Stealth bomber gdd
Transcript of Stealth bomber gdd
Confidential Page 12/5/2014
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TABLE OF CONTENTS
TABLE OF CONTENTS ____________________________________________________________________ 2
1.0 GAME OVERVIEW ____________________________________________________________________ 4
1.1 SYNOPSIS ___________________________________________________________________________ 4
1.2 AUTHORSHIP CONCEPT _________________________________________________________________ 4
1.3 SYSTEM REQUIREMENTS ________________________________________________________________ 4
1.4 STORY AND BACKGROUND _______________________________________________________________ 4
1.5 AESTHETIC ___________________________________________________ERROR! BOOKMARK NOT DEFINED.
1.5.1 POV __________________________________________________ Error! Bookmark not defined.
2.0 TECHNOLOGY TO BE USED _________________________________________________________________ 6
3.0 PROJECT SCOPE _________________________________________________ERROR! BOOKMARK NOT DEFINED.
3.1 Initial release ______________________________________________ Error! Bookmark not defined.
3.2 In scope __________________________________________________________________________ 7
3.3 Higly desirable _____________________________________________________________________ 7
3.4 Out of scope _______________________________________________________________________ 7
3.5 Deliverables _______________________________________________________________________ 7
4.0 GAMEPLAY _________________________________________________________________________ 8
4.1 OBJECTIVES _________________________________________________________________________ 8
4.2 GAME FLOW ________________________________________________________________________ 8
4.3 MISSION STRUCTURE___________________________________________________________________ 8
4.4 MULTIPLAYER SUPPORT _________________________________________________________________ 8
5.0 MECHANICS _________________________________________________________________________ 8
5.0 GUI ELEMENTS ______________________________________________________________________ 9
5.1 CONTROL MAPPING AND IN-GAME HUD ______________________________________________________ 9
5.2 MENUS ___________________________________________________________________________ 10
6.0 LEVELS ____________________________________________________________________________ 12
6.1 URBAN GHQ _______________________________________________________________________ 12
8.0 SOUND ____________________________________________________________________________ 12
8.1 MUSIC ___________________________________________________________________________ 12
8.2 SFX LIST __________________________________________________________________________ 13
9.0 AI ________________________________________________________________________________ 13
1.0 GAME OVERVIEW
1.1 SYNOPSIS (GENRE, DEMOGRAPHICS AND PLATFORMS)
This document details the design of the gameplay of the game Stealth Bomber. It is a 3D stealth
based maze game which also features puzzle and time chase. This game has a teen rating,
hence it is generally suitable for ages 13 and up. This game is exclusive for mobile platform of
iOS.
1.2 AUTHORSHIP CONCEPT
The message the author is trying to convey to the audience is that how difficult it is to fight evil
under limited resources. The urge to take the revenge is raging but life is not that easy and
several hurdles have to be crossed for this purpose. The game tries to portray a critical situation
which stands on the verge of life and death. This scenario is a do or die situation which involves
brainstorming, risk and courage to survive. On the other hand time is ticking to make the scene
more intense. This serves as a combination of stealth, time chase and puzzle. Limited resources
include bombs as the only weapon. The placement of bomb in the right places accordingly is a
puzzle, the level of maze is itself a puzzle, the avoiding of patrolling guards is a stealth feature
and reaching the end of level in time is a time chase because time count starts after the first
bomb is placed.
1.3 SYSTEM REQUIREMENTS
The minimum system requirements to run this app on an iOS device are:
Operating System: iOS 6.0 or newer version
Free Space: 95.6 MB space available
1.4 STORY AND BACKGROUND
Green village was a beautiful and civilized place located in an island where people used to
practice ninjustsu as it was their ultimate defense. It had its own rulers that run this place
without any corruption. The people here lived peacefully including the black ninja who is
named for his appearance. He lived gladly with his family but was unfortunately left deserted
when his family was brutally murdered by the king (Satan Samurai) of the neighboring country
and his army. The king wanted to colonize the island and for this purpose he occupies this land
forcefully. Due to the refusal of the people of green village to join his dictatorship, the king
starts crushing the protestors. Among them were the parents of black ninja whose house was
set on fire but luckily, he was saved by his uncle.
