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Neuroblaste : Fugue Game Design Document VFinal By Jean-François Bourbeau [email protected]

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Neuroblaste : Fugue

Game Design Document VFinal

By Jean-François Bourbeau [email protected]

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Revision history

Version Date Author Comments V.1.0 13/05/2011 Jean-François

Bourbeau None

V.1.1 26/05/2011 Jean-François Bourbeau

First revision

V.Final 26/06/2011 Jean-François Bourbeau

Final revision for delivery

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Table of contents

1. INTRODUCTION 5

2. STORY 7

2.1 CONTEXT 8 2.2 CHARACTERS 9 2.2.1 JEANNINE HUARD 9 2.2.2 MICHEL CARRIER 9 2.2.3 JIM MONTERREY 10 2.2.4 AARON COOPER 10 2.3 PLOT 11 2.3.1 ACT 1 - FORGET 11 2.3.2 ACT 2 - LEARN 11 2.3.3 ACT 3 - MIND 12 2.3.4 ACT 4 - FEAR 12 2.3.5 ACT 5 - REMEMBER 13 2.4 LOCATIONS 14

3. GAMEPLAY 16

3.1 GAMEPLAY LOOP 17 3.1.1 DESCRIPTION 17 3.1.2 GAMEPLAY LOOP - GRAPHIC 18 3.2 GAMEPLAY MECHANICS SUMMARY 19 3.3 PLAYER PROGRESSION 20 3.4 CONTROLLER LAYOUT 21 3.4.1 CONTROL PHILOSOPHY 21 3.4.2 XBOX 360 LAYOUT 21 3.4.3 PLAYSTATION 3 LAYOUT 22 3.5 BASIC ACTIONS 24 3.5.1 WALKING / RUNNING 24 3.5.2 CROUCHING / CRAWLING 25 3.5. SHOOTING 26 3.5.4 RELOADING 28 3.5.4 MELEE ATTACK 29 3.5.5 INTERACTIVE OBJECTS 30 3.5.6 CHEMICAL SUBSTANCE USAGE 31 3.5.7 ROLLING 32 3.5.8 STRAFING 33 3.5.9 ACCURACY 34 3.6 HEALTH SYSTEM 35 3.6.1 DESCRIPTION 35 3.6.2 HEALTH SYSTEM TABLE 35 3.7 WEAPONS 36 3.7.1 DESCRIPTION 36 3.7.2 TRANQUILIZER GUN 37 3.7.3 HANDGUN 38 3.7.4 RIFLE 39

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3.7.5 TWO-BARRELED SHOTGUN 40 3.7.6 ASSAULT RIFLE 41 3.7.7 MAGNUM 42 3.7.8 PUMP-ACTION SHOTGUN 43 3.7.9 GRENADES 44 3.8 MEMORY ALTERATIONS 45 3.8.1 DESCRIPTION 45 3.8.2 TRIGGERS 45 3.8.3 LIST OF MEMORY ALTERATIONS 46 3.9 CHEMISTRY 48 3.9.1 DESCRIPTION 48 3.9.2 COMBINING SYSTEM 48 3.9.3 IMPACT ON MEMORY 48 3.9.4 MAIN COMPOUNDS 49 3.9.5 ALTERNATIVE COMPOUNDS 52 3.10 STEALTH VS. COMBAT 54 3.11 OBJECTS 55 3.11.1 INTERACTIVE OBJECTS 55 3.11.3 PICK-UPS 56 3.11.4 DESTRUCTIBLE OBJECTS 57 3.11.4 UPGRADES 57 3.12 NPCS 58 3.12.1 ENNEMIES 58 3.12.2 BOSSES 63 3.12.3 ALLIES 63 3.13 DIFFICULTY LEVELS 64 3.14 INVENTORY 65 3.15 TERRAIN 66

5. USER INTERFACE / EXPERIENCE 67

5.1 CAMERAS 68 5.1.1 MAIN CAMERA 68 5.1.2 CAMERA EFFECTS 68 5.2 CINEMATICS 69 5.2.1 MAIN CINEMATICS 69 5.3 HUD 70 5.3.1 IN-GAME HUD 70 5.4 MENUS 71 5.4.1 INVENTORY MENU (STATIC MENU) 71 5.4.2 PAUSE MENU 72 5.4.3 OPTIONS MENU 72 5.4.4 HOME MENU 72 5.5 SAVING SYSTEM 73 5.6 ACHIEVEMENTS / TROPHIES 74

ANNEX 1 : METRICS 75

ANNEX 2 : SEQUENCES, TABLES AND DIAGRAMS 86

ANNEX 3 : RATIONAL GAME DESIGN 97

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1. Introduction

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Forgetting stuff is quite easy. One can forget to buy milk or where he put his keys. These are common occurences that he can accept. But when one loses sight of his own life, when he forgets that he has children, when he forgets his own name, then that's a completely different matter. Neuroblaste : Fugue is an action-shooter game played from a top-down perspective. It puts the player in a unusual position : what if he were to lose his memory? What if everything he learned in the game so far would vanish in an instant? This game wants the player to always stay on high alert, as a person with the Alzheimer disease would do, so he'll constantly have to wonder whether what he sees of feels is accurate. Neuroblaste : Fugue puts the player in the role of Jeannine Huard, a woman stuck as a test subject in a secret laboratory, home of claustrophobic hallways and frightening rooms. The experiments led on her made her lose her memory. She remembers next to nothing, except for her most precious memory : her husband and her two children playing in the family's backyard. If Jeannine doesn't remember where she comes from, she at least knows where she's heading. If she has any hope to keep the memory of her family alive, she'll have to get out of this mess. Her story is tightly intertwined with those of the Neuroblaste's main characters, Félix and Aube. In the webseries, these two individuals are being forced to experiment on the human brain by a secret organization, which goes back to the Cold War era where the story of Neuroblaste : Fugue takes place. The game and the webseries share common themes like science, the power of the human brain and memory loss. However, before escaping, the player will have to defeat an army of security guards working for the organization. A difficult task for such a vulnerable woman. To make the matter worse, if the memory plays tricks on the character's mind, it does the same with the player's : the layout of a room he just visited suddenly changes, enemies's path realign, the weapons he's using have new properties. What can the player rely on if even the controller layout keeps changing? As well as having an impact gameplay-wise, this mechanic will also be reflected on the game's story. At certains points in the game, the player will have a new weapon in his hands with no idea whatsoever how it got there or meet people that will refer to conversations he forgot. He could even be asked to go back to the game's starting point to...to do what exactly? These memory losses, triggered by scripted events, the consumption of chemical compounds or the player's death, serve the purpose of sitting the player on shaky grounds. They will also add a replay value to the game, each room being able to provide a new experience multiple times. Against these odds, how will the player survive? By using the chemical substances available on site. A serum to have improved reflexes, a compound to control enemies' minds, a potion to detect important objects in a room, etc. The player will have to be aware that using these powers will have an impact on his memory. This mechanic will result in an interesting balance between maximizing the odds at surviving while preserving the chance to remember the past. Neuroblaste : Fugue is a short, while replayable game, that will appeal to the hardcore gamers with its strong narrative. It will especially be a window to a fate nobody wants to know : to forget who we are, what is surrounding us. Let's hope it's enough to make the game's experience...unforgettable!

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2. Story

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2.1 Context

The game takes place in the 1956, in the middle of the Cold war era. To have the upper hand over the Communists, a few billionaires got together to create a military organization that would dare to do what the federal government could not. This group, called Bilderbeg, founded many labs around the world to do research on cutting-edge technologies such as nuclear weapons, telecommunications, bio-chemical weapons, physics manipulation, etc...The Montreal branch was dedicated to research on the human brain. Scientists were trying to exploit the 90% of the human brain that's still unused. Great discoveries were made on perception, memory and intelligence. They were even on the verge of making groundbreaking progress on mind control when the events of the story took place.

