.5.3.4.2 UPGRADE - Explosive Ammunition ................................................. 33
10.2.5.3.4.3 Reload Time .................................................................................... 33
10.2.5.3.4.4 Firing Range..................................................................................... 33
10.2.5.3.4.5 Accuracy .......................................................................................... 33
10.2.5.3.4.6 Capacity ........................................................................................... 33
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10.2.5.3.4.7 Rate of Fire ...................................................................................... 33
10.2.5.3.5 Weapon Damage Comparison Chart ................................................. 34
10.2.5.4 Ammunition Counter ............................................................................ 34
10.2.5.4.1 Reloading ........................................................................................... 34
10.2.5.4.2 Reload Bonus ..................................................................................... 34
10.2.5.5 Shield ..................................................................................................... 3510.2.5.5.1 Replenishing the Shield ...................................................................... 35
10.2.6 Health Bar............................................................................................................... 36
10.2.6.1 Health Backup System........................................................................... 36
10.2.6.2 Damage Indicator .................................................................................. 36
10.2.6.3 Death ..................................................................................................... 36
10.2.6.4 Regaining Health via Items .................................................................... 37
10.2.6.4.1 Small plant ......................................................................................... 37
10.2.6.4.2 Large plant ......................................................................................... 37
10.2.6.5 Hunting .................................................................................................. 37
10.2.7 Light Mechanics ..................................................................................................... 37
10.3 Navigation ........................................................................................................................ 3810.3.1 Compass Mechanics ............................................................................................... 38
10.3.2 World Map ............................................................................................................. 38
10.4 Journal .............................................................................................................................. 39
10.4.1 Overview ................................................................................................................ 39
10.4.2 World map and local area maps ............................................................................ 39
10.4.3 Quest and Status .................................................................................................... 39
10.4.4 Notes 39
10.5 Hint System ...................................................................................................................... 40
10.5.1 Amulet Hint System ............................................................................................... 40
10.5.2 Tutorial Hint System ............................................................................................... 40
10.6 Artificial Intelligence ......................................................................................................... 4010.6.1 Human AI ................................................................................................................ 40
10.6.2 Creature AI ............................................................................................................. 40
10.6.2.1 Neutral AI .............................................................................................. 40
10.6.2.2 Hostile AI ............................................................................................... 40
10.7 HUD Overview .................................................................................................................. 41
10.8 Items 42
10.8.1 World Items ............................................................................................................ 42
10.8.2 Weapon Upgrade Items ......................................................................................... 42
10.8.3 Weapons and Key Items ......................................................................................... 43
10.9 Enemies / Creature ........................................................................................................... 44
10.9.1 Grak 44
10.9.2 Stalker .................................................................................................................... 45
10.9.3 Zoamvore ............................................................................................................... 46
10.9.4 Tyragor (Grak Alpha) .............................................................................................. 47
10.9.5 Zektar ..................................................................................................................... 48
10.10 Creature Stats ................................................................................................................... 49
10.11 Screen Flow ...................................................................................................................... 50
10.11.1 Main menu screen flow ............................................................................... 50
10.11.2 Screen Descriptions ..................................................................................... 50
10.11.2.1 Main Menu .......................................................................................... 50
10.11.2.2 Options Screen .................................................................................... 50
10.12 Game Options ................................................................................................................... 51
10.12.1 Saving / Loading ........................................................................................... 51
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10.12.1.1 Quicksave ............................................................................................ 51
10.12.1.2 Saving .................................................................................................. 51
10.12.1.3 Loading ................................................................................................ 51
10.12.1.3.1 From Main Menu ............................................................................. 51
10.12.1.3.2 In-Game............................................................................................ 51
10.13 Replay Value ..................................................................................................................... 5110.13.1 Audio Drops ................................................................................................. 51
10.14 Easter Eggs ........................................................................................................................ 51
11 Aesthetics / Styles .......................................................................................................................... 52
11.1 Art Competitive Analysis .................................................................................................. 52
11.1.1 Red Faction: Guerrilla ............................................................................................. 52
11.1.1.1 Overview ............................................................................................... 52
11.1.1.2 Similarities ............................................................................................. 52
11.1.1.3 Why Ascension: The Awakening is Unique ........................................... 52
11.1.2 Borderlands ............................................................................................................ 53
11.1.2.1 Overview ............................................................................................... 53
11.1.2.2 Similarities ............................................................................................. 5311.1.2.3 Why Ascension: The Awakening is unique ............................................ 53
11.1.3 World of Warcraft .................................................................................................. 54
11.1.3.1 Overview ............................................................................................... 54
11.1.3.2 Similarities ............................................................................................. 54
11.1.3.3 Why Ascension is Unique ...................................................................... 54
11.2 Other Inspiration .............................................................................................................. 55
11.2.1 Magic the Gathering .............................................................................................. 55
11.2.1.1 Overview ............................................................................................... 55
11.2.1.2 Similarities ............................................................................................. 56
11.2.1.3 Why Ascension: The Awakening is Unique ........................................... 56
11.2.2 Dune 5711.2.2.1 Overview ............................................................................................... 57
11.2.2.2 Similarities ............................................................................................. 57
11.2.2.3 Why Ascension: the Awakening is Unique ............................................ 57
12 Competitive Analysis ...................................................................................................................... 58
12.1 Fallout 3 ............................................................................................................................ 58
12.1.1 Overview ................................................................................................................ 58
12.1.2 Similarities .............................................................................................................. 58
12.1.3 Why Ascension: The Awakening is Unique ............................................................ 58
12.2 Uncharted 2: Among Thieves ........................................................................................... 59
12.2.1 Overview ................................................................................................................ 59
12.2.2 Similarities .............................................................................................................. 59
12.2.3 Why Ascension is Unique ....................................................................................... 59
12.3 Borderlands ...................................................................................................................... 60
12.3.1 Similarities .............................................................................................................. 60
12.3.2 Why Ascension is Unique ....................................................................................... 60
12.4 Final Competitive Choice .................................................................................................. 61
12.4.1 What is Different? .................................................................................................. 61
13 Controls .......................................................................................................................................... 62
13.1 Control Nuances ............................................................................................................... 63
14 Story Overview ............................................................................................................................... 64
14.1 The Present Day................................................................................................................ 65
14.2 Game Breakdown ............................................................................................................. 66
15 Characters ...................................................................................................................................... 68
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15.1 Azaer (Player Character) ................................................................................................... 68
15.2 Barnoth (Village Elder) ..................................................................................................... 70
16 Levels .............................................................................................................................................. 72
16.1 Antare (Level 1) ................................................................................................................ 72
16.1.1 Antare Overview .................................................................................................... 73
16.1.2 Antare Walkthrough............................................................................................... 7316.2 Antare Concepts ............................................................................................................... 74
16.3 Ruins of Nyzal ................................................................................................................... 75
16.3.1 Ruins of Nyzal Overview ......................................................................................... 76
16.3.2 Ruins of Nyzal Walkthrough ................................................................................... 76
16.4 Ruins of Nyzal Concepts ................................................................................................... 78
16.5 Ruins of Nyzal 2 ................................................................................................................ 79
16.6 Ruins of Nyzal Part 2 ......................................................................................................... 80
16.7 Port of Yagomir ................................................................................................................. 81
16.8 Port of Yagomir Overview ................................................................................................ 82
16.9 Port of Yagomir Walkthrough........................................................................................... 83
16.10 Port of Yagomir Concepts ................................................................................................. 8516.11 The Custodian Dunes Final Level .................................................................................... 86
16.11.1 Custodian Dunes Overview .......................................................................... 87
16.11.2 Custodian Dunes Walkthrough .................................................................... 87
16.12 Temple Concepts .............................................................................................................. 89
17 60 Second Gameplay Example ....................................................................................................... 90
18 Concept Art..................................................................................................................................... 91
19 Staffing and Roles ........................................................................................................................... 96
19.1 Christopher Begley ........................................................................................................... 96
19.2 Louie Mitchell ................................................................................................................... 97
19.3 Sam Owen......................................................................................................................... 98
19.4 Adam Khoury .................................................................................................................... 9819.5 Stephen Rhodes ................................................................................................................ 99
19.6 Steven Matthews.............................................................................................................. 99
19.7 Additional Skills and Knowledge .................................................................................... 100
20 Figure List ..................................................................................................................................... 101
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1 Version LogVersion
Number
Date Modified Description of
Changes
Author(s) Verified Distributed
to Team?
