Game Design Document
Game Design Document
Version 1.0
Porter Barrett, Luca Rogers, Elliot Crook
Cover made with an AI image generator.
Table of Contents
Game Concepts 4
High Concept Statement - Elliot Crook 4
Player’s Role-Porter Barrett 4
Main Character- Porter Barrett 4
Gameplay- Porter Barrett 4
Interaction Model - Elliot Crook 5
Camera Model - Elliot Crook 5
Genre - Elliot Crook 5
Type of Play - Elliot Crook 5
Target Audience- Porter Barrett 6
Platform- Porter Barrett 6
Setting - Elliot Crook 7
Levels - Elliot Crook 7
Story - Elliot Crook 7
Game World 8
Physical Dimension-Porter Barrett 8
Temporal Dimension - Elliot Crook 8
Environmental Dimension - Elliot Crook 9
Emotional Dimension - Elliot Crook 10
Ethical Dimension - Elliot Crook 11
Character Development 12
Character Style- Porter Barrett 12
Stereotypes - Porter Barrett 12
Sidekick/Ally - Porter Barrett 13
Player Interest - Porter Barrett 13
Character Depth - All of Us 13
Character Growth - Porter Barrett 14
Archetypes - Porter Barrett 14
Character Sounds- Porter Barrett 15
Character Speech - Porter Barrett 15
Moveset - Porter Barrett 15
Story 16
Actions - Elliot Crook 16
1
Type of Story - Elliot Crook 16
Granularity - Elliot Crook 16
Advancing the Plot - Elliot Crook 16
Prologue - Elliot Crook 16
Narrative - Elliot Crook 17
Non-Challenge Actions - Elliot Crook 17
Scripted Conversations - Elliot Crook 17
Story Parts - Elliot Crook 17
User Experience 18
Controls - Porter Barrett 18
User Interface - Porter Barrett 18
Interface Details - Porter Barrett 19
Style Support - Porter Barrett 19
Gameplay 22
Types of Challenges - Elliot Crook 22
Hierarchy of Challenges - Elliot Crook 22
Difficulty Levels - Elliot Crook 22
Actions - Elliot Crook 23
Saving - Elliot Crook 23
Core Mechanics 24
Major Mechanics - All of Us 24
Entities and Resources - Porter Barrett, Luca Rogers 24
Entities Attributes - Porter Barrett 24
Entities Mechanics - Porter Barrett 25
Global Mechanics - Porter Barrett 25
Source, Drain, and Conversion of Resources - Porter Barrett 26
Equilibrium - Porter Barrett 26
Mechanics Actions - Porter Barrett 26
NPC Mechanics - Porter Barrett 27
Game Balancing 27
PvP or PvE - Luca Rogers 27
Relationship Among Player Options - Luca Rogers 27
Control of Units - Luca Rogers 28
Difficulty - Luca Rogers, Elliot Crook 28
2
Feedback - Luca Rogers 28
Level Design 30
Setting - Luca Rogers 30
Initial Conditions - Luca Rogers 30
Level Layout - Luca Rogers 30
Short-Term Goals - Luca Rogers 30
Challenges and Actions - Luca Rogers 31
Rewards and Punishments - Luca Rogers 31
Pacing - Luca Rogers 31
Story - Luca Rogers 31
Mood - Luca Rogers 31
3
Game Concepts
The main character, Atlas Smith, is the main researcher at the ITD
(Incongruent Temporal Disruption Laboratories). White male is 5 foot 10.
Wearing a white lab coat under a larger jacket. He has a bit of stubble, the
result of poor hygiene and long nights. His personality is determined by the
player of the game. He has multiple degrees in Physics and Engineering at MIT.
4
moving an object out of the way. There is also a lot of running and walking.
Exploring and going forward in the game. In the action portions, because of
increased skill, the player will have to defend against attackers with just a few
bits of supplies. There will be opportunities for the player to practice and
increase their skill before defending themselves against an advisory.
5
Target Audience- Porter Barrett
The people who would want to play this game would simply want a good
mental challenge. Its flute story and intranet details in the graphics make it
pleasing to look at. The same level of graphics seen in Red Dead Redemption 2.
The Target Audience is the age range of 16-30 years old people. These people
are just game enjoyers, this is not targeted toward the general population but
gamers directly. This game is more on the horror and action side of things, and
although it is open to all Genders, this game will naturally appeal towards
males more than females. Changing the game to be more appealing towards
females would come at the risk of destroying the Plot or story of the game.