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2.2 Characters

2.2.1 Jeannine Huard She is the main character of the game. Jeannine Huard is an ordinary mother who was living a normal life before she got kidnapped. As a stay-at-home mom, she would spend her days tending to her children's (Suzie, 11 , and Jean, 7) needs. Her husband, Olivier, is an insurance agent whose modest salary barely allows the family to pays the bills. Jeannine is a good-looking woman, with fine facial traits and long brown hair. A seemingly thin figure hides great physical abilities, which Jeannine develops while her kids are at school. Jeannine has been a test subject for six weeks, or so she's led to believe. These experiments took their toll, because she can remember next to nothing of her past life. All she remembers is what was the most precious to her eyes, her children and husband, as well as the fondest memories of them together. As if it could not get worst, Jeannine's also losing grasp on her short-term memory. There's only one thing left to do : escape. She'll use her great qualities, such as her courage, determination, intelligence and physical shape to do it. Still, her tendency to trust people may come in her way. She's commonly called «Jean».

2.2.2 Michel Carrier Michel Carrier is a 21 years old man who has been a test subject in the laboratory for three months. He doesn't remember anything of his past life. Every memory he kept is written in some way on his body, such as tatoos or markings on his clothes. Once a promising student in neurosciences, Michel was taken in as a test subject because of his unique brain profile. Now, even though he doesn't remember WHY precisely, all he wants is to get back at its captors. In any way. The thing is that Michel is going to have a hard time doing that, his body growing weaker day after day. The experiments on his body had a major impact on his physical shape.

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Now, he looks like a walking skeleton with white skin on its bones. His blond hair keeps falling, while his face is increasingly shadowed by warts and scars

2.2.3 Jim Monterrey Jim Monterrey is the lead scientist of the Bilderberg laboratory. He oversees every experiment that is going on and knows everything there is to know about his test subjects. His ambition knows no equal and he will come in Jeannine's way in about every way possible. Jim Monterrey is a weird guy to figure out. His intentions are noble, since he really does want to help humanity by discovering everything there is to know about the human brain. The only thing is that he doesn't care how he'll do it, as for him, the end always justify the means. He was recruited by Bilderberg for that reason.

2.2.4 Aaron Cooper He's the boss of this branch of Bilderbeg, an organization that seeks power in every major country of the world. He's very rational man, calculating every action and its impact. He takes care of his employees, as long as they stay loyal to him. His ultimate goal is to become the head of Bilderbeg and, in his opinion, the research being done in his lab is to best way to assure his popularity among his peers

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2.3 Plot

2.3.1 Act 1 - Forget Jeannine is fast asleep in a simple room. She's wearing a bright blue prisoner uniform. She is dreaming. In the dream, she's playing with her children. They run, shoot at each other with soak guns, play baseball, etc...This dream is abruptly interrupted. Jeannine wakes up and realises that the door to her room is wide open. She walks out and reads a file attached to her cell. She's test subject #234 in an experiment series on the human brain. She freaks out and passes out. When she wakes up, the room configuration is completely different, showing that she's not remembering things as she should. After going through a few rooms with scientists, she arrives at the mixing lab, where she learns about chemistry. After the creation of her first compounds, security guards arrive. She gets out of the room. She heads towards the exit, only to find out that it is sealed shut.

2.3.2 Act 2 - Learn Jeannine is in deep trouble and has no idea what to do next. A man calls out her name through a vent. He says that his name is Michel and that they just talked in the previous room. Jeannine doesn't remember any of this. The man talks her into following him into the air duct. On the other side, Michel is nowhere to be seen. Instead of going back, Jeannine goes foward, dodging enemies and obstacles and gaining new formulas. She arrives in the administrative area of the complex. After going through a few rooms, she meets Jim Monterrey, the lead scientist. He asks her politely what she's doing here. Jeannine stays cautious and asks him questions about the experiments. Jim does not answer, and tries get close to Jeannine. She blanks out. The previous memory of herself with her children continues and her husband gets in the picture. He says he's going to bring the kids to the mall and asks her if she wants to come. She has a lot to do in the house, so she refuses.

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Jeannine gets back to herself and finds out that she beat up Jim while phasing out. She even has a new formula with no idea how she got it. She escapes through the closest door, while Jim wakes up behind and screams for help.

2.3.3 Act 3 - Mind Jeannine arrives into the military area, where the guards are now on high alert, due to Jim's warnings. She fights her way through and arrives to the garage, where she is tempted to take a vehicule and escape. However, Jim starts talking too her through the intercom, hinting that if she wants to get her memory back, she has to turn around. She gears up in the garage and goes back. Just before getting to Jim's room, Jeannine crosses path again with Michel, who tell her that the scientist is not to be trusted. She does not listen and enters the room. As Michel told her, Jim tries to disarm Jeannine using his own psychic powers, but Jeannine wins the fight. Just before quitting the room, she finds a file containing information about the Bilderberg organization, the one who's apparently financing this whole complex. Almost everything is censored, except the name of a certain Aaron Cooper.

2.3.4 Act 4 - Fear Michel tells Jeannine that another test subject he used to live with knew things about this place. However, this guy still lives in the Blank-wing, where the test subjects whose memories were almost completely wiped out are located. Jeannine says she doesn't care and they head to this wing, making sure to stay undetected on the way. After getting through the Blanks area, where they are attacked by these zombie-like individuals, only to be saved by security guards, Jeannine and Michel reach the latter's old cell, where the guy he knows should be. However, the padded cell is empty, making Jeannine realize that Philip is crazy. They get in a fight and Jeannine's victory ensues. The sound of the fight alerted the security guards that were around and Jeannine is captured and now back to square one.

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2.3.5 Act 5 - Remember Jeannine is fast asleep in a simple room. She's wearing a bright blue prisoner uniform. She is dreaming. In the dream, she's cleaning the dishes in her house. The telephone rings, but she wakes up. Jeannine wakes up and realises that the door to her room is wide open. She walks out and read a file attached to her cell. She's test subject #234 in an experiment series on the human brain. She freaks out and passes out. When she wakes up, the room configuration is completely different, showing that her memory is failing. She then proceeds to going through the different rooms, just like she did before (of which she remembers nothing). However, after fighting a second Jim-like individual and seeing Aaron's Cooper name, she remembers it and, instead of following the «new» Michel, she makes her way to a new area, the employees' quarters. After fighting her way through many rooms, she finally arrives at Aaron Cooper's office. He asks her why she's here, and she responds that she's going to escape and make him pay. He repeats himself, asking her why she's here. Jeannine does not understand. Aaron Cooper explains that she used to be his secretary, but, a few months ago, she came crying in his office. Her family had died in a car accident while going to the mall. Aaron had asked her if she was willing to do anything to make the pain go away. She had agreed to be a test subject, as long as her memory would eventually be wiped out. Aaron finally tells her that the experiment led on her was very special, as it was focusing on memory resilience, i.e. the ability of one's memory to survive under pressure. Jeannine had tried to escape five times before getting there and always ended up following Michel into the blank area, except this time. He admits that he was surprised by this turn of events and that he is eager to see if she'll do the same the next time, implying that they'll wipe out her memories yet again. Jeannine refuses to take part in this another time and fights Aaron and his bodyguards. After winning, she realises she has nothing left and decide to inject herself with an overdose of chemical substances. The world around her slowly falls apart and she goes back to her last memory, where she was answering the phone. On the other end of the line, her husband says “Hi”. The player is left to wonder if this is the real memory or if it is only what Jeannine wish had happened.

