Transcript
DIGITAL RAIN
Echoes Design Document Christopher Bruin 2013 – 1 – 27
Full game design specifications for Echoes
Blind Design Document
Changelist November 17th
Updated “Visual Breakdown – Sound Wave” to further clarify desired functionality Added “Stealth Gameplay Elements” section Updated “Camera Logic and Controls” to further define desired functionality Added Stealth Gameplay Elements to define the use of stealth and light and shadow Changed header sizes to organize navigation panel Added “Alternate Fail Conditions” under “Game Objectives” Changed up text for “Looting” under “Game Mechanics” to help clarify minor things Added the “Cats Bell” item under “Items In Game” Added “Providing Player Direction” and “Level Reuse” to “World Structure”
Index Will do later :P
Game Objectives Blind is a Point A to Point B game. The player must navigate the environment to reach the destination. The player uses sound waves, generated by assets in the environment, as well as NPCs and themselves, to visualize the environment.
Win Conditions 1. The player must successfully reach the end of the stage without being caught by Guards
Fail Conditions 1. If the player is caught by a guard, they fail the mission a. During co-op play, only if both players fail the mission 2. If the player accidentally kills themselves, such as falling off of a cliff
Side Objectives 1. The player can obtain loot throughout stages 2. The player can obtain gold throughout the stages, through pickpocketing NPCs or looting chests 3. TBA
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Alternate Fail Conditions Depending on the stage, we may want to impose further restrictions on the player. These restrictions may include: 1. The player cannot be spotted at all. Being spotted once will instantly fail the mission. 2. The player must finish a level within a certain time limit. Failing to do so will cause the player to fail the mission. 3. The player must transport something without breaking it (No further ideas at this point) 4. The player fails to follow an NPC (Not sure if we can do tag along missions)
Visual Breakdown - Sound Wave Sound Wave - Examples 1. Out of Sight (@ 1:20): http://www.youtube.com/watch?v=XxY-5-d9Uqo 2. Devils Tuning Fork: http://www.youtube.com/watch?feature=player_embedded&v=_tKF_subEMA
Requirements: 1. All assets that create a sound should have a sound wave originate from a specified source 2. The sound wave should travel outwards in all directions from the source 3. The sound wave should illuminate objects it passes over, giving the player a visual overview of the environment 4. The sound wave should pass over all assets, including the player, NPCs, and environment props 5. When an object is lit by the sound wave, it stays lit for several minutes, allowing the player to explore the environment 6. The intensity of the sound source determines how large the radius of the sound wave should be 7. Any key object that has the sound wave make contact with it, should have an outline to further enhance the readability of the asset from the scene Nice to have features: 1. Sound waves should bounce off of surfaces, much like real sound waves 2. Objects that have a certain surface material (cloth, glass, metal) reflect and absorb sound by different amounts 3. Objects that have a certain density’s (wood, stone) allow sound to pass through by different amounts 4. If a sound wave is interrupted by an object in its path, the sound wave should be limited where it was blocked (example: sound hitting the corner of a wall) 5. The further away the sound wave travels from the source point, the more it should fade off, illuminating objects less and less
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Functionality 1. Every object in the game should be capable of emitting a sound, either through a direct or indirect interaction by the player, or based on in game events (Such as NPCs walking around) 2. When a sound wave passes over an object, it should reveal the object, its materials, texture, properties, as if the darkness was never there to begin with 3. When a sound wave is cast from an object, it should expand at a set speed from the origin point in a circle 4. The sound wave should expand to a set distance as determined by the intensity of the sound (Loud sounds will travel further) 5. When a sound wave hits a wall, it should not pass through the wall 6. As the sound wave travels outwards, it should start to fade off until it is no longer revealing the environment 7. Once an object has been revealed, it should stay revealed for a set amount of time. a. Time should be adjustable for gameplay testing, preferably in the Inspector. b. Optional: Time should be adjustable per object, with global controls. 8. After the set amount of time, the revealed area should fade off into darkness with a linear falloff 9. When an area is lit by the wave, its visibility should be 100% solid 10. If a second wave passes over the lit area, it should not add to the opacity. The opacity should remain at 100%, and no sound wave effect should be seen within the previously lit area. 11. Sound waves that are spawned at a further distance away from the player should have a lower opacity initially 12. Sound waves that are spawned at a further distance away from the player should fade off faster than sound waves generated closer to the player a. Example: The player and an NPC each create a wave at the same time. The NPC is 50m away from the player. The players sound wave disappears in 20 seconds, the NPCs sound wave disappears in 10 seconds. At 100m, no sound waves should be visible to the player.
Blind Design Document Basic functionality of creating a sound wave
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Blind Design Document Sound falloff and creation during movement
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AI Basic Functionality: 1. AI should dynamically react to the players input 2. Each AI system should react in a determined way, such as guards chasing the player and civilians fleeing 3. AI should have passive “jobs” that they resume when not interacting with the player. The jobs are idle animations and cycling movement paths
Guards Guard AI Requirements: 1. 2. 3. 4. 5. 6.
Guard AI should follow set waypoints when in Idle mode Guard AI should react to visual sightings of the player Guard AI should react to sound waves produced by the player Guard Al should have three stages of alertness Guard AI should work together to trap the player In multiplayer, Guard AI should chase the first player they have spotted, until they are alerted to the presence of the second player 7. When one Guard AI is alerted to the presence of the player, all other Guard AIs in the playing area are alerted to the presence of the player 8. Guards cannot climb objects, but they can smash objects out of their path
AI Alert Phases: AI can be alerted when the player is in visual ranger or makes a loud enough sound to get the Guards attention. 1. Idle Mode – Non-alerted, the AI resumes their normal job 2. Caution Mode – The AI goes into caution mode when they recover from a stun, or if an NPC alerts the guard that the player is in the area. The guard will leave his post or waypoint path and search the area around where they started from. The guard will not immediately investigate the players last known position. The guard will also walk slowly. 3. Investigate Mode – The AI is on the lookout for the player, searching the last known area the player was spotted, or the source of a sound the player made. The guard will walk at a normal pace. 4. Alert Mode – The AI should actively attempt to hunt down the player or players, fully running to give pursuit.