1.0 24th July 2009 Overview
The document was
created with a draft
cover and
placeholder
Introduction and
Product Overview.
Copyright
Information was
included but not
filled out until
further research on
the subject has
been undertaken.Headings outlining
the rest of the
document were
created waiting to
be filled in next
refinement.
Louie Mitchell
Christopher Begley
Yes Via Dropbox
1.1 5th August 2009 Sections added
Game description
(first draft).
Unique Selling
Points.
Special Features.
Number of Levels.
Number of NPCs.
Number of
Weapons.
Number of Quests.
Louie Mitchell Yes Via DropBox
1.2 30th Sept 2009 Sections added
Weapon mechanics
(first draft),
Louie Mitchell Yes Via Dropbox
1.3 8th Oct 2009 Sections addedWeapons
mechanics
(Complete draft).
Began movement
mechanics.
Louie Mitchell Yes Via Dropbox
1.4 14th Oct 2009 Sections added
Items.
Plants.
Upgrades.
Item combinations.
Help system
(Amulet).
Mission structure.
Louie Mitchell Yes Via Dropbox
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Began enemies.
1.5 17th Oct 2009 Sections refined
Number of levels
based on level
design refinements.
Formatting
Completely refined
and updated
document
formatting. All
correct fonts and
styles.
Sections added
HUD.
Game flow chart
v1.
Controls (firstdraft).
Christopher Begley Yes Via Dropbox
1.6 22nd Oct 2009 Sections refined
Camera System.
Strafing.
Player direction
Jumping.
Climbing.
BASE Jumping.
Objects and
inventory.
Inventory Grid.Ammunition
Counter.
Shield.
Health.
Several smaller
sections refined.
Sections removed
Mechanics
- Binoculars.
- Traps.
- Several weapon
upgrades
Louie Mitchell
Christopher Begley
Yes Via Dropbox
1.7 14th Nov 2009 Comments
Added updated
control layout and
nuances.
Updated
production info,
USPs and special
features. Updated
item information.
Added copyrightinformation.
Updated entire
Christopher Begley Yes Via Dropbox
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documents
formatting and
edited each section
with new naming
conventions. Added
info on Dune.
1.8 15th
November Comments
Went over the
entire document
and edited each
section to bring the
document up to
date, full enemy list
and stats, items
layout. Filled out
art competitive
analysis with World
of Warcraft and
Magic theGathering.
Louie Mitchell Yes Dropbox
1.9 2.0 22nd
November Comments
Went through the
whole document
and inserted
diagrams that were
previously made
and added ones
that were missing.
General
housekeeping and
updating. Data intotables where
appropriate.
Louie Mitchell Yes Dropbox
2.0 2.2 27th
November Comments
Added the figure
list, boss creature
overview, captions
to pictures and
some general
formatting. Left a
section open for
60-second
walkthrough.
Louie Mitchell Yes Dropbox
2.3 28th November Comments
Completed a full
and up to date item
list. Continued
housekeeping.
Added graphs for
creature
comparisons and
redid the graph for
weapons.
All text aligned toheaders.
Louie Mitchell Yes Dropbox
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Staffing and Roles
from Production
Document added.
2.3
2.7 30
th
November10
thDecember
Comments
Fixing images.
Housekeeping.
Updating maps.
Level Overviews.
Louie Mitchell Yes Dropbox
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2 Executive SummaryAscension: The Awakening is a project belonging to six University of Salford students. The project is
part of final year studies on a BSc (hons) Computer and Video Games course. The game is a total
conversion using Cryteks Sandbox 2 editor and Cry Engine 2.
2.1 Copyright InformationAll work within this document remains the property of Rocket Powered Hippo and the University
of Salford. Use of any of this document for personal gain without a license is strictly
unauthorised.
A more detailed view of copyright issues and contact details for Ascension: The Awakening can be
found in the projects production Document.
3 Product OverviewName of Product: Ascension: The Awakening
High Concept: One mans awakening is the key to survivalGenre: Adventure / Survival
Players: Single Player
Main Camera: 3rd
Person (Over the shoulder)
Platform: PC
Target Audience: 16+
Violence Level: Mild, fantasy
Environments: 4 levels, linear with small open areas
4 Game DescriptionA world torn apart by disaster, a civilisation on the brink of
extinction; welcome to Aurora.
To save your home, a perilous journey lies ahead. Its up to you
to explore the abandoned, hostile wastelands below Antare.
Gather the tools to take down the vicious creatures that have
overcome the planet below and learn how to survive in the
harsh environments. What will your journey uncover? Can you
solve the puzzles that hide the secrets of the world?