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2.4 Locations

Jeannine's holding cell A simple room with a bed, a sink and a toilet. This room could belong to anyone. There is no window.

Jeannine's backyard A wide place with short grass where the kids play all the time. There's a sandbox, a seesaw and a box full of toys, such as soak guns.

Holding cells area This area is composed of many long corridors, aligning holding cells that all look alike. Without being as good-looking as a hotel, this place still feels warm and welcoming.

The labs The labs contain rows and rows of desks where the scientists work. In addition to the lab equipment, there are many rooms with tainted windows from where the scientists observe their test subjects.

Administration area This area is defined by its normality, the rooms looking like just any other office space. There are cubicles, water machines, soft drinks machines and even cleaning products dispensers...

Jim's office Jim's office is halfway between a lab and a normal office. The place is messy, with files on the ground. He has his own chemical stand at the back so he can immediately proof-test any idea he gets.

Military area Everything is in order in this area, where weapon lockers sit beside military uniforms and maps of the complex. With wide spaces to accommodate any type of equipment, this place is ideal for shooting sequences.

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Garage The garage is very large, with massive columns supporting the concrete ceiling. Vehicules stand in the way of the player, giving him at the same time many places to hide.

Disaffected area While abandoned, this area still lurks with rats. Walls are crumbling and pipes rusting. Soldiers keep passing by in this area to make sure that no holes to other sections are left unblocked.

Blank-wing This is a large prison-like area where the Blanks, people whose memories were completely wiped out, are being kept. Some cells are normal, while others have been padded for the most extreme patients. A yard, where the Blanks stand still all day long, sits in the middle of it all.

Employee's quarters A luxurious place, these quarters are filled with leisure areas, gyms and restaurants. Very contemporary looking, even if the game takes place in the fifties.

Aaron's office Aaron's office is very large, with many doors, each representing a different exit in case of an emergency. A security system prevents any intruder from getting out. Aaron's many diplomas are tacked on the walls.

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3. Gameplay

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3.1 Gameplay loop

3.1.1 Description The gameplay loop, as seen below, is relatively simple : 1) Navigation : the player must navigate within and between each area to progress 2) Environment analysis : in most of the rooms, the player is given the option to either walk in and fight the enemies or adopt a more stealthy approach. Either way, he will have to observe the room (or what he can see of it) to make his choice. This also applies as to how he'll go pass physical obstacles 3) Preparation : the player will have time to prepare before going through an environment, either by recharging his ammo clips and chemical doses or by equipping the weapon or ability that is going to be the most useful to him. 4) Encounter : the player needs to get past his obstacles, whether it be by going berserk against the enemies or by being stealthy. This is the most challenging part of the gameplay loop and where the core action will happen. 5) Reward : after every challenge, a reward must be given to the player. This may come in the form of a new chemical formula, a new weapon, an upgrade or a narrative event. 6) Altered memory : throughout the game, memory alterations will occur and will have an impact on the gameplay.

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3.1.2 Gameplay loop - Graphic

Navigation

Environment analysis

Preparation Encounter (combat or

stealth)

Reward

Altered memory

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3.2 Gameplay mechanics summary Most of the time, in Neuroblaste : Fugue, the player must get to the other end of any given room while staying alive. This means using every means available to make his way through the game. That includes, at first, moving around the environment. The range of movement is pretty limited, including walking, running, strafing, crouching/crawling and rolling. There are no acrobatics such as jumping in order to always keep the player and his enemies on the same plane of action. In addition to moving, the player can use weapons to defeat enemies in a fairly traditional manner. He aims at the enemies with the right joystick and shoots. He can do it while moving in any direction, but at the cost of accuracy. Shooting behind him will let him run away from his enemies faster, but will make him have fewer chances to hit them. The player could rather keep aiming at the enemy while going backwards to focus his shooting, but this will come at the expense of his speed. There is a limited amount of ammo, making the usage of firearms a cautious one. The reloading procedure for its part is standard. The player can also use psychic powers, which he will earn by making chemical compounds. These abilities will help him defeat enemies or, most of the time, avoid them. However, the consumption of chemical compounds has an impact on the character's mind, making her more vulnerable to memory alterations. These events consist in a modification of the player's environment or means to get through it, such as the map layout or even the controller layout. This mimics the memory losing condition that the main character suffers from.

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3.3 Player progression

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3.4 Controller layout

3.4.1 Control philosophy Neuroblaste : Fugue being a shooting game, it is important for aiming and shooting to be easy. The player can shoot using three buttons : left joystick, right joystick and the fire button. He can add a degree of complexity by strafing. This is the most buttons he'll have to use at the same time in the game. Almost every button, except for fire, strafing and the sticks, have a simple one-press approach, meaning that once it is pressed or held for the appropriate amount of time, it does its function and the player doesn't have to worry about it anymore.

3.4.2 Xbox 360 layout

In game : Left stick : walk / run / select (weapon or power wheel) Right stick : aim Y button : roll B button : crouch (once) / crawl (hold) / get up (twice) A button : interact

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X button : reload Digital pad : select weapon L-button : use power / power selection wheel (hold) L-trigger : strafing R-button : melee attack R-trigger : fire Select : inventory menu Start : pause menu Menus : Left stick / D-Pad: navigate A : select B : go back

3.4.3 Playstation 3 layout

Left stick : walk / run / select (weapon or power wheel) Right stick : aim Triangle : roll Circle : crouch (once) / crawl (hold) / get up (twice)

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X : interact Square : reload Digital pad : select weapon L1 : strafing L2: use power / power selection wheel (hold) R1 : fire R2 : melee attack Select : inventory menu Start : pause menu Menus : Left stick / D-Pad: navigate X : select B : go back

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3.5 Basic actions

3.5.1 Walking / running The player runs and walks by pushing the left joystick at differents degrees. Just like in games like Assassin's Creed, a turn around is not instantaneous, meaning that there is an animation for the character doing a 180 degrees.

Slow walking

Normal walking Running

Getting shot or hit may hinder the player's movement for a limited amount of time, according to enemy's attributes.

Metrics Slow walking speed : 0.5 m/s Normal walking speed : 1.5 m/s Running spped : 3 m/s Turn around time : 0.5 second When hit : Light stop : 0.2 second Mid stop : 0.5 seconds Heavy stop : 1.5 seconds

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3.5.2 Crouching / crawling The player can crouch and crawl at any point in the game. However, to crawl, he'll need to be in a crouching position first. Level designers must keep in mind that even though there is no cover mode per say, the crouching position will be used to hide behind objects to prevent getting shot. Shooting is possible while crouching, but impossible while crawling.

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Metrics Slow crouching speed : 0.5 m/s Normal crouching speed : 0.7 m/s Fast crouching speed : 1.5 m/s Crouching height : 1 meter Slow crawling speed : 0.3 m/s Normal crawling speed : 0.6 m/s Fast crawling speed : 1 m/s Crawling height : 0.3 meter

3.5. Shooting The player shoots by pressing the appropriate button and aiming with the right joystick. The range and the strength are determined by the weapon he is using. There is no auto-aiming. However, the accuracy of each shot is determined by the direction the character is facing versus the one's he's shooting.

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3.5.4 Reloading The player can reload by pressing the appropriate button. It fills up his ammo, thus depleting his ammo reserve by the same amount. While reloading, he cannot do anything else, except move. Reloading time depends on the weapon's attributes.

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3.5.4 Melee attack The player can hit an enemy or a destructible object by pressing the appropriate button. The strength of the melee attack is determined by the selected weapon.

