Transcript
Game Design Document for:
“The fate of the gods rests in your hands”
All work Copyright ©2008 VFS Written by Team Mechanical Mongoose Version # 2.0 Tuesday, February 24, 2009
Copyright (C) 2000 VFS – All rights reserved Table of Contents DESIGN HISTORY __________________________________________________________________ 4 GAME OVERVIEW __________________________________________________________________ 5 HIGH CONCEPT ______________________________________________________________________ 5 PHILOSOPHY ________________________________________________________________________ 5 COMMON QUESTIONS _________________________________________________________________ 6 FEATURE SET ______________________________________________________________________ 7 GENERAL FEATURES ___________________________________________________________________ 7 Not your typical hero! _____________________________________________________________ 7 Unique Gameplay: Elemental Form ‘switching’ ________________________________________ 7 The Elemental Abilities – the power of the elements! __________________________________ 8 The Specifics ____________________________________________________________________ 8 Complex, environment-based puzzles ______________________________________________ 14 A vast, mysterious place! _________________________________________________________ 18 Multiplayer Features _____________________________________________________________ 18 Editor__________________________________________________________________________ 18 SINGLE PLAYER GAME ____________________________________________________________ 19 Single Player Game Detail Notes___________________________________________________ 19 Story __________________________________________________________________________ 19 DETAILED WALKTHROUGH _____________________________________________________________ 20 Gameplay Walkthrough:__________________________________________________________ 20 Beat Chart _____________________________________________________________________ 22 Duration of Gameplay____________________________________________________________ 23 Victory Conditions _______________________________________________________________ 23 CAMERA __________________________________________________________________________ 23 OVERVIEW _________________________________________________________________________ 23 CAMERA PERSPECTIVE ________________________________________________________________ 24 CAMERA ADAPTATION ________________________________________________________________ 24 THE GAME WORLD ________________________________________________________________ 24 THE WORLD LAYOUT _________________________________________________________________ 25 Overview _______________________________________________________________________ 25 THE PHYSICAL WORLD________________________________________________________________ 25 Overview _______________________________________________________________________ 25 Key Locations ___________________________________________________________________ 25 Travel _________________________________________________________________________ 26 Scale __________________________________________________________________________ 26 Objects ________________________________________________________________________ 26 Weather _______________________________________________________________________ 26 Day and Night __________________________________________________________________ 26 Time __________________________________________________________________________ 27 GAME CHARACTERS _______________________________________________________________ 28 NPC Characters _________________________________________________________________ 28 Enemies and Monsters ___________________________________________________________ 28 WEAPONS ________________________________________________________________________ 31
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Copyright (C) 2000 VFS – All rights reserved USER INTERFACE - CONTROLS ____________________________________________________ 31 GAME INTERFACE - MENUS________________________________________________________ 33 SCREEN FLOW DIAGRAMS _____________________________________________________________ 33 User Friendly Interface ___________________________________________________________ 33 User Interface Detail #2 _________________________________________________________ 33 HUD/ON SCREEN DISPLAYS ___________________________________________________________ 33 MUSICAL SCORES AND SOUND EFFECTS ___________________________________________ 34 MUSICAL SCORE ____________________________________________________________________ 34 SOUNDFX DESIGN ___________________________________________________________________ 34 EXTRA MISCELLANEOUS STUFF ___________________________________________________ 34 APPENDICES ______________________________________________________________________ 35 “COMPETITIVE ANALYSIS” APPENDIX _____________________________________________________ 35 “GAME INTERFACE – MENUS” APPENDIX___________________________________________________ 36 “OBJECTS” APPENDIX ________________________________________________________________ 39 “STORY” APPENDIX __________________________________________________________________ 39 “TECHNICAL SPECS APPENDIX” _________________________________________________________ 40 Rendering System _______________________________________________________________ 40 Game Engine ___________________________________________________________________ 40 Collision Detection _______________________________________________________________ 40 Lighting Models _________________________________________________________________ 41