One mans awakening is the key to survival. Aurora is depending
on you.
Figure 1: Concept of Azaer, the
main character in Ascension: The
Awakening
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5 Unique Selling Points Explore a planet that has been untouched by humans for centuries. Ravaged by war, strange
gravitational anomalies have suspended a world in the process of destruction.
Combat creatures each with their own strengths and weaknesses. Knowing your enemycomes down to using the right weapon for the job.
Delve deeper into the game world and story through the many missions and side quests. Uncover remnants of the people who lived a millennia go via audio communications littered
around the games four levels.
Using the power of an ancient amulet, the player can protect themselves from many of thedangers in Aurora. Recharging the shield is only possible when near ancient technology left
in the abandoned world.
Live to fight another day thanks to a health backup system that gives players an evenstanding against even the strongest hoard of enemies.
Communicate with your home village; players receive hints and advice from their father andother key characters during gameplay.
6 Special Features A main quest spanning four unique levels. Explore the remains of a once thriving society with its own secrets. Four unique weapons to master each with their own upgrades. Dynamic combat thanks to an over the shoulder camera system. Take part in exhilarating BASE-jumping sequences.
Figure 2: Concept of the bridge in Antare
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7 Setting the Scene...This is an extract taken from the Narrative document that puts all gameplay into context. For further
narrative reference, please see the Ascension: The Awakening Narrative Document. Alternativley,
click here for theStory Overviewor see Page 64.
As the devastation reigned down upon Aurora, millions perished, society degraded as
people just tried to survive the destruction. Without the guiding hands of the Custodians,
people panicked and order was lost within minutes, within 24 hours, civilised culture had all
but vanished.
One settlement was different however, hidden within a mountain range, the peaceful city of
Antare managed to endure the destruction wreaked upon by the sundering. The custodian
of Antare had remained in his home due to illness when the council was called to the temple
and so when he felt the earth shattering destruction, he immediately made plans to attempt
to save his people.
Although the Miran super weapon had struck the planet, the Altairon energy field hadmanaged to absorb 60% of the weapons destructive force before collapsing, the weapon
which should have ripped the planet apart simply struck the surface and caused enormous
amounts of tectonic movement and shifting. Although still devastating to the people of
Aurora, it meant that their planet would not die and them along with it.
As the only remaining custodian gazed upon the destruction, he formulated a plan which
would save his people and preserve their way of life. The ground around Antare began to
crack and groan with the increased tectonic pressure, soon the ground would erupt and
swallow the settlement killing all who dwelled there. The Custodian used what technology
he could and his ability to command it and tore the settlement out of the ground, the
immense energy lifted the settlement into the air and away from the danger of earthquakesand lava eruptions.
As it gained altitude, the
momentum slowed until the
enormous chunk of rock and
earth would not rise any
further. The settlement was
high in the air, people were
able to look past the
mountain range which once
surrounded and looked downupon their small building. As
the custodian remained
focused on holding the
village in the air, the
townsfolk rushed to create
great chains with which to
anchor their village to the
mountains.
With the chains completed
and the anchors burroweddeeply into the mountains,
Figure 3: Aurora after the Sundering
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the custodian lowered the power on the Altairon gravity system and rested. With their
homes safe from any immediate danger, the Malakai had to sit and watch from a distance as
the rest of their civilisation tore itself apart through inner turmoil and survival instincts
taking over. Week after week the fires and earthquakes lessened and the people of Antare
attempted to communicate with the other settlements but none responded.
The survivors were grief stricken at how many of their brothers and sisters had perished in
this horrible event. As a sign of respect to the dead they renamed themselves the Eridani
meaning the survivors, to show to the world that they were once part of a much greater and
larger society until this moment when nearly all was lost.
Figure 4: An early concept of what the houses could look like after being rebuilt.
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8 Game Modes8.1 Single PlayerAscension: The Awakening features only one gameplay mode known as story mode. In story
mode the player takes part in the main plotline by travelling through the world of Aurora,
surviving the harsh environments and creatures, solving its puzzles and uncovering the dark
secrets.
9 Project Scope9.1 Number of Levels
There are four individual levels in Ascension: The Awakening.
9.1.1AntareHome to the main character Azaer, Antare is a floating island in the sky. The island is alsohome to all the main NPCs in the game including Barnoth and Galen.
The Antare Level can be viewedhere, or on page 72.
9.1.2Ruins of NyzalBelow the floating island of Antare are the
ruins of Nyzal. The region contains a solar
energy field as well as access to two of the
games levels, the Port of Yagomir and the
Custodian Dunes.
The Ruins of Nyzal Level can be viewed here,
or on page 75.
9.1.3Port of YagomirAn area once busy with sea trade has now
fallen into darkness. Dangerous creatures
roam the streets of Yagomir at night looking
for prey. The post has a lighthouse and mayors
office to explore.
The Port of Yagomir Level can be viewedhere,or on page 81.
9.1.4The Custodian DunesBeyond the Custodian Dunes lies a huge
temple known as the Aiur. This level builds up
to the temple with a dangerous trek through
the temples grounds.
The Custodian Dunes Level can be viewed
here, or on page 86.
Figure 5: A few plants that can be found around the
environments in Aurora
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9.2 Number of NPCsThere are four main NPC characters on Antare the player can interact with. Each main NPC has
their own building in which they reside.
To read an overview of the main characters, please clickhereor go to page 68.
To view some character concept art, please clickhereor go to page 91.
9.2.1Village ElderThe Village Elder makes the important decisions about how Antare is run and makes sure the
peace is kept. The elder also has access to documentation and secrets left behind from
centuries ago.
9.2.2BotanistThe botanist runs a large greenhouse in Antare providing food for villagers without rooftop
gardens. She also provides knowledge on natural herbs and medicines.
9.2.3EngineerThe techie runs all of the left over and pieced together machinery on Antare. He can provide
upgrades to weaponry for hunters and fix any technical difficulties around the village.
9.2.4HunterThe hunter kills the flying creatures that have become widespread since the attacks centuries
ago. The meat can be shared between the villagers. The hunter is also the only person to have
access to weapons on the island.
9.2.5Number of CreaturesThere will be 6 main creatures that the player will encounter in Ascension: The Awakening.
Grak Grak Alpha Stalker Zoamvor FLYING TO CHANGE Boss Creature
A more detailed look at the creaturescan be foundhereor on page 44.
Figure 6: Concept of a Grak found on Aurora's surface
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9.2.6Number of WeaponsThere are four weapons available to the payer in Ascension:
The Awakening. They are as follows:
A Ancient short sword A Altairon war spear A Dragon breath blunderbuss A Hawk string bow
Each weapon has at least one upgrade detailed later in the
game mechanics section.