He had been training hard since then under the supervision of his uncle who was a legendary
ninja of his time learning several techniques especially ninjutsu; the martial art of involving
stealth, camouflage and sabotage to avenge his family's murderers. The boosting rage and urge
to take revenge motivates him to achieve his goal. Now he has grown up becoming mentally
and spiritually strong, confident and stronger than ever before turning into one of the most
powerful stealth killer alive. This journey of becoming the ultimate ninja has been very
memorable for him as he made many friends sharing a good time with them. His friends regard
him as a stealth ninja popular of fighting in the darkness.
He sometimes suffers emotional shock after seeing blazing fire which takes him into his past as
that trauma is engraved in his mind. He is trying to overcome this fear and mental illness by
time. He is crossing various barriers and hurdles and moving up the levels to finally confront the
Satan Samurai who is the ruthless king of the village.
He hates people with evil minds, those who are shameless and unethical. Time is of high value
to black ninja as he wants to utilize every moment to work out and reach his target. Black ninja
is the most wanted person of the village as the king wants him dead. The man hunt goes on but
the black ninja manages to survive every time he is traced.
1.5 AESTHETIC
The art style is photo-realistic. This graphical style is meant to represent the real world to feel
the intensity of the emotions of the player and game and immerse in it. For example, the player
and NPCs (non-playable characters) will have high resolution textures, hair, and detailed facial
features done through sculpting. The game levels will also be realistic. Shaders will be applied
to the environmental objects and players such as skin shaders for more realism. A screen filter
will accompany the time counter and it will keep on blinking/glowing around the edges of the
screen. Color palette in realistic games tends to be lacking but this game will be both colorful
and realistic like Uncharted 2: Among Thieves and Mass Effect. Vivid lighting will be baked but
the areas that will be needed for hiding will be unlit. Post processing will be done to further
enhance the realism which includes particle effects and volumetric lights. The game props and
models will be optimized but very little compromise will be done on aesthetics. Unfortunately,
due to the lack of time, highly detailed graphics and animations will be out of scope and a little
bit polishing of the game will be desirable.
1.5.1 POV (POINT OF VIEW)
The camera will be placed at an angled top down view so that it can be easily for the player to
solve the puzzle of the maze and watch over the guards.
2.0 TECHNOLOGY TO BE USED
2D Art
Gimp (http://www.gimp.org/) and flash professional CC
(http://www.adobe.com/au/products/flash.htmql) for animations.
3D Art
Blender (http://www.blender.org/)
Music and Sound effects
Audacity (http://audacity.sourceforge.net/)
Editor/Engine
Unity3d (https://unity3d.com/)
Languages
JavaScript and C#.
Physics
Using the NVidia physics engine, the following features will be implemented when on the
ground:
Apply gravity to objects
Apply ground friction
Apply left, right, forward and backward movement force, based on the controls
Apply collision detection
Apply air resistance
3.0 PROJECT SCOPE
3.1 INITIAL RELEASE
The Prototype is expected to be released after 5 weeks on 9th May, 2014.
3.2 IN SCOPE
Completed level
Guards AI
Player Movement
Time Bomb placement
3.3 HIGHLY DESIRABLE
Sounds
Post Processing
Menu System
GUI
Score System
3.4 OUT OF SCOPE
Highly Detailed Graphics
Animations
More levels
3.5 DELIVERABLES
Deliverable Date
Player Actions Week 9
Enemy AI Week 10
Time bomb
mechanics
Week 11
Level Week 12
Prototype Week 13
4.0 GAMEPLAY
4.1 OBJECTIVES
The player continues the story of the game which is to avenge the death of his village’s people.
The player will progress through several headquarters of the king’s army. He will have to place
the bombs at the specific places while avoiding the guards and escape the building after that.
4.2 GAME FLOW
The game flow is independent of how a player approaches the game. The players have to follow
the rules and they cannot overlook the limitations restricted by the author. The length of player
campaign will be almost the same among average players but experienced players will take a
little less time.
INSERT FLOW CHART
4.3 MISSION STRUCTURE
The first level will be a tutorial that will give instructions about every possible interaction in the
game. After that, the initial levels will have easy difficulty and later on the difficult will increase.