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Design History This is a brief explanation of the history of this document. Each version of this document is based on when a document is released for feedback/review, or major changes/additions have been made. Version v1.0 v1.1
Date 09/05/08 10/17/08
Author Ted Carefoot Matt Resmini
v1.2 v1.3
11/12/08 11/27/08
Ted Carefoot Ted Carefoot
v1.4
12/02/08
Ted Carefoot
v1.5
12/06/08
Ted Carefoot
v1.6
12/07/08
Ted Carefoot
v1.7
01/08/09
Ted Carefoot
v1.8
01/9/09
Ted Carefoot
v1.9
01/12/09
Ted Carefoot
v2.0
01/14/09
Ted Carefoot
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Details - Added Initial template First Pass: - Added Game features - Controls - Art Design - Wireframes - Revised Boss update 2nd Pass: - Updated Concept/Overview/Philosophy - Updated Common questions - Updated Feature Set/Details 3rd Pass revisions: - Updated the ‘X’ - Updated ‘Technical Appendices’ - Updated ‘Controls’ section - Updated ‘Weapons’ and ‘Vehicles’ sections - Revised Gamed Design flow - Added Character Feature Art - Revised Fire Form feature - Revised Gameplay Walkthrough - Updated Single Player Game - Restructured sections - Revised Camera section - Formatted document theme Milestone Revisions: - Added new Tag line - Updated FAQ - Updated High Concept - Updated FE Screen Flow - Updated Feature Details - Updated Wireframes Alpha Revisions: - Updated Feature Details - Updated Puzzle Details - Updated Player Walkthrough Added Feedback Revisions: - Changed Game title - Added Health bar HUD - Added Port Controls Added Feedback Revisions: - Amended boss fight room shape
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Game Overview High Concept “The fate of the gods rests in your hands” Trimordial is a 3rd Person, action-adventure, environment based puzzle game where the Player takes control of a demi-god that uses the elemental forms of Fire, Water and Earth to defeat a mysterious mechanical threat to the gods known as the ‘Artifact’. To combat this threat, the player must utilize his/her environment in these elemental forms in various ways. The player absorbs the properties of these elements by touching them at designated locations in the game. Each elemental form has corresponding abilities with which it is associated - each providing a different gameplay option. The player also uses these elements to complete various environment-based puzzles within the game to try and reach the Artifact. All this takes place a mysterious subterranean, runic type location.
Philosophy A twist on a familiar mechanic All game players are used to seeing some sort of power-ups in games. Our game is no different. Eli interacts with his environment to gain “power-ups” in the form of fire, stone, and water. The difference is that Eli chooses to use these ‘power-up’ forms however he wishes - and also chooses when to use them. We felt that given our scope and time constraints we needed to use a popular idea and make it unique. We feel we have come up with something unique and fun utilizing a familiar engine – and this is most important.
Familiarity is key By allowing our main character to utilize the elements of fire, stone and water, we are confident that players will have an idea of what these elements are capable from their first experience with them. For example, players will have an idea that fire is capable of burning, that water is soluble and shorts machinery, and that the nature of stone is dense and lumbering. This, we intend, will shorten the learning curve of our game.
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Common Questions What is the game? The game is a third-person action adventure game where players utilize the powers of the elements to defeat the plans of a powerful threat to the gods.
Why create this game? To provide an experience that is ‘fun’, while using the UT3 engine for a purpose other than it was originally designed for. Through unique design, we aim to push our game beyond Unreal’s familiar FPS territory.
Where does the game take place? Following a short introduction cinematic, the gameplay primarily takes place in a mythical subterranean temple environment.
What do I control? The player controls a single character, as well as the power of the 3 elements of fire, water, and earth.
How many characters do I control? 1, only the main character is Player controlled.
What are the Goals/Objectives of the game? See Victory Conditions.
What is the main focus? The main focus for Trimordial is FUN gameplay! Players will use the 3 elemental forms unique abilities to solve intuitive environment-based puzzles, and challenging action sections to compliment this vision.
What’s different? This game adds the elements of puzzle solving, action, and in the final stage a ‘cat and mouse’ type Boss combat scenario. This is separate from main competitive games, as it includes all 3 aspects rather than just a singular play experience.
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Feature Set General Features The goal of creating Trimordial is to provide a fun and unique action-adventure puzzle game unlike any other that currently utilizes the Unreal 3 Engine, pushing it beyond its familiar territory of first-person shooter games. Players should experience the fun of manipulating their environment obstacles and combating unique enemies by commanding the powers of fire, stone, and water.