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Alert Timer While in an alert phase, there is a cool down on guards, and after that cool down the guard will drop one level of alertness. Alert Mode: No cool down, the guard will pursue the player until the player manages to get into Investigate mode. Investigate Mode: When the guard is in Investigate mode, they will remain in Investigate mode for 90 seconds. Once 90 seconds has passed, they will go into Caution mode. Caution Mode: When the guard is in Caution mode, they will remain in Caution mode for 90 seconds. Once 90 seconds has passed, they will go into Idle mode and resume their job. Idle Mode: No cool down logic.
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Visual Alerts: 1. When the player is in the visual range of a guard, the guard goes into Alert Mode and begins chasing the player 2. When the player is a distance away from the guard, the guard will investigate the players position, until they reach the last known destination of the player 3. When the player is far away from the guard, nothing will happen
Cone of Vision Ranges Range 1 Walking: While the player is in Range 1, the guard will not react to the player whether they are standing or sneaking Shooting: The guards will not know where the player has shot from if they hit them or an object close by with the slingshot, and will go into Caution mode. Range 2 Walking: While the player is in Range 2, the guard will go into Investigate mode if the player is standing. If the player is sneaking, the guard will not react. Shooting: The guards will know the general location of the player if the player shoots a guard or objects close by while the player is standing, and go into Investigate mode. The guards will not know where the player has shot from if the player is in Sneak mode and will go into Caution mode.
Blind Design Document Range 3 Walking: While the player is in Range 3, the guard will go into Alert mode if the player is standing. If the player is sneaking, the guard will go into Investigate mode. Shooting: The guards will go into Alert mode if the player shoots them with the slingshot, even if the player is sneaking. Range 4 While the player is in Range 4, the guard will always go into Alert mode, even if the player is sneaking.
Audio Alerts: 1. If the player makes a noise directly, the guard will investigate the source of the noise. Examples are: knocking over objects, running loudly, breaking objects 2. If the player makes a secondary noise, via shooting a slingshot seed at a wall, the guards will investigate the area (A subset of Caution mode)
Waypoints and Pathing: Idle Pathing: 1. Guards should follow a set path, designated by waypoints placed by hand 2. The Guards should follow the path a. If the path loops, the guards should loop continuously b. If the path terminates at an end point, the guard should turn around and follow the path to the other end point, repeat ad infinitum
Chase Pathing (A* or {RAIN}) 1. When chasing the player, the guards should use the most efficient path possible to catch the player 2. Guards should use the last known location of the player to determine their path 3. If a guard loses track of the player for 10 seconds, the guard should go into Caution phase and search for the player 4. After the Guard has lost interest in the player, they should return to the closest point along their set Idle path.
Types of Guards Medium Guard Medium Guards are the standard guard of the kingdom. Attributes: 1. They are average in every way and do not have any special abilities. 2. Their line of sight is wider than heavy guards 3. Their range of attack is shorter than heavy guards, due to the smaller sword 4. Their speed is faster than heavy guards, but not as fast as other guards 5. They are able to enter buildings to chase players
Blind Design Document Heavy Guard Heavy Guards are the slowest and most brute like of all of the guards. Attributes: 1. Their line of sight is the most narrow of all guards 2. The range of attack is the widest and reaches the furthest, due to their overly large hammer 3. Their speed is the slowest of all of the guards 4. They are unable to enter buildings to chase players a. If one Heavy Guard is chasing a player to a building, they will remain outside of the door the player entered, posing as a stationary guard b. If two or more Heavy Guards are chasing a player into a building, one guard will remain outside of the door the player entered, while other guards will stand by other doors. i. If no doors are available for guards to monitor, they will position themselves outside of a window
Complex Guard AI Behavior and Examples Guard Pickup and Hunting Together If two guards are close by to one another, and one guard is alerted to the players presence, the other guards in the vicinity will also be alerted to the players presence. This is to mimic communication between guards. Example: Two guards are guarding a door. If the player is spotted by one guard within Range 2, and the guard goes to Investigate the player, the other guard will also be alerted to the players presence. If the player is being chased, it does not make logical sense that a guard across the city would be aware that the player is being chased and their location. However, if the player passes by the guard, and the pursuing guard passes close to the unaware guard, the unaware guard will be informed that the alert guard is chasing the player, and will join in the pursuit. Example: Guard A is chasing the player. The player runs across the map and passes behind Guard B. Guard B will not give pursuit, as Guard B has not seen the player, or knows that the player is the “bad guy” at that time. Guard A passes by Guard B during the pursuit of the player. Guard B is now informed that Guard A is chasing the player, and will follow Guard A until Guard B sees the player, which then Guard B will pursue of his own accord, or Guard B will follow Guard A until Guard A loses the player, at which point both guards will go into Investigate mode. The range of Guard Pickup can be defined by an invisible sphere that surrounds each guard. If the sphere intersects another guards sphere, the second guard will be Picked Up.
Blind Design Document Entering Buildings Guards must work together to chase the player, but are not always able to chase the player. Several guards are able to enter buildings to pursue the player. Example: Three guards are chasing the player, two heavy guards and one medium guard. The player then enters a building. Since the two heavy guards cannot enter the building due to their size, they will each guard one door or window in anticipation of the player exiting the entryway. The medium guard will pursue the player into the house in the hopes of flushing the player out towards the heavy guards, or cornering the player. Changing of the Guard Guards can switch positions with other guards, giving the impression that guards are dynamic and have specific roles, shifts, and lives outside of guard duty due to their work schedule. Guards change positions by ringing a bell that is located near another guard. When the bell is rung, the guard on duty will leave their post immediately to go to the next location to replace another guard, who will then go to another location to replace the next guard, etc. When the guard has finished ringing the bell, they will walk to the location of the guard post, effectively replacing the original guard. The Changing of the Guard is set up in a loop, so the same guards will eventually rotate back to the same position. There must always be one more guard than there is bells for the Changing of the Guard to work. Example: There are 4 guards, A, B, C, D There are 3 Outposts, A, B, C Guard A is a wandering guard, with no initial outpost to monitor. Guard A walks to Outpost B, and rings the bell. Guard B leaves Outpost B, and walks to Outpost C Guard A takes over Outpost B Guard B rings the bell at Outpost C Guard C leaves Outpost C, and walks to Outpost A Guard B takes over Outpost C Guard C rings the bell at Outpost A Guard D leaves outpost A, and walks to Outpost B Guard C takes over Outpost A Guard D rings the bell at Outpost B The cycle continues.