We want the game to be like a good book you are reading, a sort of thing you
can’t stop because of its intricate plot and lore. It is easy to pause at any time
and resume from where you stopped. Some of the factors needed for this game
will be the player's time and mental focus. Something that needs a gaming
session for. This game will give stimulation and challenge to the player. All this
under the shadow of threat. This attracts people who want a challenge and are
good or even bad under stress.
6
Setting - Elliot Crook
The game is broken into maps that flow seamlessly together, only tied
together by a quick “loading” icon that appears onscreen. To the player,
nothing has changed. To the game, it has just loaded the next section. The
victory condition is just to make it to the end of the map.
The game starts by acquainting the player with the setting and
characters. Giving them a sense of safety before being hit by the defining event
of the campaign, a catastrophic failure of a prototype of teleportation
technology. This creates an Anomalous Temporal Fracture (ATF), which allows
monsters from another universe to teleport into our realm of reality, at
random initially. The protagonist must escape Fort Good Hope and reach a
refugee camp, meanwhile this monstrous force becomes more organized
(eventually becoming a full-scale invasion). Once the protagonist reaches the
refugee camp they learn of a potential queen of this force, and are tasked with
destroying it. The player makes their way to Fort Good Hope, kills the queen,
and saves humanity’s future.
7
Game World
9
testing equipment and plenty of whiteboards. Other parts are more industrial,
with metal piping, tunnels, vehicles and wooden crates. The outdoors parts are
similar in geography and structure. It’s all snowy, forested tundras with small
rural communities dotted around. The interesting part is that this latter part of
the game has much anomalous time, and while it doesn’t appear often in
aesthetic, it shows every once in a while in the form of reversed particles,
seeing past events, or an EMP blast every once in a while.
The style is always consistent. It’s realistic, trying to be incredibly
immersive. The mood does, however, shift. In the beginning it is dominated by
fear. This fear slowly turns into motivation. This motivation eventually
transforms into determination. Early-on a lot of it is through design, seeing
things like corpses, enemies killing npcs, or seeing the effects the disaster has
had on the facility. The motivation starts to come in through gameplay, along
with a decrease in horror. With the first weapon acquisitions and a decrease in
corpses or fire, it starts to change into the thought of “maybe I CAN do this…”.
The determination starts to come in as the enemies become more organized,
put a target on the player, and the protagonist is eventually even tasked with
killing the queen. It’s slow, almost invisible.
There will be a TON of detail, but not too much such that the player is
confused about where to go. Overly cluttered/designed areas confuse players in
the correct direction, but too little detail makes the environments look sparse
and drab. A more middle-ground approach is preferred in this situation. The
detail doesn’t really change how the game plays, it’s more so about setting the
mood and conveying emotion.
10
Ethical Dimension - Elliot Crook
11
Character Development
Include rough sketches in Appendix A.
The main characters of the story are story-based. You can interact with
them no problem. In addition to this, we are including some art- based
bystanders for the background. To keep some parts of the story from feeling
lonely. The style is more complex, with the graphics trying to be as realistic as
possible while avoiding the uncanny valley. Something close to the graphics
level of RED DEAD REDEMPTION 2. There will be no exaggerations for the
characters, the point is for them to blend in but look individual enough. The
story-based characters are meant to convey a lot of information throughout
the story. This is how a lot of the information is gained. You can talk to them,
and they can give you notes and books to read. They will even accompany you
at some points to help you along your path. The personalities are also
important to the story. We hope to get a good mix of personalities, based on
real human traits. Only the main player and some prevalent characters will be
given a back story. The less known characters will maybe be given some
preexisting background. In all, the personality will be conveyed through
narration over dialogue.
The game will not be using visual stereotypes as much as other games
do. Each character or NPC could have a defining feature to tell them apart, but
they are not indicative of their personality. The subtle differences are supposed
to show more equality in status and precedence throughout the game. You
think that was decided within the group, was that some of the characters
should act differently than how they look, like a goth being more chipper. This
more or less for comedic purposes and to create more interesting character
personalities. The differences have to be weather correlations or direct
opposites. Random personalities with random looks won’t work.