Not your typical hero!
Up until this point in his demi-god career, Eli has been unmotivated to perform any tasks of great consequence. He normally spent his days in care-free leisure. However, he is called into action and granted special abilities so that he can deal with the threat at hand. Eli is character with which our target audience can relate: he is a demi-god, curious, not super powerful or even motivated, but he is thrust into a critical situation in which he must perform incredibly well.
Unique Gameplay: Elemental Form ‘switching’ The core mechanic of our game is the ability of the player to interact with the environment in specific locations to absorb its properties, and change into a different powerful form.
How it Works:
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1) 2) 3)
When the player comes in contact with an “elemental trigger” he/she does not automatically acquire the properties of that element, but he/she must choose to utilize its properties by pressing the “use” button. The player only loses the benefits of his/her form when he/she decides to do so by switch to a different form. No defined exhaustion of any form will occur due to time/ammo restraints Often, players must acquire a new form in order to surpass a certain part of the game. The properties of some elemental ‘triggers’ are tailored precisely to specific parts of a particular obstacle. In Trimordial, each obstacle requires the use of several forms and sometimes several options for each form in order to complete it. There are also several ways to complete each level requiring the player to choose his/her own approach to the challenges he/she faces.
The Elemental Abilities – the power of the elements! Overview:
+
+
Fire
Water
Earth
In Trimordial, the player commands the powers of three elemental forms: the strength of the Earth, the subtlety of Water, and the destructive power of Fire. To utilize the powers of these forms, the player must touch the element into which they wish to transform. For example, if the player wishes to become fire, they must walk over to a lit flame, press a button to absorb its properties, and then the character literally becomes that element and can take advantage of mechanics specifically associated with that form.
The Specifics Each form has two mechanics inherent to them. Fire is able to ignite/throw ranged fireballs, Water douses fire and ‘shorts’ or ‘disrupts’ mechanical constructs, and the Stone Form allows a the player to ‘crash’ through environmental objects and throw stones. In addition, each form has a unique movement property inherent to it to make it even more distinct and allow players to choose several methods to complete challenges.
Elemental Form Comparison Overview: Form
Movement
Ability 1
Ability 2
Additional Notes
Stone
Slowest, Acceleration Based
‘Bull Rush’
Throw Stones
Best Defensive form, Bonus health
Fire
Fastest
Ignites Objects on contact
Throw Fireballs
Hardest to control, most destructive
Water
Medium
Triple Jump
Stuns/’Shorts’ Mechanical Objects
Safest movement, no jump damage
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Fire Form:
Igniting Objects: Certain parts of the environment will be flammable and the player will need to ignite them in order to progress through certain puzzles.
Planned customized flammable objects include: - Wooden walls - Burning ropes and platforms - Trees - Torches to light areas that are too dark. NOTE: In each case, a Player will have to maneuver Eli very close to an applicable object while in fire form to ignite it. This is because the mechanic for the feature is trigger volume based.
Fireball Ability:
The fire form is the main offensive form for the player, and nothing says offense better than the ability to hurl balls of fire at your enemies. This is Eli’s main attack when facing enemies throughout the game.
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Copyright (C) 2000 VFS – All rights reserved Using the [L/CLK] on the mouse to hurl a ball of fire which will: - Causes damage to objects not wet. - Throwing fire will not ignite all flammable objects in the same manner as touching them. This is due to being a lower concentrated source of fire than that of the actual fire form touching the object.
Fire Form Movement: The Fire Form moves the player quickly and in a ‘chaotic’ fashion. The intent is to capture the erratic nature of controlling fire in this movement type. When moving in Fire Form: - There is an expected small learning curve for this most difficult of form movement - The acceleration is the same as the UT3 default.
!!!
Stone Form:
‘Bull Rush’ : In the stone form, players will be able to destroy and knockdown objects in the game. They do this by building up momentum moving with their character in a certain direction for a time, and then crashing through a wall or pillar for example. These objects will need to be destroyed (or moved), in order for the player to progress through parts of the game.
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Throwing rocks: The stone form also allows the player to throw blocks of stone/rubble. These blocks can be used to fill in a gap, weigh down an object, or even block enemies from reaching Eli.