Blind Design Document NPCs Alerting Guards If the player is spotted by an NPC committing a crime (Lock picking, pick pocketing, stealing, attacking a guard or other NPC), or the NPC has attached an NPC directly, the NPC will attempt to locate the nearest guard. The NPC should automatically go to the nearest guard. Once the NPC has found a guard, the guard will follow the NPC back to the last known location of the player that the NPC saw while in Investigate mode. The guard at that point will either spot the player, or remain in Investigate mode for 90 seconds, then proceed to Caution mode. The NPC will remain in close proximity to the guard while the guard is in Investigation or Caution mode. Once the guard returns to Idle mode, the NPC will return to their assigned job. Barracks Barracks contain many guards which are off duty. During Alert phases, if a guard has managed to ring an Alert bell, guards will exit the barracks and take up positions within the city. This makes it harder for the player to navigate the environment, as more guards are populating the environment. Once guards have left the barracks, once the Alert Phase returns to Idle Phase, the guards will remain active for 5 minutes. After 5 minutes, the guards will return to the barracks. Barracks Guards can also be part of the Changing of the Guard.
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Stealth Gameplay Elements Visible and Hidden States We need a method to indicate to the player that the hero is hidden from the sight of Guards and NPCs during gameplay. If the player does not have an indication of a hidden state, it prevents the user from having knowledge that they can perform an action or not. This hidden indication should only be present if the player is actively hiding. See the section below for “Defining When the player is hidden” Indication that the player is hidden can be done through several different methods, listed below from least complex to the most complex implementation. Methods that have a ✓are things that are beneficial to the player, while items listed blow with a X should be avoided. 1. X - An icon appears on the screen (similar to Elder Scrolls games) indicating that the player is currently hidden from view a. Undesirable due to the “cheapness” involved with this. It’s lazy and shows little effort into the mechanic. 2. ✓- A vignette effect is overlaid onto the screen, indicating that the player is currently hidden from view a. Should be visually, and focuses the players sight into the middle of the screen (aka, the hero avatar) 3. ✓-The music volume turns down based on the player being hidden. a. This can be coupled with any other method listed as well 4. ✓-The sound track can have other instruments mixed in during hidden states a. Complicated and requires more work from Sam and Luis b. We need to dynamically blend melodies together 5. X - When the player is in a hidden location, the contrast between light and shadow will increase, causing the shadows to become darker. a. This reduces visibility for the player while in shadow. 6. X - When the player is in a hidden location, the contrast between light and shadow will increase, causing the shadows to become lighter. a. This may confuse players, as they may not realize they are in shadows anymore because shadows “disappear” 7. ✓-The players posture and animation changes when they are hidden a. This can be coupled with any other method listed as well 8. X - Make the player transparent a. Undesirable method as transparent models tend to look ugly. May cause conflicts with the visual shader
Blind Design Document 9. Grey out the player, so the dark tones are equalized with the light tones (the same as levels in Photoshop) 10. ✓-Create a visual effect that surrounds the players silhouette a. Image below is a basic outline of the idea, actual effect will probably be different
Defining areas where the player is hidden The most important thing is defining areas where the player can be hidden. This can be done in a few ways, but each presents a list of challenges: 1. Shadows being cast from structures can be used to define if the player is hidden a. This does not work in interior environments 2. Manually placing invisible collision/volume cubes in each scene to define areas where the player can hide a. This is a lot of work as we have to take into account the direction of the sun and any other light sources in each individual scene. However, it allows us to specifically define areas where the player can hide, which shows an extra level of polish. 3. Props that the player can hide in will automatically hide the player when they enter them. a. This is a given and we will do this. I.e. Hiding in a barrel will always hide the player.
Defining when the player is hidden The second most important thing is defining when the player can be hidden.
Blind Design Document The player is hidden during any of the following states: 1. When the player is contained in a box, barrel, etc. 2. The player is crouching and has not been spotted (I.e. sneaking up behind guards) 3. The player is crouching while in shadow. They cannot be found at all unless if: a. The Guard walks into the player b. The player makes a sound while being observed by a guard 4. The player is in a completely black environment (level specific and unique) The player cannot go into a hidden state if: 1. They have been observed by a NPC or Guard while attempting to go into a hidden state 2. The player is standing while in shadows The player will leave their hidden state if: 1. A guard walks into them 2. The player stands up while hidden
Light and Shadow As a thief, light and shadows play an important role for the player in their effort to remain hidden. Since the player is blind however, the player is unable to perceive light and shadows as a normal person would. However, there are several things we can do to allow the player to have the impression of shadows within the lore of the universe. Visually Illustrating Light and Shadow Instead of a direct representation of light and shadow to the hero, the hero’s other senses will take a more prominent role in assisting the hero through his adventure. The hero’s sense of heat will be a stand in representation of light and shadows for the player. Areas that are warm, as heated by the sun, will appear as a warmer tone, while areas that are cast in shadows, will appear more blue. The intensity of the heat and cold will determine the value and saturation of the warm and cool areas on screen. At the end of the day, shadows are still cast onto the ground, but we have a plausible explanation as to why the player can see these “shadows”. Basic Functionality Shadows will be cast with a directional light as if light was still visible to the player. a. Visually, it will appear as if shadows are actually being cast (i.e. the hero is not actually blind) 2. Shadows will be in contrast to warm areas a. Shadows appear blue and desaturated b. Hot areas will appear more towards the yellow/red spectrum and remain saturated Having shadows in the scene provides multiple functions:
Blind Design Document 1. Allowing the player to see an objects form. Without light/shadow, objects appear flat without self shadows. 2. Add interest to the scene. a. Shadows create form across multiple objects b. Having cast shadows allows the player to know if something is above them or other objects. Shadow Core Gameplay Functionality Shadows allow the player to be hidden from the eye sight of unsuspecting Guards or NPCS. This allows the player to stealthily evade guard, as well as commit crimes while hidden without being caught by guards or NPCs. Players that are hidden in shadow cannot be caught by a guard unless if the guard walks into the player or if the player makes a sound (with the exception of walking while crouched). Since the player cannot inherently know they are hidden in shadow, we will use one of the mechanics listed above (Under the Visible and Hidden States header) to inform the player that they are hidden in shadows.