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Sidekick/Ally - Porter Barrett
One thing that the player has to get used to is how lonely the game will
make you feel. There are very few instances where you will have a sidekick or
ally. The main character that would count as an ally would be the one that
sticks with you as you travel with to the refugee camp. You quickly lose this
person and must go on the journey alone. The sidekick is a scientist though so
the ally will provide wisdom and advice for the coming challenges. Maybe a gift
if necessary. The ally will likely follow you and has disheveled hair, like the kid
from Meet the Robinsons.
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job even for a second. This player also acts as the narration for the tutorial.
Southern Accent from tennessee.
The rest of the NPCs will share different small quirks for personalities.
Mostly just to make them feel more real. You won’t get to know any of them or
interact with them much. Some stereotypes will be leaned on but not much.
The growth of the main character is up to the player. How the player
interacts with the other characters and NPCs will determine the growth.
However the story dictates that the main character will become a hero. The
type of hero it becomes at the end will depend on how the player plays the
game.
As for the NPCS, there is no change with them. Only emotional reactions
to the events.
Adam over the course of the story breaks apart a bit, because all his work
has gone to pieces. This lets him relax a bit and be more helpful to the player
through his journey.
Maxwell as well becomes a little more open to his caring side. He always
cared but hid it under a patriotic Alpha male attitude. This side fades away as
the fighting goes on around them.
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Although most archetypes are present, some aren't because this is supposed to
be more real of a scenario and some of the archetypes are more fantastical in
nature.
Each character will be voiced by a voice actor to bring the game some
good vocal elements. This will change for each language as needed. The music
in the story will likely be on the end of excitement and Horror. The music
should put you on the edge of your seat and invoke fear within you. The more
heroic parts of the story, when characters do heroic things, will be overlaid
with epic soundtracks with similar aesthetic feeling to Megalovania from
Undertale.
The speech is considered with the voice actors and some of the slang
used. Each character heralds an accent from where they were born. They also
have a bit of a Canadian accent but are faint. The characters with more energy
in their character will be more enthusiastic in their communication as well.
This is just to convey the way they are feeling emotionally.
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Inspect (in development)
Story
Include dialogue trees, scripts, and plot description in Appendix B.
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game world and its inhabitants. It could be skipped by the player if they really
want to, but for a first playthrough it would be a very bad idea, as the player
would have no reverence for the setting and characters.
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User Experience
Include icon design, HUD design, UI design, and button mapping in Appendix C.
This game's primary input device is the keyboard and mouse. This way of
use provides a more broad way of playing the game as players get more
experienced. However, there will be consol versions that use controllers as
input devices. This way of playing will use more menus but is still easy to play.
The function of certain buttons will change depending on what game mode
they are currently playing in. hovering over certain objects will provide cues on
what action can be taken by the player. The object will be highlighted and a
small word on the bottom of the screen will appear listing what actions can be
taken. This lettering can be removed in settings. The different inputs will cause
certain animations the avatar must perform to play. This will both execute the
task and be visually appealing to the user. Lastly, the player will have the
option of controlling the player's camera mode, between first person and third
person views. The animations will not change, but the perspective will. The
perspective is a luxury and not needed for game play. With the steering or
orientation of the camera, it will be attached to the head of the avatar. This is
so that when you turn your head, the camera will turn with it as well. Avoiding
any sort of confusion for the player and making the pan option useful.
Switching any control is available at any time during the game.
The user interface will provide a windowed view into the game world
from the avatars perspective. It will feature some semi transparent overlays to
provide stats needed by the player of the game. These semi transparent
qualities are also seen when in 3rd person mode as well as first person. The
health will be indicated by a black glow around the edge of the screen that
darkens as health goes down. The items you have and selected are on the left
side of the screen and your objective is set on the right side of the interface.
Some standards that we are breaking are the conventional health status in the
form of hearts. We don’t want it to be easy to track current health. This is to
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increase the stress level of the game for the players. This is mainly just a
window into the game world.
The game will include quite a few menus and quick menus for ease of
access. The structure of the menus will be like a tree branching out from the
center “START GAME” button. The PC version will have the options of whether
the Broad interface or the Deep interface. The Consol edition will only support
the narrow and deep interface due to a lack of buttons compared to pc. The
game will include a lot of text on screen that will be translated into as many
languages needed for the game. The icons used in the game are simple and easy
to understand, similar to road traffic signs or pedestrian sign like style. The
numeric values will be displayed on screen when needed, but things like health
and current status will be displayed via visual indicators. The numbers
displayed will be at the top of the screen for the player to look at whenever they
choose. Next to a label that explains them. The main symbolic value needed to
know for the player that will be covered in the tutorial is the health status. The
edges of the screen will darken as the health of the player decreases. Once you
can barely see, you pass out and die. Sudden damage will also flash red on the
screen from dramatic effect in the same way health does.