For a more detailed look at the weaponry available in
Ascension, pleaseclick hereor go to page 30.
9.2.7Number of ItemsThe player has a handful of items at their disposal. There is a
main healing plant and two plants that add additional
abilities to weapons. Players also locate quest specific items and audio drops that give the
player the worlds history from the perspective of one individual.
For a full list of items found in Ascension, clickhereor go to the Items Overview on page 42.
9.2.8Number of Quests9.2.8.1 Main QuestsThere are 8 main story quests in Ascension. These can be found in the Levels section of thedocument.
9.2.8.2 Side Quests / OtherThere are 4 side quests that take players away from the main storyline to find out about
Aurora and its history. More details can be found in the Levels section of the document.
Please see the Game Breakdown section for more details on Ascensions quests. It can be
found hereor on page 66
9.2.9ObjectivesThe main objective of Ascension: The Awakening is to locate a new power source for Antarewhich is located on the ruined surface of Aurora. As the game progresses, the player uncovers
secrets which will dramatically change the objectives for the remaining time spent on Aurora.
To see a specific breakdown of objectives for each level please refer to theLevelssection of
the document or go to page 72.
Figure 7: A Dragon Breath Blunderbussearly concept
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10 Gameplay and Mechanics10.1Gameplay
10.1.1
Level progression
10.1.2 Mission / Challenge Structure
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10.2Mechanics10.2.1 Camera Mechanics
10.2.1.1 OutdoorsThe camera in outdoor locations will be a standard 3 rd person view. The screen will be centred on
the player character.
Mouse movement in the horizontal axis will pan the camera 360 around the playerslocation.
The player character will always face where the camera is pointing. Mouse movement in the vertical axis controls the cameras pitch. The degrees of rotation for
pitch are restricted to 45 in either direction.
10.2.1.2 AimingWhen the player right clicks, the camera zooms from the standard 3
rdperson view to an over-the-
shoulder shot. The over-the-shoulder shot rests just above the players right shoulder and centres
the aiming reticule on the screen. Players now have a clearer view of their target and can use the
mouse to aim.
Figure 8: 3rd Person Perspective Camera
Figure 9: Aiming in Over-the Shoulder
View
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10.2.1.3 CrawlingThe player can press the C key to enter crawling mode. When the player enters a tight space, the
camera switches to a 1st
person view. Players can use the mouse to direct the character through
tight environments.
10.2.1.4 CrouchingIf the player is taking cover by crouching behind an object, they can still enter aiming mode by right
clicking to switch the camera to an over-the-shoulder shot. Pitch of the camera is now restricted to
a 45 up and 20 down position.
Figure 10: Crawling View
Figure 11: Couching behind cover
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10.2.1.5 IndoorsThe camera indoors will still use a standard 3
rdperson view. The camera will detect walls
automatically and move closer to the player in tight spaces.
10.2.1.6 ClimbingWhen the player starts climbing, the camera will again go into a 1
st
person view. The player cannotlook around using the mouse when climbing ladders.
Figure 12: Climbing in first person view
10.2.1.7 RunningThe camera will shake when the player is sprinting heightening the sense of immersion and
excitement.
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10.2.2 MovementFor gameplay controls, please see theControlssection of the document or turn to page 62.
10.2.2.1 General Movement10.2.2.1.1WalkingWalking is the default speed the player moves at. The speed will be set to 2.5mph.
Players use the W key to move in a forward direction and the S key to walk
backwards.
Exploring small areas and building interiors Basic exploration around the landscape
10.2.2.1.2RunningRunning is the fastest speed the player can travel at. Running is set to a speed of 9mph.
Running is archived by holding the Shift key along with the forward (W) key. Runningis used for:
Traversing larger rural environments Reaching timers in puzzles Escaping and avoiding powerful enemies
10.2.2.1.3StrafingPlayers can use strafing during enemy encounters to dodge attacks and circle an enemy
(in combination with the mouse directional controls). Strafing is mapped to the A
(strafe left) and D (strafe right) keys. Players move at a speed of 2.5mph while
strafing.
Figure 13: Sidestep (strafing) 1m in either direction
10.2.2.1.4Player DirectionThe player uses the mouse for orientation during gameplay. Orienting the camera in
conjunction with the W moves the player in a desired direction.
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10.2.2.1.5Jumping10.2.2.1.5.1 StationaryThe player can jump 0.7 meters in the air while stationary. Jumping is mapped to the
Space key.
10.2.2.1.5.2 During MovementThe player can jump while moving a distance of 1.5 meters. Jumping is achieved with
a combination of the Space key and the movement keys. Jumping over a distance
is used for:
Getting over small gaps in terrain Avoiding enemy attacks
Figure 14: Standing jump height
Figure 15: Running Jump Distance
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10.2.2.2 Other Movement10.2.2.2.1ClimbingLadders are used to climb on the roofs of buildings and other structures. Players can
climb a ladder by pressing the default use key (assigned to the E key).
When climbing the games camera enters a first person viewpoint.10.2.2.2.2CrawlingPlayers can crawl during gameplay.
Crawling reduces the players movement speed to 1mph. Crawling is used primarily for accessing secret areas within the world. Crawling is mapped to the C key and requires the player to toggle between
crawling and standing upright.
Crawling switches the camera to first person when navigation tight spaces.10.2.2.2.3BASE JumpingDuring a specific section of gameplay the player enters a BASE Jump. These jumps will
drop the player into different locations within the wasteland level (dependant on the
players progression). During these sequences the player will have some minor
movement to view their surroundings during the drop. Pressing the SPACE key during
a BASE jump opens the players parachute.
Figure 16: Base Jumping
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10.2.3 Objects and Inventory10.2.3.1 Picking up ObjectsWhen the player comes across an object that they can interact with or collect, an icon
appears on screen indicating this to the player. The player presses the use key (assigned to
the E key) to perform this action.
Items picked up are contained in theinventory(page 26)
Figure 17: Pick up items using the E key
10.2.3.2 Moving ObjectsThe player character can move certain objects. The player approaches the object, holds
down the use key (assigned to the E key and then can push and pull the object around
the environment in conjunction with movement and strafing controls (A,S,D,W keys).
Figure 18: Pushing a rock to gain access to higher locations
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10.2.3.3 Inventory Grid10.2.3.3.1Storing ItemsItems are added to the inventory using the usekey (assigned to the E key). Items
are contained within the inventory screen until used by the player or given to an NPC.