NPC Characters NPC characters serve the following functions: 1. 2. 3. 4. 5.
To provide filler and interest in the environments To provide the player a source of cover from Guards To alert guards to the players presence To provide filler information about the world via dialogue boxes When in an alert state, NPCs flee from the player
NPC Character Movement
1.
Crowd behavior should represent a bustling medieval town, where each member in the city has a job and certain behavior, OR, the NPCs path is randomized
2.
Crowd flocking behavior
a. 3. 4. 5.
When startled, crowds should flock away from the character
NPCs in the world should wander around in loops set by waypoints NPCs in the world should also wander aimlessly NPCs in the world should HAVE set tasks that they must do (such as guide a horse drawn cart from a farm to a storage house)
Crowd Flocking & Fleeing When an NPC is startled, they will flee away from the player.
Blind Design Document Startling is defined by the following attributes: 1. The NPC sees the player commit a crime 2. NPCs are attacked by the player 3. The player has entered an Alert State, and guards are chasing the player Behavior: 1. When fleeing from the player, NPCs should move away from the players location defined by a radius around the player 2. When outside of the radius, NPCs should stop running and then turn their attention to the player to track the player via line of sight 3. Some NPCs will have specific actions, such as hiding under a cart when in a state of terror, or going inside a building to hide from the player 4. Once the Alert State is over, NPCs should return to their original location before they started fleeing
Alerting Guards NPCs will alert guards when the player has committed a crime and the NPC has seen the player commit it. Once the NPC has determined they should report the player, they will
NPC Key Dialog NPC Key Dialog serves multiple purposes: 1. To provide the player vital hints for the progression of the game 2. To assist the player in solving potential puzzles Display Methods: 1. 2. 3. 4.
The key dialogue box should display and de-spawn the same as the background dialogue box The key dialogue box and text should be a different color than the background dialogue boxes The key dialogue box should not be able to be dismissed by the player The key dialogue box should not de-spawn after a time limit
NPC Background Dialog NPC background dialog serves multiple purposes: 1. To provide hints and clues to the player throughout the environment a. i.e. “I heard there was something shiny under the bridge on the north side of town” 2. To provide story details about the world and the NPCs personal lives Display Methods:
Blind Design Document 1. Randomly when the player is in close proximity to a NPC, a dialogue box should spawn above the NPC a. The dialogue box should appear similar to a comic book text box 2. The text should appear moments after the spawn of the dialogue box 3. The dialogue box should be fully displayed on the screen, it should never be cut off 4. The dialogue box should de-spawn if the NPC leaves the screen and the dialog box is unable to be fully displayed 5. The player can press a button on the controller to close the current dialogue box 6. The dialogue box should de-spawn after a set amount of time
Player Controls Primary Control Scheme – Xbox controller Secondary Control Scheme – Mouse & Keyboard Xbox Controller: Left Joystick – Player Movement / Menu Select Speed of movement is determined by distance from center Allows the player to select different options when prompted with a Menu Right Joystick – Camera Movement Have the option for inverted camera controls along the Y axis A – Action Button (Tap) This allows the player to interact with different elements in the environment (pushing blocks, opening chests, looting, pocketing, etc) Joystick + R / L Triggers – Sprint (Press and Hold) This allows the player to sprint *Note, the player should be able to choose if they want the character to run or walk by default L Bumper – Center Camera This centers the camera behind the character Right Bumper – Jump This allows the player to jump Start – Pause / Options This brings up the pause menu *Note, the game should pause cut scenes when the Start Button is pressed Y – In Game Radial Menu (Press and Hold) This menu allows the player to equip gameplay items The player can then select a different item by pushing on the Joystick to one of the 8 compass directions and releasing the Y button X – Use Equipped Item This allows the player to use any currently equipped item from their inventory
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For the slingshot, the player must hold X to aim the slingshot, followed by pressing either Trigger to fire B – Switch Stance (Tap) This allows the player to crouch down to a lower stance, allowing for sneaking Press B again to return to an upright stance D Pad – Quick Select (In Game Radial Menu) The player can assign 4 items on the D Pad for Quick Select D Pad – Menu Select Allows the player to select different options when prompted with a Menu
Keyboard and Mouse WASD – Player Movement Shift – Sprint This allows the player to sprint for a short amount of time *Make sure Sticky Keys do not activate during gameplay Left Control – Crouch / Stealth Mode This allows the player to enter stealth mode Press Control again to return to an upright stance If the player chooses Hold controls, when they let go of Shift, they return to the upright stance Move Mouse – Orientate / Move Camera Camera logic explained in the below section Left Click – Action Button 1 This allows the player to use any currently equipped item from their inventory This is dependent on the item; for example, the sound stick is used via the Left Click, while the Slingshot must be readied via right click E – Action Button 2 This allows the player to interact with environment assets, such as opening doors or chests, pulling levers, etc. This allows the player to interact with NPCs, such as when talking to them Right Click – Use Equipped Item This allows the player to use any currently equipped item from their inventory This is dependent on the item; for example, the sound stick is used via the Left Click, while the Slingshot must be readied via right click Mouse 3 (Side button) or Alt Key – Snap Camera This should snap the camera directly behind the player Space – Jump This allows the player to jump 1/2/3/4 – Hotkeys Hot keys allow up to 4 items for quick selection, similar to the D Pad selection on a controller Escape – Pause / Options Tab (Hold) – Items Menu
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Scroll Wheel – Item Select Scroll through items in ascending or descending numerical order, 1-2-3-4, 4-3-2-1, etc
Camera Logic and Controls (Keyboard & Mouse) How to move the camera Moving the mouse towards the edge of the screen should rotate the camera in the direction that the user has moved the mouse. Once the player has stopped moving the mouse, the camera rotation should slow down and come to a rest position. This prevents the user from having the find the dead zone in the center of the screen. This also emulates a controller stick, where once the user has stopped turning the camera, they generally let go of the joystick, which resets to its default position. There should be an upper speed that the camera is allowed to rotate, independent of the DPI settings of the mouse or operating system. The camera should move at the maximum speed a controller stick can rotate the camera. There should be (optional) mouse acceleration/deceleration, this prevents the camera from jerking quickly, and will smooth the transition into a rest state. Camera movement should be independent of player movement. Example: The player goes up a ladder while holding Up on the Joy Stick. If the player moves the camera, so they are looking up, the hero should continue moving up the ladder. If the player moves the camera so they are looking down, the hero should still continue moving up the ladder. If the camera is no longer centered behind the character, when the player moves again the camera should remain stationary. The players direction should be based off of the camera. For example, if the camera is facing the left side of the character, and the player presses W, the player should move forward on the screen, effectively turning right from the characters perspective. If the player is running and they turn the camera, the character should move in the direction the camera is pointing. When the camera is orientated so the camera points down, there should be a soft padding on the movement of the camera. This will prevent any artificial hard limits from appearing when the camera can no longer move. As the player looks upwards, the camera should dolly in towards the player as it collides with the ground.