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playing and story parts, will have no color and be very boring and monotone in
nature. The style changes are the style of the story.
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Creative and Expressive Play - Elliot Crook
There are no customization options, you either play as the main
character or you don’t play at all. The main character only has the predefined
attributes. There are no consequences to character choice, because there is no
choice. There is no creative play beyond decisions made in battle to ensure you
live and your enemies don’t. There is no constrained creative play beyond
battles. There is no freeform creative play. Any role-playing that takes place is
in the player’s mind, there are no actual role-play options in the game. Mods
would be a very fun application, so yes there will be mods. We’ll just release the
entire SDK, so anyone can edit literally anything. Make new levels, change
around assets, modify scripts or ai, etc. We might even let people use the very
same engines that we use in order to let them mod. It’d be up to the players in
order to share their own mods, we aren’t going to distribute them ourselves
unless they’re really good. It’ll be the players who upload the mods to sites like
modDB.
21
Gameplay
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game in their life, with very low intrinsic skill requirements. Medium mode is
the intended form of play, with reasonable challenges and medium
expectations. The players should give their best, but a slip-up or bad
performance is okay. Hard mode is meant to push a skilled player to their limit,
enemies are crazy smart, weapons do realistic damage, shield charges slower,
items are scarcer, etc. The player must be on their wit’s end, any mistake at all
could lead to severe consequences.
23
Core Mechanics
Include the entities and resource list (what they are, their attributes, their
mechanics) in Appendix D.
The mechanics used within the game cover all of the mechanics. There
are examples of physics in the puzzles, internal economies in the transferring
of weapons, progression in the passage or progression of the story, tactical
maneuvering in the fighting sections of the game, and finally the social
interaction to gain information from NPC’s.
The entities range from the main character to the NPC humans. As well
as the enemies of the game. Some objects are counted as entities in the way
that they interact with the player, however most will be counted as a resource.
The resource/ entity objects are like the med kits or weapons used on other
entities in the game. They can only affect certain predefined objects. The
vehicles also count as an entity, which will be included. The cars and planes are
the main sorts of vehicles that will be introduced in the game. These are more
of transportation and will not be driven manually. The Enemy (monsters) is
very unique in the mannerisms and the interactions with other objects. They
perform different actions that “defy the laws of physics” purposefully, to give
off a foreboding feeling to the player and to confuse them in such parts of the
game. The only entity with internal entities within the game is the inventory of
the Avatar for the player. The inventory just contains the objects needed by the
player, which is retrievable at any moment.
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similar to what nightmares you would have on an acid trip. They are dark
colored and look to be made of shadow at times. Some look like combinations
of animals and insects at times. These are supposed to be symbolic of the
nightmares and mistakes of man and how it mutates on top of each problem.
All of the entities and resources are tangible within the game. They will affect
you very heavily. The resources are the only ones to change states, like when a
health mix is used and can’t be used again. Or when a weapon jams or breaks, it
is useless and can be discarded.
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Source, Drain, and Conversion of Resources - Porter
Barrett
There are not a lot of items or resources within the game. This mainly
falls into weapons, health restoration, and other. All of the items must be
obtained within the game at different locations. There is a spawn mechanic
introduced into the game that will spawn each item and if it is not there, the
player has the option to reload this mechanic to reload the items back to their
original state and place. The NPCs that are not important to the story will
spawn in and out of the game while the important ones will be locked in a state
of being. They will only be taken out when the player leaves the level. The
enemies follow these same conditions except for the part where each enemy
will despawn after 5 minutes and spawn back in at another location
determined by the game to be within acceptable range of the fight area.
The game will only enter equilibrium if the player stopped interacting or
doing anything (AFK). This is so that the player is not attacked or nothing
happens while the player is away for a bit. The system we use is more on the
dynamic side because of the amount of items being limited and will decay the
amount over time. The rest of the time, the game is very chaotic or stressful,
there are very few times to stop moving.