10.2.3.3.2Grid SystemItems are displayed in a grid Items are displayed in the order which the player obtained
them in. The 4 x 3 grid holds up to 12 items.
10.2.3.3.3Grid AccessThe player can bring up the inventory at any point during the game. Holding down the
Q key brings up the inventory screen and releasing the Q key closes the inventory.
10.2.3.3.4Item IconsItems added to the inventory are visually represented by icons in the grid. Once the
player collects the same item twice, a small number multiplier is added to the icon (thex3, x4 and so on).The player can carry a maximum of 10 of each item collected.
10.2.3.3.5Item CombinationItems that can be combined are done automatically in the inventory grid.
Players must choose whether it is worth obtaining the item for it to be combined. Before items are combined, a player must learn what can and cannot be
combined.
10.2.3.3.6Item GroupingItems are grouped according to type, for example plants are grouped together as is
ammunition.
Figure 19: Simple diagram showing how the inventory is opened and how items are
combined
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10.2.4 Actions10.2.4.1 SwitchesSwitches are activated using the use key (assigned to the E key).
The player is required to be in close proximity to activate a switch. An icon appears similar to picking up an item to prompt the player to perform this
action.
Some switches will be deactivated until the player completes a desired action.10.2.4.2 Timer SwitchesSome switches are on timer mechanisms. The player will have a set amount of time to
complete an action after the switch is activated. After the time is expired, the switch is
reset and has to be pressed again.
Figure 20: Pressing the 'E' key will activate switches and buttons
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10.2.4.3 Conversation10.2.4.3.1InteractionPlayers engage any NPC in conversation using the usekey (assigned to the E Key).
A talk icon appears on screen if an NPC can be interacted with. A pop up window displaying the dialogue is displayed on screen. Pressing the use key once again can skip conversations in progress.
10.2.4.3.2Quest Giving NPCsQuest givers have extended dialogue with the player. These conversations are fully
voiced. Conversations are two way with the NPC and the player, however the player has
no choice in the conversations direction.
Quests assigned by an NPC are automatically added to the top of the Quests section
in the playersjournal(page 39)
10.2.4.3.3Other NPCsConversation with other NPCs in the game is restricted to one or two lines of dialogue.
These are fully voiced, however there is no two way aspect to the conversation like with
quest givers.
10.2.4.4 Item TradingWhen the player encounters particular quest givers, some items from the players inventory
can be traded for weapon upgrades. This is handled through the programming, not a
conversation tree. For example, if the player has item X and Y when talking to an NPC,
those items will be replaced by item Z next time they open their inventory.
Figure 21: Some NPCs can be talked to by using the 'E' key
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10.2.5 Combat10.2.5.1 Weapon SelectionWeapon selection is handled without a menu interface.
Weapons are carried on the players back and can be cycled through using the middlescroll button on a mouse.
When scrolling through the weapon selection window on the HUD displays theweapons as they are scrolled through.
A light shimmer is also displayed on the weapon mesh as they are cycled through. Once the player has stopped scrolling and decided on a weapon it is automatically
equipped.
Figure 22: Demonstrating the glow around the spear to notify that its going to be selected
10.2.5.2 Ammunition SelectionAny weapons that have the ability to swap out ammunition use the Y button. A weapon
has to be equipped in order to change its ammunition.
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10.2.5.3 Weapons10.2.5.3.1Ancient short sword
10.2.5.3.1.1 Basic short swordThe player receives a basic short sword at the start of the game. This can be used forattacking weak enemies at close range.
10.2.5.3.1.2 UPGRADE - Poisoned BladeThe poisoned short sword is used to infect an enemy with life sucking poison. After
the initial damage of the knife, the poison causes further damage over time. Poison
damage lasts for a set amount of time depending on the enemy attacked.
10.2.5.3.1.3 RangeWith the players arm span and the length of the machete, the maximum distance for
the machete to be affective is 4ft.
10.2.5.3.1.4 Damage over TimeThe poisoned blade will have an initial strike damage (see Weapon Damage Graph)
and then take an additional 1% health every 2 seconds for a period of 40 seconds
resulting in 20% damage over time.
Figure 23: One of the many machete concepts by Stephen Rhodes
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10.2.5.3.2Altairon War Spear10.2.5.3.2.1 Basic Altairon War SpearThe basic war spear allows players to keep enemies at good distance where they are
more vulnerable to other weapons. The spear also causes some damage if used for a
prolonged period.
10.2.5.3.2.2 UPGRADE - Pronged SpearPlayers obtain a new spear in the games final level.
10.2.5.3.2.3 RangeThe spear can reach a length of 9ft.
Figure 24: Ancient spear concept by Stephen Rhodes
Figure 25: Other spear concepts by Stephen Rhodes
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10.2.5.3.3Dragon Breath BlunderbussThe Dragon Breath Blunderbuss is an old form of shotgun. It can be packed specific
rocks located around the world. When loaded it fires the rocks out in much the same
was as a shotgun. The player has unlimited ammo for the blunder buster if they can
locate its unique rocks.
10.2.5.3.3.1.1 SpreadAt exactly half distance, the spread of the projectiles will be approximately 1.2
meters. At the full 37 meters, the spread will be 1.5 meters, thus less affective.
10.2.5.3.3.2 Reload TimeThe reload speed of the Dragon Breath Blunderbuss is 2 seconds. Because the player
has to find specific rocks as ammunition, only a few shots can be fired at a time.
10.2.5.3.3.3 Firing RangeThe Dragon Breath Blunderbuss has a firing range of 37m. It is a good medium range
weapon capable of hitting many targets at once. The spread of the projectilesincreases over distance making it more affective at close to medium range.
10.2.5.3.3.4 Round CapacityThe Dragon Breath Blunderbuss only fires 1 round per shot before requiring a reload.
10.2.5.3.3.5 Rate of FireThe Dragon Breath Blunderbuss can fire 1 round every 3 seconds.
Figure 26: Dragon Blunderbuss concept by Stephen Rhodes
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10.2.5.3.4Bow and ArrowThe bow and arrow is the strongest weapon the player can use. It fires a single arrow
over great distances piercing an enemy instantly. It is the only long-range weapon
available to the player.
10.2.5.3.4.1 UPGRADE - Scoped BowThe scoped bow increases the accuracy of the arrows by having a sharper reticule.This weapon replaces the basic bow and arrow.
10.2.5.3.4.2 UPGRADE - Explosive AmmunitionBy combining the seeds from the Pyroflower plant with the arrows, the player can
create an explosive arrow.