Blind Design Document The user should not be able to change the distance the camera is away from the hero. Depending on environment, the camera distance from the player and the Field of View may need to change in order to avoid claustrophobic environments. Example: The player enters the guard tower. The camera should automatically move towards the player while subtly adjusting the FOV (Going from i.e 35 to 28). When the player leaves the structure, the camera should reset back to its default settings (i.e, returning to 35 from 28) We can determine when the camera needs to change perspective based on collision volumes. When the player walks through a volume, it should trigger the camera to react to what the volume has set as a parameter. This way we can re-use these volumes throughout the scenes and the camera will react the same each time the player enters or leaves a bounding volume.
UI and Radial Menu Please see attached images UI images for all UI documentation.
Multiplayer Please see Multiplayer Design documentation.
Game Mechanics Looting Requirements 1. 2. 3. 4.
Valuable objects in the level are able to be looted from Chests Objects have a random value attached to them The more valuable an object is, the heaver the item is Loot is a method of providing a “collect-a-thon”, giving some replay-ability to the game to players who strive for 100% completion
Weight Limits and Dropping 1. The more loot the player obtains, the slower they are able to move 2. The player is allowed to dump loot on the ground at any time a. If the player is in Alert mode, dropping loot will produce loud sounds as the player is in a panicked state b. If the player is Idle mode, dropping loot will produce no sound
Blind Design Document 3. When the player drops loot, a random piece of loot is dropped on the ground (except key items) Visual Representation of Weight Limit 1. The loot bag that the player carries should expand proportional to the amount of loot they obtain 2. When the loot is dropped, it should exit the top of the loot bag and fall to the ground
Gameplay Uses
Obtaining loot adds to the players hoard of gold, much like collecting all of the Golden Bananas in Donkey Kong Country adds to Donkey Kongs Banana Hoard. Obtaining loot in environments provides gameplay replayability, allowing the user to revisit areas to collect all of the loot they can find.
Obtaining Loot 1. 2. 3. 4. 5.
During the course of a level, players may encounter chests that contain loot Opening the chest rewards the player with loot Each chest can only be opened once during the entire game If the player revisits a level, the loot chests they have already obtained will remain open If the player drops a piece of loot during the game and proceeds to the exit of the level, the chest containing that piece of loot should be reset.
Pickpocketing Pickpocketing serves the following purpose: 1. Allow the player to collect gold, which is used to purchase and upgrade items in the Store 2. A mini-game challenge, a subset of the main gameplay
Mechanics: 1. The player must stand behind an NPC or guard entity 2. The player must press and hold the Action Button to begin the pick pocketing phase 3. The player must stay within range of the NPC a. As an example, if the NPC walks away, the player must follow closely behind the NPC without walking into them 4. The range will be visually shown as an icon that is on the ground, letting the player know where they must stand 5. If the player falls out of pickpocketing range, they must restart the pickpocketing phase 6. If the player collides with the NPC or guard: a. The NPC is immediately alerted, and will scream for and seek a guard to chase the player b. The guard is immediately put into an Alert state, and will attempt to chase the player immediately. 7. If the player is successful at pickpocketing, the pickpocketing phase will end and the player will obtain a set amount of gold
Blind Design Document 8. Once an NPC has been pickpocketed, they are unable to be pickpocketed again during that play of the level
Difficulty Levels: 1. NPCs have different sized pickpocketing ranges a. Guards have the smallest pickpocketing range, making it more difficult to loot them as the player must be closer to the guard b. Townsfolk have a larger pickpocketing range, but they do not hold as much gold as guards c. Richer Townsfolk have a lot of gold, but have smaller ranges than standard NPCs Nice to have features: 1. As the game progresses, the Pickpocketing range will become smaller and NPCs more alert 2. A visual representation (3d model) on each NPC or guard that shows which ones have loot a. Removing that model shows that the NPC or guard has no loot to obtain
Store The store serves the following purpose: 1. Allow the player to spend their gold coins they have looted during the adventure 2. Allow the player to stock up on items to make the next mission easier if they are having a difficult time The store can be accessed between each mission or set of missions The store can be used to purchase the following upgrades:
Items upgrades o Slingshot bullet capacity increase o Slingshot range increased o Stun time for Slingshot and Sound Stick increased o Sound Stick wave range increased o Sound Stick wave fade off delayed o Grapple Hook range increased Purchase more bottles New Potions Clothes/Alternate Costumes (Stretch Goal) Masks (Stretch Goal)
The store should not prohibit the player from playing through the entirety of the game if the player chooses not to utilize it. The player should be able to complete the game without being required to
Blind Design Document purchase anything if they so choose. The store should provide supplementary assistance if the player desires it.