Metrics Range : 1 meter Time : 0.5 second

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3.5.5 Interactive objects The player can interact with predefined objects, such as doors, ladders, command panels and many more. The interaction with an object may be interrupted by being shot or hit, depending on the level designer's will.

Metrics Interaction range : 1 meter

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3.5.6 Chemical substance usage The player can use a substance at any time in the game by pressing the appropriate button. As soon as the player presses it, the ability is activated for the duration time indicated. However, if the players dies or if there's a cinematic, the power is instantly deactivated. Because there may be only one power assigned to the assigned button, the player may summon the Power wheel by holding that button. This pauses the game, making the selection of a new ability possible and safe.

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3.5.7 Rolling The player has the ability to roll to get out of a difficult situation. By pressing the appropriate button, he can do a roll in the direction he is moving, even if he is strafing. Shooting is however impossible during a roll.

Metrics Roll distance : 4 meters Roll speed : 1 second Ennemy's accuracy factor : -10%

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3.5.8 Strafing By pressing the appropriate button, the player can strafe, i.e. face a direction even if he is moving in another. Strafing slows the player down, making him having to choose between running fast and having a low accuracy or being slower, but making sure his shots hit the target. The following chart indicates at which speed the player will move if he is walking/running in another direction than the one he is facing.

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3.5.9 Accuracy

The accuracy of shot is determined by two factors : - The percentage determined by the shooting direction - The weapon's accuracy factor The multiplication of these two numbers will result in a number that will determine the shot's accuracy. If it's 100%, than the bullet will precisely hit the object of enemy the player was aiming at. If it's below that, let's say 60%, it means that the shot has a 40% chance of not hitting the target. Instead, it will randomly go in a direction determined by the weapon's accuracy angle.

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3.6 Health system

3.6.1 Description The damage system in Neuroblaste : Fugue is similar to its counterparts from the likes of Halo and Call of Duty. The players has a visible health bar (though the numbers that control the system are not visible) which recharges over time. If he gets shot or hit, the health bar empties out relatively to the enemies' attributes, as the screen blurs. Once the health bar is empty, the player dies and restarts at the last checkpoint. The health bar starts at a 100 points and gets up by 20 points increments if the player gets health upgrades.

The player's hitbox is 0.4m X 0.4m

3.6.2 Health system table

Health percentage Effect on screen

80 HP and above No effect

50-79 HP The edge of the screen starts to blur

20-49 HP The screen starts shaking gently

1-19 HP The blur extends nearer to the character

0 HP Death

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3.7 Weapons

3.7.1 Description A handful of weapons will be made available to the player throughout the game. However, because this is not the game's main focus, these will be quite simple, falling in the traditional categories of shooting games. Because the game uses a top-down camera, which results in a fairly limited field of sight, every weapon has a range determined by what is on screen. Also, because this game takes a realistic approach, when the player reloads his weapon, he loses the bullets that were in the last one if there was any. Therefore, the player must choose between having a fully loaded gun or using the remaining bullets, which are found scarcely in the game. Each weapon has the following attributes, which may vary (+- 20%) after a memory alteration : Strength : the strength of the weapon at the closest range (0-100) Accuracy : the weapon's accuracy (0-1) Accuracy angle : the angle in which a shot may go if the accuracy is not perfect Melee strength : strength of a melee attack when it is performed with the selected weapon in hand (0-100) Ammo : maximum ammo Ammo clip : maximum ammo in one clip Ammo package : ammo found in packages Reload time : the time it takes to change from one clip to another (in seconds) Fire time : the time that separates two shots (in seconds) Dispersion : angle of bullets dispersion (takes recoil into account) > armor : if it can be used to pierce armors > small : if it can be used to destroy small objects >large : if it can be used to destroy big objects Stops character : if the weapon can hinder a character's movement and by what margin Special property

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3.7.2 Tranquilizer gun

Strength : 0 - tranquilizes enemies Accuracy : 1 Accuracy ange : 10 degrees Melee strength : 20 Ammo : 12 Ammo clip : 4 Ammo package : 4 Reload time : 5 seconds Fire time : 2 seconds Dispersion : none > armor : no > small : no >large : no Stops character : no Tranquilizing duration : 40 seconds

Rational game design - Tranquilizer gun

Armor High number of enemies

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3.7.3 Handgun

Strength : 20 Accuracy : 1 Accuracy angle : 10 degrees Melee strength : 20 Ammo : 36 Ammo clip : 12 Ammo package : 24 Reload time : 3 seconds Fire time : none. It fires everytime the player pushes the trigger Dispersion : none > armor : no > small : yes >large : no Stops character : no

Rational game design - Handgun

Armor Fast enemies High number of shots required Fast-paced scenarios

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3.7.4 Rifle

Strength : 60 Accuracy : 1 Accuracy angle : 10 degrees Melee strength : 60 Ammo : 15 Ammo clip : 5 Ammo package : 5 Reload time : 4 seconds Fire time : 2 seconds Dispersion : none > armor : yes > small : yes >large : yes Stops character : yes, low

Rational game design - Rifle

Fast-paced scenarios Fast enemies High number of enemies

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3.7.5 two-barreled shotgun

Strength : 80 Accuracy : 0.8 Accuracy angle : 20 degrees Melee strength : 40 Ammo : 12 Ammo clip : 2 Ammo package : 6 Reload time : 3 seconds Fire time : one second Dispersion : 45 degrees > armor : yes, if strength > 60% > small : yes >large : yes, if strength > 80% Stops character : yes, if strength > 70%, heavy, if strength 70%<>40%, mid

Rational game design - Two-barreled shotgun

Lots of hiding places Enemies that stay far Lots of objects that block shots

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3.7.6 Assault rifle

Strength : 40 Accuracy : 0.7 Accuracy angle : 30 degrees Melee strength : 60 Ammo : 120 Ammo clip : 40 Ammo package : 60 Reload time : 4 seconds Fire time : none. It is an automatic weapon, firing the equivalent of 10 bullets per second Dispersion : 20 degrees (recoil) > armor : no > small : yes >large : yes Stop character : no

Rational game design - Assault rifle

Armor Lots of hiding places

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3.7.7 Magnum

Strength : 100 Accuracy : 0 Accuracy angle : 10 degrees Melee strength : 20 Ammo : 10 Ammo clip : 6 Ammo package : 6 Reload time : 5 seconds Fire time : 1 second Dispersion : none > armor : yes > small : yes >large : no Stops character : yes, mid

Rational game design - Magnum

Fast-paced scenarios Fast enemies High number of enemies Rare ammo

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3.7.8 Pump-action shotgun

Strength : 70 Accuracy : 0.8 Accuracy angle : 30 degrees Melee strength : 40 Ammo : 18 Ammo clip : 6 Ammo package : 6 Reload time : 5 seconds Fire time : one second Dispersion : 70 degrees > armor : no > small : yes >large : no Stops character : yes, if strength > 70%, mid, if strength 70% <>40%, light

Rational game design - Pump-action shotgun

Lots of hiding places Enemies that stay far Lots of objects that block shots Narrow places

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3.7.9 Grenades

Strength : 100 (hurts player too) Accuracy : 1 Accuracy angle : 20 degrees Melee strength : none Ammo : 3 Ammo clip : 1 Ammo package : 1 Reload time : 0 Fire time : 2 seconds Dispersion : 360 degrees Range : 15 meters (except if blocked) Hold time before maximum range : 2 seconds Detonation time (when button pressed): 4 seconds Travel speed : 10 meters / second Stops character : yes, heavy

Rational game design

Fleeing enemies Hiding spots Enemies that throw the grenade back

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3.8 Memory alterations

3.8.1 Description Jeannine, on whom severe experiments were led, now has a memory that seems to have a mind of its own. It's unreliable, it keeps forgetting important events, people or discussions. Sometimes, if it remembers something, it does so poorly. If this serious brain handicap translates in the game's story, it also relates to its gameplay through memory alterations. Memory alterations put the player in the character's shoes by making him feel like he himself had suffer for a memory loss. This impacts the gameplay greatly, because the player will try to prevent these events and if he fails to do so, he'll have to adapt. These losses are permanent, so the player will have to adapt to these new conditions.