The player will confront the boss in the last level who will have a random order of patrolling.
4.4 MULTIPLAYER SUPPORT
Multiplayer campaign will be available which will have an option of a two player campaign.
Black ninja will be accompanied by a sidekick from his village.
5.0 MECHANICS
Space: Three dimensional, discrete and bounded space.
Objects: Characters, props, scoreboards and modular level.
Attributes: Black Ninja has the ability to sneak and sprint. He is vulnerable to guard’s bullets
and bomb’s explosions. When he enters a dark place, he remains unseen. Bombs’ detonation is
triggered by a timer which varies according to the difficulty of the level. Guards possess guns
and move slowly.
States: Guards are in a moving state. They move around a fixed path. Bomb is static whereas
black ninja can be both in a static and moving state.
Actions: The operative action is the player movement and placing the bomb, you can move in
four directions: right, left, up, and down. The resultant action is the covering of distance and
start of timer after which the bomb explodes. One more operative action is opening the exit
door and the resultant action is level up.
Rules: Guide Black Ninja to the end of the maze after placing the bombs at the specific places
while avoiding the guards. One bomb will be planted in one specific area and the number of
bombs to be planted will increase per level. The maze will also complicate further per level. The
procedure of planting the bomb is simple, press a button in that specific area and this happens
in an instant, hence no time is taken but the timer starts right after it. There are multiple loss
conditions. If the player comes in enemy’s sight, the level will end as the ninja will be shot dead.
The player also gets detected when he touches the enemy. If the player doesn’t plant all the
bombs and the time runs out, he will fail the mission as he gets detected and he needed to
devastate the whole level instead of a part of it. If the player plants all the bombs but does not
reach the end of the level in time, all bombs explode because of the impact of one another and
the ninja dies. When the ninja is out of enemy’s sight and when he is in the dark, he is unseen
and cannot be detected.
Skill: The real skill required is the mental skill of an individual that also depends upon the
player’s reflexes, the greater they are the better the gamer is. The virtual skill is planting the
bomb that the gamer will pretend to have.
Chance/Risk and Reward: There is a probability of more likely being caught by the guards
leaving no chance to escape and win. The danger of a risk is more than the chance of a reward.
Game Mode: Single Player Campaign and Multiplayer Campaign
Difficulty: Default and can’t be changed.
Puzzle guessing: The player has to guess and solve by logic the answer to the puzzle i.e. maze
and bomb placement order.
6.0 GUI ELEMENTS
6.1 CONTROL MAPPING AND IN-GAME HUD
The virtual joystick is used to move the character.
Virtual Start button/icon to pause the game
Retry Icon to restart the level
Bomb icon/button to plant the bomb
6.2 MENUS
The game will have a simple main menu along with a pause menu.
2:45
Time Count
Game over Screen: A red screen with two buttons (“play again” and “quit”) will appear if the
player fails.
Main Menu
Play Now
Mission campaign
How to Play
Game controls and instructions
Exit
Quit the application
Pause Menu
Restart
Resets the game
How to Play
Game controls and instructions
Return to Main Menu
Go back to main menu
Win Screen: A green screen with score depending on how early the player finished the game,
will appear along with credits.
7.0 LEVELS
Due to the game being only a prototype, there will be only be 1 level to choose from. As this is a
prototype, a simple level will be blocked out from cubes and the level will be modular.
6.1 URBAN GHQ
The level will have elements of a maze. The levels will have depressions that will be unlit where
the ninja can hide. In the middle of the level will be the exit door. The areas where the bombs
need to be planted will be lit as red.
8.0 SOUND
8.1 MUSIC
Music will only be played when player will be near the enemy. The nearer the player comes to
the NPC to louder the music will become. The music will be themed both scary and dangerous
to alert the player.
8.2 SFX LIST
Footsteps
Emergency Alarm
Timer sound
Explosion sound
Game over sound
Win sound
Bomb plantation sound
9.0 AI
The form of AI that will be used in the game is scripted AI (Combat AI): Enemies or NPC’s move
in a pattern and also use ray-casting. As soon as the player comes in enemy’s sight, the enemy
activates the alarm and game overs.