The mechanics like the physics mechanics create obstacles like realistic
falling mechanisms and realistic moving. Games often have heightened
abilities like walking and jumping so it is less dragging. There are also
mechanics that start challenges like entering a new level or game mode. The
mechanics will also monitor how the player is doing and update the game on
the progress of the player. There will lastly be the mechanic to detect if the
player overcame the challenge or fail, and will restart or kick the player back a
notch. There are different actions some items will require, the mechanics will
determine what actions to allow the player to do to the object. Like some
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objects can be picked up, the game mechanics will not allow the player to pick
up objects. This can be temporary or permanent. It depends on what the
mechanics of the story determines.
Game Balancing
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interesting, dialogue that communicates relatable and enjoyable personalities
will be used to communicate with the player. Also since the gameplay is very
long, the player won’t have a chance to interact with certain characters or
choose between different strategies against a certain thing for a long time. For
example it won’t encounter a similar boss again, once it is defeated the boss
cannot be encountered unless you restart the game.
The player will not have a choice of units and will not be able to control
anything outside of himself inside the game. The player is not required to
micromanage anything in the game that does not have to do with his personal
items. The player is also not required to look after small details that involve
other characters. Because of this the game does not present the need for
automated mechanisms controlled by the player.
The game does include positive feedback that does not necessarily
reward the player for doing good. Ethics are not a factor in this game which
allows the player to attempt to achieve what his goals are even through
unethical means. Since the game is single player there is no need to create
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delays or negative feedback. It is all up to the player's skill and reasoning. The
player has to figure out as part of the game what to do next. It adds a puzzle
factor to the game. If the player is feeling stuck there are NPC’s that the player
can communicate with to discover the best solution.
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Level Design
This section should be filled out for each level; don’t forget the tutorial. Include
level layout in Appendix E.
30
many times, the player needs to figure out what to do on his own. Doing this
will increase suspense and purposefully add a horror element to the game.
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mostly terror, anxiety with slight moments of triumph with some slight
determination. The game presents very realistic settings which will cause the
player to feel realistic feelings. Darkness, lighting and loneliness will invoke
fear in the player. Sound effects and music are very important to the overall
mood of the game. In parts of triumph music will be important to express that
emotions and sound effects will be crucial. Footsteps dripping of water and
even suspicious silence will help communicate to the player and are an
important part of gameplay.
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Appendix A - Character Development - Elliot Crook
33
Pictured Above: Maxwell (sidekick), as the player meets them in the 4th chapter concept
art.
34
Pictured Above: Adam (protagonist’s friend), instructing the player during the
interaction tutorial (minus the two background scientists) concept art.
35
Appendix B - Story - Luca Rogers
The player begins on a bus that is bringing him toward the facility at which he
works. He finds himself at the Fort Good Hope research Facility. After exploring the
Facility the player gets to work on some experiments. Everything seemed promising
until a power supply failure occurred which caused one of the machines to explode. The
combination of the materials he is handling and the explosion cause a rift in space-time.
This causes the player to be transported 2 whole days in the future. When the player
comes to, he wakes up to a lab left in ruins. As he is trying to find a safe exit out of the
lab he encounters the enemies. With the help of a fire ax he is able to defeat them. The
player discovers that the only way to escape is to make it to the generator room. With
the help of NPC’s and after defeating several monster like enemies he is able to
accomplish his goal.
After turning on the generator he makes it to the elevator that was receiving the
generator's power. Just as soon as it starts, the elevator breaks and falls to the lowest
level. It is dark and very hard to see there but the player does not give up. He continues
on his quest to leave the facility. He is determined to get through the roof, so as he
passes through the different floors and encounters more enemies he is able to make it.
He meets a man that will help him along his journey which helps him to arrive at a
refugee camp. After much traveling and much hassle he arrives. When they get there the
player is able to converse with other people who are noticing that the enemy has become
smart and the attacks are becoming a lot more frequent and organized. One of the
survivors from the research facility says that the situation has gone out of control and
that if someone doesn’t stop whoever is organizing the attacks, these monsters just
might escape.