Skill Ranking After each mission, the player will be graded based on their performance.
Ranks The Ranks can be as follows (undecided on ranking system) 5 Star 4 Star 3 Star 2 Star 1 Star 0 Star
S Rank A Rank B Rank C Rank D Rank F Rank
5 Tokens 4 Tokens 3 Tokens 2 Tokens 1 Tokens 0 Tokens
Performance Performance is based on the players skill throughout the level. The player is graded on the following things: Positive Response: Total Time Amount of Loot Found Negative Response: Total Time Number of Guard Alerts
Rewards Rewards for doing well can include:
Loot that can’t be obtained during the level A gold reward Unlockable Clothes/Alternate Costumes (Stretch Goal)
Items In Gameplay Basic Principles: 1. Each item should be able to be used during normal gameplay 2. Each item should have multiple purposes and uses 3. Each item should be distinct, so as not to overlap item roles
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Equipment Items Sound Stick 1. 2. 3. 4.
The Sound Stick is an item used for banging on surfaces to create sound waves. The Sound Stick should be the primary method of seeing the environment closest to the player The Sound Stick can stun guards if the player attacks the guards from behind The Sound Stick creates the biggest wave the player can make
Slingshot 1. The Slingshot is an item used to shoot ammunition at a distance 2. The Slingshot should be the primary method of seeing the environment far away from the player 3. The Slingshot can be used to stun guards by shooting them in the head 4. The Slingshot can be used as a distraction item to lure guards away from an area 5. The Sling Shot creates a smaller wave than the Sound Stick
Cats Bell (New!) 1. 2. 3. 4. 5. 6. 7.
The Cats Bell reveals the environment for the player The Cats Bell seeks out the next objective point for the player The Cats Bell should be on a cool down timer in order to prevent overuse from the player The Cats Bell flies through the environment, creating soundwaves as it flies The Cats Bell also leaves a trail behind it, making it easy for the player to see where it has gone The player should be able to run after the Cats Bell after using it The Cats Bell alerts guards as if it was a player (Investigate Mode)
Extra Information: The cats bell is related to a thief due to black cats being a symbol of sneaking The cats bell prevents the player from ever getting lost
Gold Uses 1. Gold can be used to purchase items from the store 2. Gold can be used as a distraction for Guards a. Since Guards are not paid enough, if they see gold they will take the time to pick it up b. Guards will not pick up gold when in Caution or Alert Mode 3. Using gold as a distraction means the player has less gold to spend in later missions, so the player must strike a balance Obtaining Gold 1. Gold can be obtained by opening chests scattered throughout levels 2. Gold can be obtained by pickpocketing NPCs 3. Gold can be obtained for completing levels with a positive rating
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Potions Potions are used to assist the player. Not all potions will be available to the player when they first start their adventure. More potions can be unlocked by completing Objective Quests and Challenges. New Potion types cannot be unlocked through the Story mode. This provides usefulness to the Objective Quests and Challenges. Purpose 1. Potions are used to help the player through a single mission, or for a set amount of time 2. Potions are used to grant skills to the player 3. Potions are used in place of a second co-op player 4. The hero should do an animation when drinking the potion 5. When the player uses the potion, the hero should do an animation that relates to their new ability. All animations should last for the same amount of time Example Potions 1. Potion of Strength a. Using strength gives the player the ability to move larger crates/blocks, instead of needing a second co-op partner to move them b. The hero should flex their muscles to show they are stronger 2. Potion of Brief Sight a. Using Brief Sight, the player is able to see the environment clearly. The entire environment will be as if the player was never blind to begin with, which includes the sky. b. The hero should put their hands over their eyes as to signal they are temporarily blinded by the sun 3. Potion of Brief Speed a. Using Brief Speed, the player is able to run for a set amount of time without slowing down b. The hero should do an in-place jog, as if they were warming up for a run 4. Potion of Silence a. Using Silence, the player is unable to make noise for a set amount of time meaning they are able to run or drop items without alerting guards b. Using Silence however, means the player is unable to distract guards for the duration of the potion c. The hero should 5. Potion of Loot a. Using a Loot Potion, the player is able to obtain x times (to be determined during play testing) the amount of gold they would normally obtain through chests and pickpocketing b. This effect lasts until the player finishes the stage c. A ka-ching sound should play when using this potion 6. Potion of Temporary Invincibility
Blind Design Document a. Using a Hit Point Potion, players are able to continue running from guards after being hit. Useable only once per mission. b. The Potion Effect wears off after they have been hit by a guard c. The player is granted a small window of invincibility for several seconds after being hit by a guard
Bottles Purpose 1. To store objects or potions in Use 1. Players may store potions in bottles a. Players may use the potions at any time during gameplay 2. Players may also store other objects in bottles, such as water, oil, food, depending on quests given Obtaining Bottles The player may only obtain a set number of bottles throughout their adventure. The player will start the game with 0 bottles The player can purchase x# of bottles from the store The player will be given 1 bottle from an NPC throughout the adventure The player can find 1 bottle from a loot chest
Masks (Stretch Goal) Purpose 1. Masks are used to bypass guards by hiding the players face, allowing them to get closer to a guard without them recognizing the player 2. Masks are used to provide cosmetic additions to the player, some being serious, while some are comical Obtaining Masks Throughout the adventure, the player will be able to obtain more masks, either through:
Looting The store (purchasing them) Unlocking them by completing Objective Quests or Challenges
Grapple Hook Purpose: 1. The grapple hook can be used to climb to areas that are not normally accessible to the player 2. The grapple hook can be used to extend over gaps, allowing the player to walk across a “tight rope”
Blind Design Document 3. The grapple hook can be used as a tripwire for guards a. The player can only set 1 tripwire at a time. i. The player can still use their grapple hook even though a tripwire is placed
World Items Box/Barrel 1. 2. 3. 4. 5.