3.8.2 Triggers These memory losses can be triggered in three ways 1) Scripted : especially at the beginning, we need to confront the player to this state by forcing memory alterations onto him. This may happen later in the game with memory losses that result in exotic gameplay or narrative progression. 2) Chemical substances : this is the main memory loss trigger. The usage of psychic powers affects the character's memory, on a scale of 0 to 1. Each usage fills the memory factor meter by a given amount. Once it reaches a certain point, a memory loss is triggered randomly. If no memory loss happens, the meter continues to fill up, potentially leading to more severe memory losses. The memory factor meter is visible to the player.

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3.8.3 List of memory alterations

Controller layout The controller layout changes, forcing the player to learn a new button configuration as he is about to go through an important room or get in a fight.

Memory factor : 0.5

Weapon attributes The weapon's attributes change, forcing the player to discover them again. For example, the range of the shotgun may go from 70 to 55 degrees, while its firepower may grow from 2 to 3.

Memory factor : 0.5

Room layout The layout of a given room changes, forcing the player to re-assess his environment. He will have to discover for a second time where the exits or important objects are. Each main room will have at least two versions of itself so this feature can be fully exploited.

Memory factor : 0.8

HUD layout Elements on the HUD get re-organized, in a way that the player will have to learn where to look again to see what he needs to see.

Memory factor : 0.4

Enemies' paths The enemies' paths change, which forces the player to learn about what he is up against for a second time. This is useful when the memory loss is triggered by the player's death, as he'll cannot simply rely on what he saw on his last playthrough to succeed. He'll need the necessary skills to succeed, whatever his enemies' routines are.

Memory factor : 0.3

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Enemies' attributes The enemies' attributes change, forcing the player to learn new ways to defeat them. Where an enemy would have a sighting range of 20 degrees, he now has one of 30 degrees, making a stealthy approach much more difficult. In another case, the enemy could get a lot stronger, in a way that a single melee attack from the player wouldn't budge him anymore.

Memory factor : 0.5

Wheel slots reassignements Slots on the power and weapon wheels get rearranged for the sake changing the player's habit

Memory factor : 0.2

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3.9 Chemistry

3.9.1 Description The player's main trump card is his ability to consume chemical substances that will give him abilities or powers useful to him in his progress. In a way, Jeannine turns the table against her captors by using exactly what made her the way she is. This mechanic's purpose is to give a feeling of empowerment to the player, as well as diversifying the global gameplay. Each pair of power has a unique visual effect. These substances will be obtained throughout the game by getting new formulas. Every power must be gained through the combining system, as described below.

3.9.2 Combining system In Neuroblaste : Fugue, the player will regularly get to chemicals stands, which will allow him to gear up for the next few rooms. These stands have a single purpose : let the player recharge his chemical compounds doses. The process can be divided in four simple steps : 1- The player acquires new formulas prior to getting to the stand 2- The player gets to the stand 3- The player sees the list of powers he currently has access to. If he just got a new formula, a screen appears saying what the new power does. 5- The player doses get recharged and he moves on.

3.9.3 Impact on memory In the story, the experiments led on Jeannine made her memory grow weaker. This applies to the chemical substances as well, which means that every time the player uses a power, he forfeits a part of himself, an act that may prove costly in a difficult situation. Each power has a memory factor on a scale of 0 to 1. The usage of the said power will add that number to the player's memory state, which may trigger a memory loss, as seen in the previous section. This mechanic creates a meaningful balance between using powers to escape the laboratory and prevent memory losses, which may well lead the player to his demise.

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3.9.4 Main compounds

Enhanced vision The player's range of sight extends by 25%, which allows him to see security guards, hiding spots, exits and interactive objects that he could not before.

Metrics Effect : range of sight +25% Duration time : 30 seconds Memory factor : +0.1 Doses : 10 Visual effect : motion blur

Rational game design - Enhanced vision

Ceilings that become transparent only when the player gets under it Fog

Improved reflexes The player's response time grows by 25%, which results in time slowing down. This lets him dodge any melee attack from an enemy (only one at the time.

Metrics Effect : timeflow -25% Duration time : 10 seconds Memory factor : +0.2 Doses : 10 Visual effect : red hue with enemies in black

Rational game design - Improved reflexes Large number of enemies Fast objects and enemies

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Acute hearing By making sounds, such as walking, hitting something or firing any weapon, the player can see any secret a room holds, such as secret passageways, upgrades or interactive objects. Elements that are on screen react to any sound by flashing. Applies even in the dark.

Metrics Effect : non-quantifiable / highlighting of important objects onscreen Duration time : 20 seconds Memory factor : +0.1 Doses : 5 Visual effect : over-saturation with flashing objects

Rational game design - Acute hearing Buzzing sound that makes everything flash Many objects of the same kind flashes, while only one is really important

Reactive intelligence This lets the player see any hiding spots available to him by showing the line of sight of any camera or security guard.

Metrics Effect : non-quantifiable / highlighting of hiding spots Duration time : 20 seconds Memory factor : +0.3 Doses : 5 Visual effect : desaturation with lines of sight in red

Rational game design - Reactive intelligence Dark rooms High number of cameras or enemies

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Deduction The player can use this power to see the path leading to the exit. This can be useful in complex rooms containing lots of enemies and falses trails.

Metrics : Effect : path highlighting Duration time : 30 secondes Memory factor : +0.4 Doses : 5 Visual effect : desaturation with glowing path

Rational game design - Deduction Multiple possible paths that may confuse the player Paths blocked by destructible objetcs Traps on paths

Mind control This power lets the player take control of someone else's mind for a short amount of time. In order to control someone's mind, he must use his power by aiming at and enemy and then shooting. If he misses, then the power is lost.

Metrics Effect : non-quantifiable / controler someone else's mind Duration time : 5 seconds Memory factor : +0.4 Doses : 2 Visual effect : blur

Rational game design - Mind control Fast enemies difficult to aim at Hiding ennemies Large number of enemies

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3.9.5 Alternative compounds

Enhanced vision X2 The player's rang of sight extends by 50%, which allows him to see even more security guards, hiding spots, exits and interactive objects than he could with the Enhanced vision.

Metrics Effect : range of sight +50% Duration time : 30 seconds Memory factor : +0.3 Doses : 3

Improved reflexes X2 The player's response time grows by 50%, which results in time slowing down. This lets him dodge any melee attack or bullet coming from an enemy.

Metrics Effect : timeflow -50% Duration time : 10 seconds Memory factor : +0.3 Doses : 3

Acute hearing X2 By making sounds, such as walking, hitting something or firing any weapon, the player can see any secret a room holds, such as secret passageways, upgrades or interactive objects. These elements react to any sound by flashing. If the element is offscreen, a flashing arrow indicates that it exists.

Metrics Effect : non-quantifiable / highlighting of important objects off and on screen Duration time : 20 seconds Memory factor : +0.3 Doses : 2

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Reactive intelligence X2 This lets the player see any hiding spots available to him by showing the line of sight of any camera or security guard. It is also indicates if he is in any danger of getting caught or not with an on screen indication.

Metrics Effect : non-quantifiable / highlighting of hiding spots and danger situations Duration time : 20 seconds Memory factor : +0.5 Doses : 2

Mind control X2 This power lets the player take control of someone else's mind for a long amount of time. In order to control someone's mind, he must use his power by aiming at and enemy and then shooting.