Since the player is the only one who has a basic knowledge of the inside of the
facility and has had a lot more experience with the enemies, he is unwillingly selected to
return to the facility to destroy whatever is in charge. He is able to drive back to the
facility but encounters many strange things. Eventually the player ends up where he
started but it is almost unrecognizable. Compelled by duty and maybe some guilt for
having done the experiment that started this in the first place, the player proceeds. After
defeating may guards and dodging many obstacles the player finds the center of all of
this mess. There is a queen that seems to be creating all of these creatures. After an epic
battle the player defeats the queen. He arrives at the control room and is given the
option of destroying all of the tech, or saving it so the military can use it later. If the
36
player recovers it all then it is all sent off-base to a separate building that is still
operational and is still being used by the science personnel.
Finally the player must make their way out of the hive, which is easier as the
monsters have fled from the hive as their queen has been killed. They still exist, but they
are recovering somewhere else. The player discovers that the science team was able to
put together a very rudimentary teleporter. that will not explode, but will probably break
after the first test. The player makes their way to the prototype teleporter that does not
open a gate, but instead teleports one thing at a time. They are instructed on how to get
it operational once again, and are teleported to the new building. The end is here, the
player meets with the science team personnel and the team make plans to get the
refugees out of here, re-stabilize the entire realm of reality, and to hunt down the
remaining creatures.
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Appendix C - User Interface - Luca Rogers
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爪乇ᗪ丨ㄩ爪
卄卂尺ᗪ
All actions are not controlled by buttons on the screen but rather by the controller or
keyboard and mouse. This makes the icons fewer.
HUDs:
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The player's health is not displayed as a hud. The player can see changes in health
through dimming of the screen along with some reddening. On the top right there is a
mini map where the player can see his/her position in the world. It does not give any
feedback on what the player should do though. It just shows the game world. Below the
mini map there is a weapon display along with an item display. The item that is larger is
currently selected. The smaller one is the secondary weapon that is not currently used.
UI’s:
The menu has multiple options straight away so it could make fewer branches in
the future. It starts off with the menu screen from which you can select to play, go to
settings or quit the game. From here there is a list of simple options you can choose
from. For example from “quit game”, it asks you whether you are sure you want to do so,
then you select yes or no.
Normal attack: A
Jump: x
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Move Forward: up on A D-pad
Choose weapon: y
(This is the default button mapping, the player can change it in settings).
Move Forward: w
Move backward: s
Strafe left: a
Strafe right: d
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Rotate left: q
Rotate right: e
Choose weapon: r
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○ When shield charge is empty, the player’s damage is not reduced at all
○ It can be recharged from charging stations and batteries
● Stamina:
○ Depletes as the player runs, swims, or does any actions that would
realistically require a lot of effort
○ Regenerates over time when the player is not performing labor intensive
actions
○ When it is depleted the player cannot use labor intensive actions until it is
filled up again.
Complex Entities:
● Weapons:
○ Fire-Axe:
■ No range
■ No accuracy
■ Varied use time
■ Good damage
■ No mag size
■ No resource usage
■ Alt-fire: longer swing for harder hit
■ Applicable use: close-up combat
○ Glock-22:
■ Above average range
■ High accuracy
■ Medium use time
■ Decent damage
■ Mag size: 15 shots
■ Uses pistol ammunition
■ Alt-fire: full auto
■ Applicable use: combating 1-3 enemies at once
○ Browning A5:
■ Below average range
■ Decent accuracy
■ Slow use time
■ Very high damage
■ Mag size: 12 shots
■ Uses shotgun shells
■ Alt-fire: quick to use- bayonet
■ Applicable use: dealing with hard enemies at a close range
○ Canada C7:
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■ Average range
■ Good accuracy
■ Amazingly fast use time
■ Decent damage
■ Mag size: 30 shots
■ Uses assault rifle rounds