10.2.5.3.4.2.1 Blast AreaThe explosive ammo has a blast area of 2m
2.
10.2.5.3.4.3 Reload TimeThe reload time on the bow and arrow is 1 second. This means that the player will
have to line up their shot perfectly if they want to kill any creatures quickly. Because
it is the most powerful weapon in the game, the 1-second delay will mean that the
player cannot over use the bow and arrow.
10.2.5.3.4.4 Firing RangeThe Bow and Arrow have a firing distance of 100m. It is the longest ranged weapon
in Ascension.
10.2.5.3.4.5 AccuracyThe Bow and Arrow have a 97% accuracy rating. If used in experienced hands, the
bow and arrow can instantly kill most creatures.
10.2.5.3.4.6 CapacityThe bow can only fire one arrow at a time.
10.2.5.3.4.7 Rate of FireThe bow can fire 10 arrows every 10 seconds.
Figure 27: Old bow concept by Stephen Rhodes
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10.2.5.5 ShieldThe player has an energy shield that protects them from enemy attacks.
The shield is ever decreasing. As players traverses the world and the shield depletes, its colour and glow strength
denotes the shields state. When the aurora is at 80% full, an attack will be only 20% effective When the aurora is at 0%, an enemy attack will be at 100% power10.2.5.5.1Replenishing the ShieldThe aurora can be replenished by coming into contact with tech. Tech can be found
lying around the environments and is identified with a glow.
Figure 30: Diagram demonstrating the shields glow at different states
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10.2.6 Health BarThe health bar is a circular ring containing the mini-map and compass. The ring goes from a
full 360 ring at full health and slowly recedes as the player takes damage. When the players
health reaches 0% they die.
10.2.6.1 Health Backup SystemObtaining a large plant in the players inventory gives a backup for losing all the playershealth.
Upon the players health reaching zero the large plant will replenish the playershealth to 100%.
The player can carry a maximum of four large plants at any time. Any health backups are located in the inventory or indicated as a small health vile
under the compass and health meter.
10.2.6.2 Damage IndicatorWhen the player is being attacked and taking damage, a red highlight will indicate thedirection of the attack.
10.2.6.3 DeathWhen a player dies, the screen fades to black. The player is the respawned at the last
checkpoint they reached.
Figure 31: Diagram illustrating the health bar and backup system
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10.2.6.4 Regaining Health via Items10.2.6.4.1Small plantThe player can regain health by located a small plant that gives them 25% health
recovery.
These plants are located throughout the world and have a specific look to them. To use a small plant the player presses the H Key.
10.2.6.4.2Large plantLarge plants are automatically created when the player has obtained three small plants.
These plants give the player 100% health recovery and are automatically used viathe health backup system.
Occasionally the player will find a large plant in the environment.10.2.6.5 HuntingPlayers can hunt small creatures roaming around the wastelands. Successful kills give the
player items to upgrade their ammo and food to restore health.
Animal meat can be consumed instantly and does not go in the inventory. Animal meat replenishes the players health by 10%.
10.2.7 Light MechanicsThe Stalker is sensitive to light and plays a different role in the Port of Yagomir.
The level takes place at night Altairon lights turn on as the player walks past them A navigational puzzle takes place where the player has to wonder the streets at night
and carve a path of light through the level.
When the player walks too far into the light, a stalker grabs the player with theirtongue while another attacks.
Figure 32: Path of working lights in the Port of Yagomir
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10.3Navigation10.3.1 Compass MechanicsA compass is the players on screen navigation tool. Like a real world compass the pointer is
always facing north regardless of the players positioning. Located within the compass face is a
minimap that displays a local area map. Player orientation is displayed with an arrow on thecompass.
Figure 33: Mock up of the compass mechanic and health bar.
10.3.2 World MapA world map can be viewed within the playersJournal(page 39)
Areas already visited by the player are viewable on the world map. Uncharted areas are covered in clouds and displayed once the player has visited them. If players are asked to explore an area that has not been previously explored a darker
cloud in a confined area of uncharted world is displayed to mark its location.
Areas can be highlighted by the player and selected. As players explore the worldlocations are added to the world map automatically.
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10.4Journal10.4.1 OverviewThe player carries a journal on their adventure. During the adventure players can open their
journal and view various types of information.
The journal is laid out akin to an old notebook; players flick between pages. To open the journal player press the TAB key.
10.4.2 World map and local area mapsThe world map and local area maps are located within the Journal.
The world map is the default page for the journal. Players can navigate to each local area map from the world map.
10.4.3 Quest and StatusQuest progress is laid out on two pages:
On the left pages is the quest list. The top quest is the currently active mission. On the right hand side page is a quest progression list. Details of how a quest is
progressing are detailed in sequence. Completed parts of a quest are faded so the
player knows where they are up to.
Figure 34: Mock image indicating the journal and quest system
10.4.4 NotesAny important information given to the player verbally, via audiotapes or documents located
across the world are kept here. Navigation works the same as the quest status system.
Any learn item combinations are also detailed here.
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10.5Hint System10.5.1 Amulet Hint SystemThe ancient amulet the player character carries doubles as a communication line between the
player and the games elder. During gameplay the elder will talk to the player via a voice over
with suggestions about what to do next.
10.5.2 Tutorial Hint SystemThe player is given hints about gameplay via an onscreen hint system. These hints are used
when the player obtains a new weapon, or enters a new gameplay scenario.
10.6Artificial IntelligenceThere will be two sets of AI types in Ascension; Human and Creature.
10.6.1 Human AIAll human NPC will be friendly. Quest givers will engage the player in conversation and
sometimes trade items. Other human NPCs will walk around Antare on paths and sometimes
talk to themselves or each other. They cannot be engaged in conversation but might give glues
to secret areas in the world or talk about the back-story of Antare.
10.6.2 Creature AI10.6.2.1 Neutral AINeutral AI will be used for creatures that have not spotted the player. They will walk
around set paths until the player is spotted in which case they will change to Hostile AI.
10.6.2.2 Hostile AIEach particular creature will have its own individual hostile behaviour AI. See page.....for
each particular creatures attack. Once hostile AI has been triggered, all the creatures in
that area will attack the player until they are either defeated or have killed the player.
Figure 35: Some amulet concepts. This will guide the player throughout the game
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10.7HUD Overview
Figure 36: HUD concept taking the above mechanics into account
1. Player and shield status. (Shield Mechanicson page 35)2. Health bar (Health Mechanicson page 36)3. Map (MapandJournal Mechanicson page 38 and 39)4. Health backup (Health Mechanicson page 36)5. Weapon and ammo (WeaponsandReloadingon pages 30 and 34)6. Inventory (Inventory Mechanicson page 26)7.
