Stealth bomber gdd

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STEALTH BOMBER (WORKING TITLE) BY MAAZ AMIN

Transcript of Stealth bomber gdd

STEALTH BOMBER (WORKING TITLE) BY MAAZ AMIN

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.