■ Alt-fire: burst fire, more accurate at higher range but less shots
■ Applicable use: dealing with multiple targets at once
○ Weatherly Mark VHR:
■ Amazing range
■ Amazing accuracy
■ Slow use time
■ Very good damage
■ Mag size: 1
■ Uses sniper rifle rounds
■ Alt-fire: charges shot for more damage (at the cost of time)
■ Applicable use: dealing with targets at a long range
○ M67 Grenade:
■ N/A range
■ N/A accuracy
■ Decent use time
■ Amazing damage
■ Mag size: unlimited
■ Uses grenades
■ Alt-fire: throws closer instead of further
■ Applicable use: situational, most often making enemies move
○ Prototype 12B640 “Singularity Launcher”:
■ Good range
■ Amazing accuracy
■ Below-average use time
■ Very good damage
■ Mag size: unlimited
■ Uses Xenite canisters
■ Alt-fire: close-range tesla coil
■ Applicable use: dealing with dangerous enemies, or large groups of
enemies
○ Singularity Can:
■ N/A range
■ N/A accuracy
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■ N/A use time
■ Amazing damage
■ Mag size: unlimited
■ Uses singularity cans
■ Alt-fire: projectile sticks to walls and becomes fully automatic
■ Applicable use: setting traps for enemies
○ Harpoon Gun:
■ Good range
■ Very good accuracy
■ Fast use time
■ Below-average damage
■ Mag size: unlimited
■ No resource usage
■ Alt-fire: pushes objects
■ Applicable use: traversal and damage when no ammo
○ Harpoon Gun (Powered):
■ Good range
■ Very good accuracy
■ Fast use time
■ Good damage
■ Mag size: unlimited
■ Uses Xenite canisters
■ Alt-fire: energy blast when lands, doing damage and applying heavy
force
■ Applicable use: traversal and using the environment as a weapon
● Enemies:
○ Spider:
■ Slow
■ Low health
■ Decent damage
■ Attacks:
● Short-range jab
■ Behavior:
● Slowly approach the player to attakc
■ Senses:
● Sight
● Sound
● Touch
○ Scout:
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■ Very fast
■ Decent health
■ High damage
■ Attacks:
● Short-range bite
■ Behavior:
● Charge the player upon detection
● Take pathways to confuse player
● Flee if taking too much damage
● Continue until player is dead
■ Senses:
● Sight
● Sound
● Smell
● Touch
○ Recon:
■ Decently fast
■ Decent health
■ Good damage
■ Attacks:
● Short-range jab
● decent -range spit
■ Behavior:
● Stay on the sidelines to attack player
● Only move in if necessary
● If player approaches, move back
● Defensive
● flies
■ Senses:
● Sight
● Sound
● Smell
● touch
○ Worker:
■ Decently slow
■ Good health
■ Good damage
■ Attacks:
● Short-range bite
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● Heal allies
■ Behavior:
● Approach slowly
● Back off if needed
● protect/heal allies
● flies
■ Senses:
● Sight
● Smell
● touch
○ Soldier:
■ Very fast
■ Above-average health
■ Very good damage
■ Attacks:
● Short-range something???
■ Behavior:
● Run towards player
● Know when to back off
● Preserve yourself
● Rely on others
● Overrun player together
■ Senses:
● Sight
● Sound
● Smell
● touch
○ Crawler:
■ Decently fast
■ Average health
■ Decent damage
■ Attacks:
● Short-range attack
● High-pitched screech
■ Behavior:
● Creep around player
● Move in when there’s an opportunity
● Screech to discombobulate player
● Hunt in packs
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■ Senses:
● Sound
● Smell
● touch
○ Guard:
■ Slow
■ High health
■ High damage
■ Attacks:
● Short-range bite
● charge
■ Behavior:
● Charge when the player is far
● Try to attack player
● Don’t back off, you can’t afford to
■ Senses:
● Sound
● Smell
● touch
○ Bot:
■ Slow
■ Low health
■ Low damage
■ Attacks:
● Long-ranged shoot of a gun
■ Behavior:
● Track player down
● flies
■ Senses:
● Sight
● Sound
● touch
● Bosses:
○ Leviathan:
■ Fast
■ Only damaged by certain things
■ High damage
■ Attacks:
● Short-range bite
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● Rumble walls
■ Behavior:
● Track down player, make them feel hunted
● Chase them often
● Don’t give up
■ Senses:
● Sight
● Sound
● Smell
● touch
○ Goliath:
■ Slow
■ High health
■ High damage
■ Attacks:
● Short-range punch
● Throw object
■ Behavior:
● Throw rock when player is far
● Try to close the gap
■ Senses:
● Sight
● Sound
● Smell
● touch
○ Queen:
■ Does not move
■ Only damaged by photon beams
■ High damage
■ Attacks:
● Long-range spit attack
● Decent-range swing attack
● Call guards
■ Behavior:
● Try to get player with claws when close
● Spit when far
● Call when player is not in sight
● Do not move
■ Senses:
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● Sound
● Smell
● Touch
● sight
● NPCS:
○ Sidekick:
■ Decent speed
■ Decent health
■ Decent damage
■ Attacks:
● Fire a gun
■ Behavior:
● Keep preserved
● Aid player
● Keep mobile
■ Senses:
● Sight
● Sound
● Smell
● touch
○ Security guard:
■ Decent speed