Metrics Effect : non-quantifiable / controler someone else's mind Duration time : 15 seconds Memory factor : +0.7 Doses : 1

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3.10 Stealth vs. combat

Stealth The game's stealth principles are fairly standard. The player should be always able to go through any room without having to fight an enemy. Enemies have a sighting range of a length defined by the screen, meaning that if the player can see the enemy, the enemy can see the player. However, this line of sight may be obstructed by objects, so that the player may remain hidden. Every type of enemy also has a viewing angle, which is the cone that will define his line of sight in the game. While enemies may lose track of the player, they never give up on finding him, meaning that the player will have to get to the next room if he wants to return to a normal alert state. Because psychic powers are mostly related to room navigation, they will come in handy if the player wants a stealthy approach. Rational game design - Stealth + No health risks + No need of ammo + High variety of possibilities if the player is using the powers - High consumption of compounds (impact on memory) - May be very difficult at some points if there are many enemies

Combat If the player would rather take a violent approach, he can do it, mostly by using the game's weapons. The player gets through a room by killing enemies with the basic actions described earlier. Enemies may respawn, depending on the level designer's will. Rational game design - Combat + No memory risks + Wide variety of weapons to accommodate any player + Less thinking - Dangerous if there are many strong enemies - Lack of ammo

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3.11 Objects

3.11.1 Interactive objects (an indication pops up when the player is within range to indicate that it is interactive)

Ladders Level designers can put ladders in the game, giving it a sense of verticality and giving the player the sense that he is getting closer to the exit or, to the contrary, farther. Designers must make sure that ladders are not incorporated in areas with combat, as the shooting mechanic only works on a horizontal plane. The player uses a ladder by pressing the appropriate button. He does not control the speed of the climbing, which is determined by an animation. However, he must be able at any point to halter his climbing and go back the other way. A ladder can serve as a loading buffer.

Non-mechanical doors Non-mechanical doors can be opened by pressing the appropriate button. Once it is opened, it stays this way as long as the player is near it. After he gets out of this range, the door closes after a short while. A door can serve as a loading buffer.

Metrics Stay-opened range : 2 meters Opening / closing time : 0.5 second

Mechanical doors Mechanical doors' opening are controlled by a command panel, which can be used by the player. A mechanical door is generally associated with a timed opening, depending on the level designer's will. A mechanical door can be used as a loading buffer as well as a tool to build up tension.

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Metrics Opening time : variable Closing time : variable

Chemical stands This is where the chemical compounds creation takes places.

Cameras Cameras are placed at certain points to up the ante. These cameras are indestructible and can only be turned off by the player when he gets close enough. The rotation speed cycle can vary from camera to camera.

Metrics Range : 5 meters View angle : 40 degrees Rotation angle : 90 or 180 degrees Rotation speed : variable

3.11.3 Pick-ups

Ammo Ammo pick-ups appear after killing enemies or destroying crates. They can also spawn at certain points and next to a checkpoint after a player dies more than three times in a row. Each ammo pick-up is associated with a single weapon. However, every chemical stand comes with an «ultra-pack» that comes with a full recharge for every weapon.

The player must touch the pick-up to get it. The hitbox is 0.4m X 0.4m

Health Health packs are found scarcely around the levels. They also appear at a checkpoint if the player dies more than 3 times in a row. A health pack recharges the health bar half-way.

The player must touch the pick-up to get it. The hitbox is 0.4m X 0.4m

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3.11.4 Destructible objects

Useful Crates - crates can be destroyed with a melee attack or some weapons. It is considered as a small destructible object. Crates contain items such as health packs or ammo clips. Walls - walls can be destroyed with heavy-loaded guns or grenades to reveal hidden rooms or upgrades. Small hints must be given as to which walls can be destroyed in a room. They are considered as big destructible objects. Air duct grill - these can be destroyed with a melee attack or somes weapons. They can reveal the way to hidden rooms or upgrades. They are considered as small destructible objects.

Useless If the budget allows it, small objects like computers or lab equipment will be destructible (either with a weapon or a melee attack). This serves only for aesthetic considerations and must not be taken into account when designing gameplay.

3.11.4 Upgrades Health upgrades : extends the health bar by 20 points (there are 4 in the game) Memory inhibitor : reduces compounds' memory factors of 10% (there are 3 in the game) Inventory upgrades : adds one slot to the player's compounds inventory (there a 4 in the game)

Each of these items has a hitbox of 0.4mX0.4m

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3.12 NPCS

3.12.1 Ennemies

Scientists These scientists work in the lab and are mostly inoffensive.

Metrics : Health : 50 Armor : none Hitbox : 0.5m X 0.5m Firing damage : none Melee damage : 20 View angle : 50 degrees Maximum running speed : 2 meters / second Body disappearance time after death : 10 seconds Different models : 2

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Security guards These are the low-level guards of the complex and are responsible for the security in the laboratories and the holding cells.

Metrics : Health : 70 Armor : none Hitbox : 0.6m X 0.6m Firing damage : 20 (handgun) / 60 (rifle) Melee damage : 40 View angle : 90 degrees Maximum running speed : 3 meters / second Body disappearance time after death : 10 seconds Different models : 3

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Soldiers Heavily armed and protected, soldiers are more deadly than security guards. They come into the game as an contingency plan after Jeannine breaks loose and starts doing real damage to the labs.

Metrics : Health : 100 Armor : 50 Hitbox : 0.8m X 0.6m Firing damage : 40 (assault rifle) / S100 (shotgun) / S100 (magnum) Melee damage : 50 View angle : 120 degrees Maximum running speed : 3 meters / second Body disappearance time after death : 10 seconds Different models : 4

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Blanks These are test subjects whose memories were completely wiped out. They stay still most of the time, but as soon as they hear a sound, they go berserk, attacking the player no matter what. They usually come in great numbers.

Metrics : Health : 20 Armor : none Hitbox : 0.4m X 0.4M Firing damage : none Melee damage : 20 View angle : 40 degrees Maximum running speed : 4 meters / second Body disappearance time after death : 5 seconds Different models : 2

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Elite force These guards protect the more sensitive areas of the complex. Equipped with machine guns and body armor, they are the most dangerous enemies of the game.

Metrics : Health : 100 Armor : 100 Hitbox : 1m X 1m Firing damage : 60 (machine gun(acts like an assault rifle) / 100 (grenade) / 100 (pump-action shotgun) Melee damage : 20 View angle : 160 degrees Maximum running speed : 2 meters / second Body disappearance time after death : 10 seconds Different models : 2

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3.12.2 Bosses The bosses mechanics are to be determined by the level designers. However, the fight against Jim must be relying on power usage and the fight against Aaron on shooting.

3.12.3 Allies

Michel At a certain point in the game, Jeannine will have to escort Michel to a certain location. If anything, he will be a burden to her, as he is not able to fire a gun. All he can do is fight back when an enemy gets too close with a melee attack

Metrics : Health : 100 Hitbox : 0.5 m X 0.5 m Melee damage : 20

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3.13 Difficulty levels The difficulty system in the game is simple. There are four levels, which are all related to the enemies' attributes :

- Beginner (basic stats) - Normal (basic stats + 20%) - Hard (basic stats + 50 %) - Extreme (basic stats + 70 %)

The player will be able to change the difficulty level on-the-go via the pause menu. Even if it's not part of the difficulty system per say, it is important to note that pick-ups may appear next to a checkpoint after the players dies three times in a row. This will let him go through a difficult room without having to change the difficulty level.