Attack direction (Health MechanicsandEnemieson pages 36 and 44)
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10.8Items10.8.1 World Items
Item Description Location
Small Edible
Plant
This small plant was commonplace before the orbitalbombardment of Aurora.
The plant now grows sporadically across the planet. The plant can be eaten to give players 25% of their
maximumhealth(page 36).
All levels
Large Edible
Plant
Rare even before the orbital bombardment these plantsare found in rare instances due to their once valuable
nature.
These plants are used to give player 100% of the healthback in the gameshealth backup mechanic(page 36)
Rare, but in all levels
Bamboo
Plant
The bamboo plant is made of hard wood and can becollected to be used asarrows(page 33).
The plant can be found
on all levels but onlybecomes useful when
the player receives the
bow and arrow in the
Port of Yagomar.
Loose Rocks Loose rock piles can be found scattered around all levels. Each time the player collects them they receive 20 rocks
to use with theblunderbuss(page 32)
All levels
Audio Drops Recorded audio from past civilisations can be foundscattered around Aurora.
They give an indication of what the world used to be like,what went wrong and can also hint about hidden
locations or passwords.
Collectibles in the game addingreplay value and rewards(page 51)
All levels
10.8.2 Weapon Upgrade ItemsItem Description Location
Pyroflower The Pyroflower can be combined with arrows to createexplosive ammunition.
Pyroflowers are identified by a red glow. For every Pyroflower collected the player obtains five
explosive arrows.
Final levels (The Aiur)
Poison Weed The poison weed is used to upgrade the playersmachete.
The poison is applied to the blade automatically uponbeing collected and remains a permanent upgrade for the
remainder of the game.
Ruins of Nyzal (Second
level)
Broken
Telescope
The broken telescope upgrades the bow to a scoped bow. Port of Yagomar
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10.8.3 Weapons and Key ItemsItem Description Location
Knife The knife is used for collecting plants The knife can damage small and close enemies Level 1 (Antare) The player has
access to the knife
from the beginningof the game.
Spear The spear is a short range weapon It can damage enemies and keep them at a safe
distance
Level 1 (Antare) The player is given
the spear by the
hunter in the combat
tutorial
Energy Cores Energy cores are the source of power for thegenerators on Antare
All LevelsTech Scraps Pieces of ancient scrap technology refill the players
shield
All LevelsBlunderbuss A shotgun type weapon that fires anything that can
be loaded into it; namely the small rocks scattered
around the environments
Level 3 (Port ofYagomir)
The player finds theBlunderbuss at the
beginning of 3rd
level.
Bow and
Arrow The bow and arrow is the only long range weapon the
player has
The bow and arrowis given to the player
on return to Antare
from the Port of
Yagomir
Tech Spear The tech spear is an upgraded spear It is more powerful as it harnesses the technology of
the Altairon race
The spear isupgraded on return
to Antare
Figure 37: Some machete concepts
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10.9Enemies / Creature10.9.1 GrakOverview:
The Grak is a small, fast creature who attacks in large numbers, usually 6 12. They attack
using a long, spined tail and can also cause some damage through biting and scratching.
Speed 8 mph
Damage 5% per hit
Weakness Dragon breath blunderbuss
Range 2m
Figure 38: Grak creature concept
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10.9.2 StalkerOverview:
The stalker is sensitive to light and hide in shadows waiting for prey to wonder past. A stalkers
tongue has a large reach which can grab enemies allowing other stalkers to attack with their
claws.
Speed 20 mph
Damage 20%
Weakness Ancient short sword
Range 15m
Figure 39: Concept of the Stalker creature found in the Port of Yagomir
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10.9.3 ZoamvoreOverview:
The Zoamvor is a relatively agile creature which keeps its distance from the enemy and uses a
ranged spitting attack. The spit contains an acid which instantly damages the player. They are
often found travelling in groups of up to 5 and can surround an enemy easily.
Speed 15 mph
Damage 20%
Weakness Hawk string bow
Range 10m
Figure 40: Zoamvor concept
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10.9.4 Tyragor (Grak Alpha)Overview: This is the boss creature found in the Custodian Dunes. It is a large powerful beast
which can reach fast speeds after building up momentum. The spined tail and powerful arms
are a dangerous combination for any prey that happens to stumble past the Tyragor. The
Tyragor also has a ranged spitting attack which sprays an enemy with a deadly acid that burns
the skin and makes the digestion process much easier.
Speed 30 mph
Damage 20% Spit, 40% melee
Weakness Hawk string bow with explosive ammo
Range 18m
Figure 41: The Tyragor, also known as the Grak Alpha
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10.9.5 ZektarThe Zektar are the main protein source for the villagers on Antare. They can be found flying all
over Aurora and are hunted for food and clothes. The creatures are usually very weary of
humans and keep their distance. Something has now changed and the creatures are
frequently attacking Antare. The winged creatures swoop down on their opponent and pierce
them with their strong talons. A group of Zektar are especially deadly, teaming up andsurrounding the enemy.
Speed 12 mph (air)
Damage 5% melee
Weakness Spear, knife
Range 5m
Figure 42: Zektar; a flying creature found on Aurora
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10.10 Creature Stats
Figure 43: A bar chart demonstrating the main attributes of each creature
Figure 44: Early concepts for the Stalker
8
2015
12
30
0 5
20
0
30
5
2025
5
45
2
1510
5
18
0
5
10
15
20
25
30
35
40
45
50
Grak Stalker Zoamvore Zektar Tyragor (Boss)
Creature Stats
Speed (MPH)
Range Attack (HP)
Melee Attack (HP)
Range (m)
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10.11 Screen Flow10.11.1 Main menu screen flow
10.11.2 Screen Descriptions10.11.2.1 Main MenuAt the main menu the player can select to start a new game or load a previously saved
game. They can also access the options menu for additional game options.
10.11.2.2 Options ScreenOn the options screen the player has four options.
An audio option allows the player to edit the games master volume setting. The Video option allows the player to edit various video settings to create an
optimum viewing setting.
Control sensitivity and control layout can be accessed via controls option. Credits displays the games credits
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10.12 Game Options10.12.1 Saving / Loading
10.12.1.1 QuicksavePlayers can save the game at any point using the quicksave button, F5. If a player dies they
will automatically start from the last quicksave. Quicksaves are useful to players at the
beginning of tricky battles or puzzles.