A la Metal Gear Solid, the box is a homage to the iconic stealth series The player can find a box in the environment and sneak around The box should provide similar functionality compared to Metal Gear Solid When the player is not moving while in the box, the player cannot be spotted If guards run into the box while the player is stationary, they will attempt to move around it to get to their destination (up to 25% more distance) a. If they are unable to get to their destination without adding 25% more travel distance, they will smash the barrel open with their weapon, knocking the player to the ground. b. The player will not fail the mission if they are knocked over (exception for levels where the player will fail the level instantly if spotted)
Open Crate 1. Open Crates are scattered around levels 2. The player is able to jump into crates as a temporary hiding place 3. The player can exit the crate at any time by moving the joystick in the direction they wish to get out 4. The player cannot move while in a crate
Closed Crate 1. 2. 3. 4.
Closed Crates can be climbed upon Closed Crates can be pushed or pulled to move them into position Crates should not use physics to determine movement Pushing and pulling crates should be on a grid system (up down left and right only, akin to a 3D Zelda title) 5. Closed Crates can be pushed off of edges, allowing the player to easily access a previous part of the level or new area 6. Crates should reset positions when the player reloads the level
Large Closed Crate 1. Large Crates cannot be pushed by one player 2. Large Crates can be pushed by the player if they use the Potion of Strength
Game Systems Breakdowns
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Game Systems Breakdowns Saving 1. The user should never lose progress unless if they force quit the game 2. The game should automatically save after each completed level 3. The game should automatically save before the start of each level
Quick Saving 1. The user should be able to Quick Save at any point in a level 2. Quick saving should allow the player to resume from the exact state they have left the game in 3. Once the player has quick saved their game, they should be returned to the Main Menu of the game 4. The player should not be able to use a Quick Save as a Save State 5. Once the player has loaded back into their Quick Save, the Quick Save should be deleted after the player completes the level
Reloading a Previous Level 1. Any physics changes that the player has previously done, such as solving a puzzle or using a key to unlock a door, should remain solved upon reloading a level 2. All NPC entities should start from their default position when loading the level 3. All NPC entities should start from their default position when loading from a checkpoint
Checkpoints 1. During lengthy stages, there should be an intelligent checkpoint system 2. The checkpoint system should prevent the user from having to replay large sections of a level
Failing a Mission (Solo Game) 1. When the player is caught by the guard, they must either restart the level at the beginning or the latest checkpoint 2. All NPC and guard positions should reset to their original position 3. The player should lose a percentage (to be determined during play testing) of their total gold (As in Borderlands) 4. Any loot that the player has obtained during that level will be returned to their original chests
Failing a Mission (Co-Op Game) 1. If both players are caught by a guard, the mission fails 2. If one player is caught by a guard, the other player has x time to reach the co-op partner. If they fail to reach the fallen member within the allotted time, the mission is failed. 3. If only one player is caught, only they lose a percentage of their total gold. a. Recovering the co-op partner does not restore lost gold 4. If only one player is caught, any obtained loot is not lost until both players fail the mission
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Equipment Menu 1. During the course of a level, a player may wish to equip a different item 2. Opening the Equipment Menu allows the player to equip different items 3. When the In Game Menu is displayed, all world events should not slow down, the world should keep going at a normal pace a. This is to provide added tension by not allowing the player to pause the game b. This forces the player to equip an item before they enter an area, or risk opening the menu during hectic gameplay
Pause Menu 1. If the player wishes to actually pause their game and adjust settings or quit the game, they may press the Start/Escape button to pause their adventure 2. While the Pause Menu is visible, the game should not be visible a. This can be done by putting a dark overlay over everything, obscuring the game b. This prevents the player from solving puzzles without actually playing the game
Title Screen 1. When a user launches the game, the Blind title screen will fade in 2. The title music will play as the title screen appears 3. The user will be prompted with a “Press Any Key” dialog centered at the bottom 1/3 of the screen a. If the user has a controller plugged in, they should be able to use that without configuring anything b. Depending on which button the user clicks first, keyboard or controller, that controller will be set as the default controller. The user can then go into the options to change settings. 4. When the user presses a key, the title screen will fade off a. Polish Feature* Once the title music has finished its play through, the game should automatically proceed to the main menu b. This prevents the user from having to manually press a button when returning to the game after several minutes; the game will be ready to start
Configuring Controls To avoid the use of a tutorial level, especially for PC, including multiple UI prompts such as “Press W to move” or “Move the mouse to look around” will not be given the player. An intuitive system should be developed to automatically bind keys when a user encounters an interaction for the first time. Below is a following scenario: 1. The player encounters their first door
Blind Design Document 2. They are prompted to press the “Action Button” 3. The player clicks a key on their keyboard 4. The game prompts for a confirmation that the player wants to use that key as the “Action Button”
Key Rebinding UI When the user rebinds their keys, either to a gamepad or keyboard, all UI icons in the game should automatically update. This means that if the player has the Action button set to [Space], any time the Action Button is referenced a “[Space]” icon should appear.
World Structure World Structure The world is divided up into multiple areas, each with a set number of stages.
The Hub The Hub is the center of the entire game. After each set of missions, the player will return to the hub to replenish items, purchase gear, and get filled in on the story from NPCs. The function of the Hub is similar to the Bastion (from the game, Bastion) Objectives: 1. 2. 3. 4. 5. 6.
Allow the player to spend gold to purchase items in preparation for the next level Allow the player to change their cosmetic gear Allow the player to hear more of the story from the NPCs in the Hub Allow the player to access previous missions Allow the player to select the next mission Allow the player to unlock side quests
Leaving the Hub Once the player has purchased any items and changed their cosmetic gear, they can leave the Hub and resume the adventure from their last played point. The player can choose the next level by walking to the edge of the Hub, and talking to a designated NPC, who will inform the player of the area ahead, and ask if they wish to resume their adventure. If the player wishes to replay a previous level, they may visit a previous exit area of the Hub and talk to the designated NPC.
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Adventuring Once the player has started a set of levels, they are then placed in a series of consecutive challenges, known as Stages. In order to return to the Hub, the player must either finish the set of stages, or return to the entrance of the stage to temporarily forfeit the adventure. Between each challenge, the game automatically saves, allowing the player to resume from the furthest stage they have completed. For example: The player has completed 2 out of 5 stages. If the player forfeits during the 3rd stage, they will be returned to the Hub. If the player then decides to resume the set of stages, they will start at the beginning of the 3rd stage, because they have already completed stages 1 and 2. Once the player has completed the required set of stages, they are returned to the Hub.