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3.14 Inventory

The player's inventory has three individual parts. 1) Psychic powers. In this part, he can see which power he can use at this moment and how many doses of each he has in his possession. He will be able to add a new dose to his maximum quantity of doses for a chosen power 5 times through the game with the help of inventory upgrades. The player can also see the power wheel that is accessible in game. He can re-assign slots at will. 2) Weapons. In this part, he can see which weapon is available to him at this moment and how much ammo of each he has. There is no maximum number of weapons he can carry with him. The player can also see the weapon wheel that is accessible in game. He can re-assign slots at will. 3) Story details. The player will be able to read a short summary of what got him to this point and what's his next objective. He will also see every key objects that he acquired throughout the game (upgrade, keycards, etc)

Wheel layout (the power wheel and the weapon wheel are the same) :

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3.15 Terrain

The game's action always takes place on a flat plane. Therefore, the level designers must make sure that there is no elevation between the player and the different enemies. Some sense of verticality can be put in the game with ladders during navigation sequences, but it must not be translated into combat. However, the floor's nature may vary

Normal ground

This is the surface on which the player will circulate most of the time. It has no special properties.

Dangerous ground

This surface hurts the player as he walks on it at a rate of 20HP / second. (may take the form of a glass-covered ground)

Deadly ground

This surface kills the player as soon as he steps on it. (may take the form of a electrified ground)

Sound-emitting ground

This surface emits a sound that will alert any enemy around, just as if he had seen the player.

Slippy ground

This surface make the player slide when he stops moving. The slide is equal to one second of the player's prior speed.

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5. User interface / experience

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5.1 Cameras

5.1.1 Main camera The game's main camera has the following attributes : - Locked on the player. As the player moves, so does the camera - Does not rotate, thus limiting the number of polygons needed - Top-down. While not completely parallel to the ground, the camera gives a good idea of the character's surroundings. - Close range. While the camera gives a good idea of what's up ahead, it still relatively close to the player so he will know everything about his environment. This also gives him the opportunity to make his field of view bigger by using psychic powers. Estimate : 15 meters X 15 meters Reference : Warp by Trapdoor

5.1.2 Camera effects The camera's lenses may change over the game, especially while using powers. Memory alteration : the screen flashes for a short moment Compound consumption : the screen blurs for a short moment Enhanced vision : motion blur Improved reflexes : red environment with enemies in black Acute hearing : saturated colors with flashing objects Reactive intelligence : desaturation with the enemy’s line of sight in red Deduction : desaturation with a glowing path Mind control : blur

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5.2 Cinematics

5.2.1 Main cinematics To make a clear distinction between gameplay sequences and cinematics, as soon as the player loses control of his controller, the camera will get closer to the ground and to the action by changing its angle view and zooming in, but not so far down as seeing the ceiling. This will let the player see the facial animation on the characters while making sure the level artists don't have to make a ceiling for every single cinematic. Cinematics should not last longer than three minutes.

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5.3 HUD

5.3.1 In-game HUD Top-left corner : Health bar Memory meter Top-center : Equipped psychic power Top-right corner : Weapon selected Ammo left in the clip Total ammo Center of the screen : Weapon wheel (while selecting) Psychic power wheel (while selecting)

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5.4 Menus

5.4.1 Inventory menu (static menu) Top-left corner : compounds inventory details (powers in inventory, number of doses, new formulas) (1) Bottom-left corner : power wheel (assign slots, power equipped) (2) Center of the screen : story details (mission details, objective, acquired objects) (3) Top-right corner : weapons inventory details (weapons in inventory, ammo left) (4) Bottom-right corner : weapon wheel (assign slots, weapon equipped) (5)

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5.4.2 Pause menu Background : shots of Jeannine's children playing in the backyard Options from top to bottom (aligned to the left) : Resume Save Options Quit

5.4.3 Options menu Difficulty Controller Brightness Voice volume Music volume SFX volume Language Subtitles Credits

5.4.4 Home menu Options from top to bottom (aligned to center) Game logo New game Load game (inside of which there are the three save slots and a delete button) Options Downloadable content This is a simple menu that must lead the player to his game as fast as possible.

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5.5 Saving system The saving system relies on frequent automatic checkpoints that will eliminate frustration in the event of a death. The player also has the ability to save in the pause menu, even though the last checkpoint did it for him. Even when he saves in the middle of a menu, he will come back to the checkpoint the next time he plays. Three saving slots are available in the home menu.

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5.6 Achievements / Trophies

Name Achievement

points Trophy Definition

There's a happy family 5 Bronze Complete the tutorial

The Great Escape 10 Bronze Complete level 1

Player : 1 Nerds : 0 10 Bronze Complete level 2

In your face 10 Bronze Complete level 3

I hate paperwork 10 Bronze Complete level 4

Soldiers, aside! 10 Silver Complete level 5

Vroom, vroom! 10 Bronze Complete level 6

10 Bronze Complete level 7

Dust in the wind 10 Bronze Complete level 8

A wolf in sheep's clothing 10 Bronze Complete level 9

Here we go again... 10 Bronze Complete level 10

V.I.P 10 Bronze Complete level 11

Don't forget 10 Silver Complete level 12

Psychic to the bones 25 Gold Get all powers

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Annex 1 : Metrics

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Basic action metrics Walking and running

Slow walking speed : 0.5 m/s Normal walking speed : 1.5 m/s Running spped : 3 m/s Turn around time : 0.5 second When hit : Light stop : 0.2 second Mid stop : 0.5 seconds Heavy stop : 1.5 seconds

Crouching and crawling

Slow crouching speed : 0.5 m/s Normal crouching speed : 0.7 m/s Fast crouching speed : 1.5 m/s Crouching height : 1 meter Slow crawling speed : 0.3 m/s Normal crawling speed : 0.6 m/s Fast crawling speed : 1 m/s Crawling height : 0.3 meter

Melee attack

Range : 1 meter Time : 0.5 second

Rolling

Roll distance : 4 meters Roll speed : 1 second Ennemy's accuracy factor : -10%

The player's hitbox is 0.4m X 0.4m

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Weapon metrics Tranquilizer gun

Strength : 0 - tranquilizes enemies Accuracy : 1 Accuracy ange : 10 degrees Melee strength : 20 Ammo : 12 Ammo clip : 4 Ammo package : 4 Reload time : 5 seconds Fire time : 2 seconds Dispersion : none > armor : no > small : no >large : no Stops character : no Tranquilizing duration : 40 seconds

Handgun

Strength : 20 Accuracy : 1 Accuracy angle : 10 degrees Melee strength : 20 Ammo : 36 Ammo clip : 12 Ammo package : 24 Reload time : 3 seconds Fire time : none. It fires everytime the player pushes the trigger Dispersion : none > armor : no > small : yes >large : no Stops character : no

Rifle

Strength : 60 Accuracy : 1 Accuracy angle : 10 degrees Melee strength : 60 Ammo : 15 Ammo clip : 5

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Ammo package : 5 Reload time : 4 seconds Fire time : 2 seconds Dispersion : none > armor : yes > small : yes >large : yes Stops character : yes, low

Two-barreled shotgun

Strength : 80 Accuracy : 0.8 Accuracy angle : 20 degrees Melee strength : 40 Ammo : 12 Ammo clip : 2 Ammo package : 6 Reload time : 3 seconds Fire time : one second Dispersion : 45 degrees > armor : yes, if strength > 60% > small : yes >large : yes, if strength > 80% Stops character : yes, if strength > 70%, heavy, if strength 70%<>40%, mid