■ Decent health
■ Decent damage
■ Attacks:
● Fire a gun
■ Behavior:
● Keep preserved
● Keep mobile
■ Senses:
● Sight
● Sound
● Smell
● touch
○ Scientist:
■ Decent speed
■ Decent health
■ Decent damage
■ Attacks:
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● none
■ Behavior:
● hide/run
■ Senses:
● Sight
● Sound
● Smell
● touch
○ Soldier:
■ Decent speed
■ Decent health
■ Decent damage
■ Attacks:
● Fire a gun
■ Behavior:
● Keep preserved
● Keep mobile
● Work with your team
■ Senses:
● Sight
● Sound
● Smell
● touch
● Player:
○ Decent speed
○ Decent health
○ Decent damage
○ Attacks:
■ Weapons listed above
○ Behavior:
■ controlled
○ Senses:
■ Sight
■ Sound
● Vehicles:
○ Player’s car:
■ Amazing speed
■ Infinite health
■ No damage
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■ Controlled by player
○ Humvee:
■ Amazing speed
■ Infinite health
■ Very good damage
■ Not controlled by player
Non-complex entities:
● Props:
○ Interactive:
■ Can be manipulated by player/environment
■ Physics objects
○ Non-Interactive:
■ Cannot be manipulated by anything
■ Static objects
● Interacted switches:
○ Toggle:
■ Boolean value that is switches stays switched until interacted with
○ Pulse:
■ Boolean value is switched on, then off is quick succession
● Items:
○ Medkit
■ Interactive Prop
■ Allows player to regenerate health for a given time when interacted
with
○ Health station
■ Non-Interactive Prop
■ Allows player to regenerate health while interacting with it, until
charge is empty
○ Battery
■ Interactive prop
■ Allows player to recharge shield power for a given time when
interacted with
○ Charge Station
■ Non-interactive prop
■ Allows player to recharge shield power while interacting with it,
until charge is empty
● Water:
○ Allows player to swim while submerged
○ Can be electrified
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● Lights:
○ Emits a light source
53
Appendix E - Level Design - Elliot Crook
Pictured above: Starting area. It is a modern laboratory environment, not yet destroyed
by the disaster. It is meant to invoke a sense of safety and comfort. It is also meant to be
intractable, to teach the player that they can manipulate their surroundings. It is a
sterile testing environment meant to be used by employees. It is made of clean tiles and
concrete walls with paneled ceilings.
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Pictured Above: An area just outside of the disaster sequence. It is a short tutorial-esque
section, meant to teach the player about their own movement. It looks like a safe place
now destroyed, as though the sanctuary has fallen and there is no more hope. It also
features the first enemy encounter, one in which the player must run from. It is the
same environment as above, but destroyed.
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Pictured Above: A sewer system that leads into a waste disposal area. The surfaces are
dingy, damp, and dark. It consists of tunnels, before reaching a more well-lit station,
where the player opens a hatch to the surface. All of it is made of wet concrete, and this
is the first outdoor section which is a snow-covered forest.
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Pictured Above: A separate building consisting of wood-paneled offices, carpeted floors
and paneled ceilings. The area to the right is dark, with only red emergency lights
illuminating the suffocating darkness. This is meant to be an intimidating twist of what
would normally be a safe area, one once used by employees while doing things like
answering emails or eating lunch. It has a short electrical puzzle, in which the player can
activate and deactivate the power in this section in order to cross an electrified flooded
room.
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Pictured Above: Probably the largest puzzle in the game. It is, once again, a sterile
concrete testing environment (one mostly intact). The player must fight a quick wave of
enemies as they enter the housing for the shield. They must activate all of the switches,
while doing so the room changes accordingly, in order to reach the center of the room.
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This is an outdoor area, designed to be an arena for the upcoming horde of enemies. It’s
cloudy, snowy, but there’s still light out. The terrain is mostly flat, other than the hill
that is in the upper-middle section of the arena. Here the player must fight a larger wave
of enemies, waiting for the military to arrive. The section ends when the military arrive
and the player boards a humvee out.
None of these maps are set in stone, and changes can be made accordingly if it would
enhance the stage.
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