10.12.1.2 SavingThe game will automatically save when the player leaves a level and enters a new one. In
addition the game will save upon completing a quest or hitting a checkpoint during a level.
10.12.1.3 Loading10.12.1.3.1 From Main MenuFrom the games main menu the player can select Load Game which displays several
save files to choose from.
10.12.1.3.2 In-GamePlayers wishing to load from the game have to pause the game and select Load from
the options menu.
10.13 Replay Value10.13.1 Audio DropsPlayers can collect audio drops while exploring the world. Collecting audio drops unlockconcept and 3D art viewable from the main menu. There are 12 audio drops hidden
throughout Ascension: The Awakening. Players will be rewarded upon finding 3 audio drops
giving four unlocks that become available to view in the journal.
No Audio
Drops
Unlockables
1 - 3 Early concepts of characters
4 - 6 Early concepts of environments
7 - 9 Character renders
10 - 12 Editor screenshots and environment renders
10.14 Easter EggsVarious Easter eggs are hidden throughout Ascension: The Awakening. These range from images
of the development teams friends and family to unusual audio samples and homages to famous
video games.
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11 Aesthetics / Styles11.1Art Competitive Analysis
11.1.1
Red Faction: Guerrilla
Title: Red Faction: Guerrilla
Genres: 3rd
Person Shooter, Sandbox
Platform: PC, Playstation 3, Xbox 360
Developer: Volition Inc, Reactor Zero (PC)
Original Publisher: THQ
Year Released: 2009
11.1.1.1 OverviewRed Faction: Guerrilla is a sandbox game set on a terraformed Mars where every building
and vehicle is fully destructible. The player plays from the 3rd
person perspective with the
objective of overthrowing the Earth Defence Force from mining all the natural resources
from the planet and enslaving the workers.
11.1.1.2 Similarities Set on an alien planet The worlds have different areas with their own unique look Rocky environments, which carve paths through areas Desolate, sandy landscapes
11.1.1.3 Why Ascension: The Awakening is Unique Fight against strange alien creatures with unique abilities The world has more distinct, abandoned regions with remnants of past civilisations Gravity fluctuations in the environment create otherworldly vistas, strange rock
formations, floating islands and dramatic changes in scenery
Unlike Mars, Aurora hosts a wide variety of interesting plant life
Figure 45: Mountains on Mars directing the player (Brutalgamer.com)
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11.1.3 World of WarcraftTitle: World of Warcraft
Genres: Fantasy, Massively Multiplayer Role Playing Game
Platform: PC, Mac
Developer: Blizzard Entertainment
Original Publisher: Blizzard Entertainment
Year Released: 2004
11.1.3.1 OverviewWorld of Warcraft is the largest massively multiplayer online role playing game in the
world. With over 12 million players the game has a following as large as Lord of the Rings.
The game is set within a fantasy universe but with a slight twist to the story unlike other
fantasy worlds.
One of the biggest causes to WoWs success is its unique artistic style and vision. The game
is incredibly colourful and each area varies in palette, theme and design. The races of
Azeroth all have incredible character and aesthetics making them identifiable amongst
their allies almost instantly.
11.1.3.2 Similarities Outland is a dying planet, deep in space and millions of light years away. Its home
of the Orcs of Durotar
A war on Outland was devastating and resulted in the legion being defeated but ata cost of tearing the planet apart.The strong gravity being the only thing holding
the fragile planet together in any way.
The environment is a rocky, broken wasteland full of dangerous creatures. Theskies are full of stars, galaxies, planets and many moons.
The strong colour palette of Outland is also similar to areas in Ascension. Eachenvironment will have a distinct and unique style but still fit within the world vision
11.1.3.3 Why Ascension is Unique Ascension has a much more scripted event system so although the areas and
setting are quite similar, the activities the player will be undertaking are a lot more
structured and guided. The monsters of Aurora are also a bit more terrifying and aggressive; the creatures
in wow appear quite cartoony and are quite weak in comparison to the players
they fight.
The world of Outland is based more on survival than fantasy and magic. Ascensionwill have a more realistic style to its characters and environments.
World of Warcraft is build with the mass market in mind. Ascension is focusedmore on gamers and therefore built using the CryEngine 2. The graphics will be
superior in many areas, especially lighting.
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11.2Other Inspiration11.2.1 Magic the Gathering
11.2.1.1 OverviewMagic the Gathering is one of the oldest and greatest collectible card games. The game
revolves around heroes known as planeswalkers, these magic sensitive beings could
travel between planets through the multiverse, a dimension that tied all the planets
together.
The worlds of the multiverse are diverse and each unique in its own right. Each world has a
specific theme and is full of unique cultures, history, monsters and environments.
Title: Magic the Gathering
Genres: Fantasy
Platform: Card Game
Designer: Richard Garfield
Original Publisher: Wizards of the Coast
Year Released: 1993
Figure 47: A strong colour palette in a dried and rocky world; Outlands in World of Warcraft. (aatwow.com)
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11.2.1.2 Similarities The history of Zendikar is that the planet was torn apart by a magical event and so
the world is broken and each continent of the planet is very different in terms of
how it looks and what lives there, based on its level of destruction.
The world is also full of ancient ruins from civilisations long extinct. The keysimilarity is that of exploration and discovery even if the end results may differ asdo the objectives.
11.2.1.3 Why Ascension: The Awakening is Unique Ascension is a blend of science fiction setting and fantasy setting, with the primary
plot being very fantasy based, however the underlying story is more in the realms
of science fiction.
The world of Ascension is also void of any magic so to speak, the only thing thatcould be perceived as magic would be the power of the Altairon blood within the
main character that allows him to activate and power ancient technology, including
the pendant he wears.
Figure 48: Zendikar demonstrates floating rocks in a destroyed world, a smililarity to Ascension
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11.2.2 DuneTitle: Dune
Genres: Sci-Fi, Action Adventure
Platform: Film
Director: David Lynch
Distributer: Universal
Year Released: 1984
11.2.2.1 OverviewA rare spice known as Melange is found only on one planet in the known galaxy, Arrakis.
The 1984 film centres on two families fighting for control of Melange mining operations.
The natives of Arrakis await the arrival of a messiah who will lead a holy war against a
sprawling galactic empire. A Duke and his family are sent to Arrakis to secure Melangemining, however the Duke is assassinated leaving his wife and son Paul to flee into the
deserts of Arrakis. Paul and his mother befriend the planets natives and go into battle
against his fathers killers and the empires ruler himself.
11.2.2.2 Similarities The p