Providing Player Direction In between each level, the player will be returned to the Hub. Once in the hub, they will automatically talk to a central story NPC who will explain their next objective. Such direction can be as simple as “Talk to the barkeep, he has something for you” or “Go to the south gate, there you will find x The player can talk to the central story NPC as many times as they want to get hints as to where the next objective will be. Other NPCs in the environment will also provide hints to the player. Talking to any NPC should yield some useful information, such as hidden treasures, or saying something akin to “I heard x thing is over in y direction (the place the player should be going)
Level Reuse Each stage in the game will be used at a minimum of twice throughout the game. This serves the following functions: 1. Less levels have to be built 2. Time is saved during development This will be accomplished through multiple methods: 1. 2. 3. 4.
Changing the NPC layout Changing the lighting (Day/Night) Changing item locations Locking or unlocking doors
Day / Night Cycles The first time the player enters a level, it will be daytime or night time, depending on the context of the story
Blind Design Document
When going into a level for the second time, the lighting environment will change to opposite lighting scenario
Day Time Changes Many NPCs will be out and about throughout the town, going about their business Fewer guards will be patrolling the streets during the daytime Houses will be locked as NPCs leave their homes Player can enter houses with NPCs in them without alerting them (Stretch Goal) Night Time Changes Fewer NPCs will be out around the town at night All houses will be occupied by an NPC at night time, some may be sleeping More guards will be patrolling the streets, creating a greater difficulty for the player Players can enter locked houses, but NPCs will be alerted during the night phase (Stretch Goal)
Unlocking New Areas Initially, all stages in the game will be off limits to the player. The structure to unlock the next part of the adventure is as follows: 1. 2. 3. 4. 5. 6. 7.
8. 9.
10. 11.
12. 13.
The player starts at the Hub The player talks to the story NPC The story NPC provides a hint/clue or tells the player where to go next The player goes to one of the four gates (or the well) within the Hub a. Each gate/well leads to a different Zone The first time the player enters a new Zone, they start at the first Stage Once the player completes the Stage objective, they are then returned to the Hub The player is then given their next objective a. If the player is given an objective in a new Zone, return to step 4 b. If the player is given an objective in a previously visited Zone, the flow branches off here. (Step 8) The player goes to one of the four gates (or the well) within the hub The player is presented a map of the world with icons on them (see below) a. Each icon represents a Stage within the Zone b. Only the Zone that the player has gone to will be displayed on the map i. This requires 5 individual maps to be made The player selects an icon to go to the previously visited stages The player proceeds through the stage, and proceeds to the next stage a. If the player has not yet visited stage two, they must first go through stage one and unlock the gate to unlock stage two on the world map The player completes the stage, and is returned to the Hub Repeat from step 2
Blind Design Document Zones Zones are groups of stages. A Zone may contain two or more Stages that are linked together through a loading screen, or a seamless transition (asset streaming if possible). Stages (aka Levels) Stages are smaller sections of a Zone. Each Stage is not immediately accessible to the player the first time they enter a Zone. Each Stage is linked to its neighbor. This means that if the player starts in Stage 1, and they want to get to Stage 4, they must go through the stages in order (1 -> 2 -> 3 -> 4) *There may be shortcuts that allow the player to go from Stage 1 to Stage 3 or 4 directly. More Stages are shown on the World Map as the player unlocks them, which requires the player going through the linked stages to unlock the next stage.
(Bastion World Map, outlining the individual stages the player can select) Once a Stage has been cleared, an icon should be present on the map to signify that the Stage is completed.
Returning to a Previous Stage If the player wishes to return to a previous stage, they can do so by going to one of the four gates or well, which opens up the Zone map. From the Zone map, they can choose a Stage that they have previously been to.
Blind Design Document Selecting a Stage will present the player with several options to choose from (Described below).
Story Missions, Objective Quests, and Challenges within Stages The player may be tasked with side objectives, such as “Avoid all guards” or “Get from A-B in under x seconds”. These unlockable scenarios for the stages can be found by completing the previous Story Mission, or from talking to NPCs. In order to access these points, the player will go to one of the four gates/well, and the Zone map will be presented. Clicking on a Stage brings up a list of Challenges/Objectives. The player can then select one of the items on the list, and then they are loaded into that unique scenario. This allows the player to revisit story missions. Differentiating between Story missions, Objectives, and Challenges is tricky. Each of these will result in layout changes to the level, in terms of prop or NPC placement. Story Missions are required to be completed in order to proceed in the game and unlock the next stage. Unique loot will be present in the Story scenario that is not obtainable through side Objectives or Challenges. Objective Quests are tasks that are unlocked from NPCs. These NPCs can be found in the Hub at any time, as well as within Story Missions. The player can unlock Objective Quests by talking to NPCs throughout the game. Objective Quests are unique from Story Missions, as they have a different layout of props and NPCs. Objective Quests also help flesh out the world lore more. Loot or Potion types can be obtained for completing Objective Quests. Story or Challenge Loot/Potions cannot be obtained during Objective Quests. Challenges are unique scenarios presented to the player. The player can unlocked Challenges from NPCs. These NPCs can be found in the Hub at any time, as well as within Story Missions. The player can unlock Challenges by talking to NPCs throughout the game. Challenges do not add any story to the world, they are only used to further increase the variety of gameplay. When the player selects a Challenge from the Zone/Stage map, the level will have unique placement for props and NPCs, different from Story Missions or Objective Quests. The player will then be required to complete that challenge under the set conditions. Successfully completing the Challenge unlocks unique loot or Potions that cannot be unlocked from Story Missions or Objective Quests. NPCs can only hand out one Objective Quest or Challenge at a time. Once the task has been completed, another task (if applicable) may be obtained from the NPC, or automatically unlocked. The only NPCs that can hand out Objective Quests or Challenges are “primary” NPCs. These primary NPCs are ones with extensive dialog, such as the Town Smith or Restaurant Chef. They will look different than the filler NPCs, and will have interesting things to say.