Assault rifle

Strength : 40 Accuracy : 0.7 Accuracy angle : 30 degrees Melee strength : 60 Ammo : 120 Ammo clip : 40 Ammo package : 60 Reload time : 4 seconds Fire time : none. It is an automatic weapon, firing the equivalent of 10 bullets per second Dispersion : 20 degrees (recoil) > armor : no > small : yes >large : yes Stop character : no

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Magnum

Strength : 100 Accuracy : 0 Accuracy angle : 10 degrees Melee strength : 20 Ammo : 10 Ammo clip : 6 Ammo package : 6 Reload time : 5 seconds Fire time : 1 second Dispersion : none > armor : yes > small : yes >large : no Stops character : yes, mid

Pump-action shotgun

Strength : 70 Accuracy : 0.8 Accuracy angle : 30 degrees Melee strength : 40 Ammo : 18 Ammo clip : 6 Ammo package : 6 Reload time : 5 seconds Fire time : one second Dispersion : 70 degrees > armor : no > small : yes >large : no Stops character : yes, if strength > 70%, mid, if strength 70% <>40%, light

Grenades

Strength : 100 (hurts player too) Accuracy : 1 Accuracy angle : 20 degrees Melee strength : none Ammo : 3 Ammo clip : 1 Ammo package : 1 Reload time : 0 Fire time : 2 seconds Dispersion : 360 degrees

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Range : 15 meters (except if blocked) Hold time before maximum range : 2 seconds Detonation time (when button pressed): 4 seconds Travel speed : 10 meters / second Stops character : yes, heavy

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Objects metrics Interactive object

Interaction range : 1 meter

Doors

Stay-opened range : 2 meters Opening / closing time : 0.5 second

Mechanical doors

Opening time : variable Closing time : variable

Pick-ups hitbox : 0.4mX0.4m

NPC metrics Scientist

Health : 50 Armor : none Hitbox : 0.5m X 0.5m Firing damage : none Melee damage : 20 View angle : 50 degrees Maximum running speed : 2 meters / second Body disappeance time after death : 10 seconds Differents models : 2

Security guard

Health : 70 Armor : none Hitbox : 0.6m X 0.6m Firing damage : 20 (handgun) / 60 (rifle) Melee damage : 40 View angle : 90 degrees Maximum running speed : 3 meters / second Body disappeance time after death : 10 seconds Different models : 3

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Soldier

Health : 100 Armor : 50 Hitbox : 0.8M X 0.6M Firing damage : 40 (assault rifle) / S100 (shotgun) / S100 (magnum) Melee damage : 50 View angle : 120 degrees Maximum running speed : 3 meters / second Body disappeance time after death : 10 seconds Different models : 4

Blank

Health : 20 Armor : none Hitbox : 0.4m X 0.4M Firing damage : none Melee damage : 20 View angle : 40 degrees Maximum running speed : 4 meters / second Body disappeance time after death : 5 seconds Different models : 2

Elite soldier

Health : 100 Armor : 100 Hitbox : 1.2m X 1.2m Firing damage : 60 (machine gun(acts like an assault rifle) / 100 (grenade) / 100 (pump-action shotgun) Melee damage : 20 View angle : 160 degrees Maximum running speed : 2 meters / second Body disappeance time after death : 10 seconds Different models : 2

Michel

Health : 100 Melee damage : 20 Hitbox : 0.5m X 0.5m

Memory alterations' memory factors Controller layout

Memory factor : 0.5

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Weapon attributes

Memory factor : 0.5

Room layout

Memory factor : 0.8

Wheel slots reassignements

Memory factor : 0.2

HUD layout

Memory factor : 0.4

Enemies' paths

Memory factor : 0.3

Enemies' attributes

Memory factor : 0.5

Compounds metrics Enhanced vision

Effect : range of sight +25% Duration time : 30 seconds Memory factor : +0.1 Doses : 10 Visual effect : motion blur

Improved reflexes

Effect : timeflow -25% Duration time : 10 seconds Memory factor : +0.2 Doses : 10 Visual effect : red hue with enemies in black

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Acute hearing

Effect : non-quantifiable / highlighting of important objects onscreen Duration time : 20 seconds Memory factor : +0.1 Doses : 5 Visual effect : over-saturation with flashing objects

Reactive intelligence

Effect : non-quantifiable / highlighting of hiding spots Duration time : 20 seconds Memory factor : +0.3 Doses : 5 Visual effect : desaturation with lines of sight in red

Deduction

Effect : path highlighting Duration time : 30 secondes Memory factor : +0.4 Doses : 5 Visual effect : desaturation with a glowing path

Mind control

Effect : non-quantifiable / controler someone else's mind Duration time : 5 seconds Memory factor : +0.4 Doses : 2 Visual effect : blur

Enhanced vision X2

Effect : range of sight +50% Duration time : 30 seconds Memory factor : +0.3 Doses : 3

Improved reflexes X2

Effect : timeflow -50% Duration time : 10 seconds Memory factor : +0.3 Doses : 3

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Acute hearing X2

Effect : non-quantifiable / highlighting of important objects off and on screen Duration time : 20 seconds Memory factor : +0.3 Doses : 2

Reactive intelligence X2

Effect : non-quantifiable / highlighting of hiding spots and danger situations Duration time : 20 seconds Memory factor : +0.5 Doses : 2

Mind control X2

Effect : non-quantifiable / control someone else's mind Duration time : 15 seconds Memory factor : +0.7 Doses : 1

Difficulty levels

- Beginner (basics stats) - Normal (basic stats + 20%) - Hard (basic stats + 50 %) - Extreme (basic stats + 50 %)

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Annex 2 : Sequences, tables

and diagrams

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Gameplay loop

Basic actions diagrams Walking and running diagram

Slow walking

Normal walking

Running

Navigation

Environment analysis

Preparation Encounter (combat or

stealth)

Reward

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Shooting accuracy vs. fire direction

Movement speed vs. strafing direction

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Basic actions sequences

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Health table

Health percentage Effect on screen

80 HP and above No effect

50-79 HP The edge of the screen starts to blur

20-49 HP The screen starts shaking gently

1-19 HP The blur extends nearer to the character

0 HP Death

Enemies' reactions sequences

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Wheel

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Annex 3 : Rational game design

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RGD - Weapons Rational game design - Tranquilizer gun Armor High number of enemies Rational game design - Handgun Armor Fast enemies High number of shots required Fast-paced scenarios Rational game design - Rifle Fast-paced scenarios Fast enemies High number of enemies Rational game design - Two-barreled shotgun Lots of hiding places Enemies that stay far Lots of objects that block shots Rational game design - Assault rifle Armor Lots of hiding places Rational game design - Magnum Fast-paced scenarios Fast enemies High number of enemies Rare ammo Rational game design - Pump-action shotgun Lots of hiding places Enemies that stay far Lots of objects that block shots Narrow places

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Rational game design - Grenades Fleeing enemies Hiding spots Enemies that throw the grenade back

RGD - Powers Rational game design - Enhanced vision Ceilings that become transparent only when the player gets under it Fog Rational game design - Improved reflexes Large number of enemies Fast objects and enemies Rational game design - Acute hearing Buzzing sound that makes everything flash Many objects of the same kind flashes, while only one is really important Rational game design - Reactive intelligence

Dark rooms High number of cameras or enemies Rational game design - Deduction Multiple possible paths that may confuse the player Paths blocked by destructible objects Traps on paths Rational game design - Mind control Fast enemies difficult to aim at Hiding enemies Large number of enemies Rational game design - Stealth + No health risks + No need of ammo + High variety of possibilities if the player is using the powers - High consumption of compounds (impact on memory)

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- May be very difficult at some points if there are many enemies Rational game design - Combat + No memory risks + Wide variety of weapons to accommodate any player + Less thinking - Dangerous if there are many strong enemies - Lack of ammo