Umphh….
OR
As a weight
As a weapon
Thick Hide:
+100 Health compared to normal state
As stone, players will be able to mitigate much more damage than in other forms. This is to accommodate for its slow movement and lack of attacking ability.
Stone Form Movement: Stone moves rather slowly through the environment but gains speed the longer the player moves in the same direction and unimpeded by objects such as stairs. Players will need to learn the intricacies of stone’s movements in order to use it most effectively.
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The subtlety of Water Water Form Specifics: Bonus: No Damage from Jumps Max Triple Jump Distance: 97UU (130 feet) Stun Damage/Duration: 10dmg/5sec
Movement Specifics: Max Speed: GroundSpeed @ 860
Douse Flame: As nature dictates, water has the ability to douse flames. In our game it is no different. When in water form, if players move over fire they can either transform into the fire form or they can put the fire out. In certain puzzles, it will often be advantageous for the player not to be blocked by fire.
Triple Jumping: Because water is often found in the air, we thought it appropriate that the water form should allow the player to jump high and float through the air a certain distance. This ability will allow the player to traverse over pits and areas that would be otherwise dangerous to maneuver across. This is the only form in which the player can jump.
Water Form Jump Comparison:
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Single Jump:
Triple-Jump:
Short-Circuit/Stun Enemies: When the player touches an electrical machine, they will be stunned and damaged. Fireballs also have the ability to damage machines but much less so than water. The trade-off is that it is more risky to get close to the machines in order to harm then than it is to simply hurl fireballs at them from a distance. Therefore this provides players with the choice of risk and reward.
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Complex, environment-based puzzles Gameplay revolves around solving a set of puzzles which involve the player altering the environment in order to complete them. The player will always be interacting with his/her environment in order to switch forms and complete challenges successfully. Each area can be completed by using either multiple mechanics of a single form or multiple forms. This ensures the player is never bored of using a certain form and makes use of each form to its fullest extent. ***Detailed Room information is also located in the Single Player Walkthrough section***
The Introductory Room: The Introductory room will also serve as a practical tutorial for Players. The Opening cinematic will show how Eli changes to Stone, so the Players know how he begins in Stone Form – and by touching natural objects can assume new elemental forms.
The Intro room includes: - One trigger for all elements - 1 jumping challenge, 1 Stone game (pins), and 1 fire challenge (touch tree/destroy Villager) - Can only be exited into gameplay via turning to Stone Form and crashing through rubble at left side. The general intention of the room is to ensure the Players have had a chance to identify each ability and Elemental Form trigger before entering gameplay.
Optional Design ideas (if time permits): - Resettable Pins for Stone form ‘Bowling game’ - Respawning Villagers to combat after Fire Form reached
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The See-Saw Challenge: The See-Saw Challenge is the first actual challenge area the Players will experience in the game. The Player is expected to: - Learn to use/Switch multiple forms to complete objective (reach checkpoint) - All useable elements will be identified with a particle effect surrounding them - A text notification will advise Players when checkpoint is reached, or use vague clues to assist
The Statue Challenge: This Challenge allows players to test all 3 Forms at various points to continue forward in the game. The Player enters the challenge in Fire Form, Looks to switch to Water Form, then utilizes Stone Form, Followed by returning to Fire Form. It is also the first time the Fire form shows it can burn some surfaces that the Player contacts with. The ending sequence for this part of the game treats the Players to a Statue crashing down on top of a great hall/Cathedral.
Optional Design ideas (if time permits): - Added Villagers to catwalk leading to Water Source - Added Villager(s) at Base of Water jumping challenge in fog
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The Villager/Steam Lift Challenge: In this phase of the game, Players will be challenged by multiple mind-controlled villagers, and a two-step obstacle that includes a Pulley-Drawbridge mechanism; followed by a Steam Platform exit sequence. This phase of the game puts one element of each Form and ability to good practice for the Players before heading into the Artifact’s Domicile.
The Artifact’s Lair Once the Player has traversed all the challenges the Artifact has laid before them, they reach this room where the final confrontation takes place. This is the climax of the game and is a fast-paced ‘Cat and Mouse’ type affair between the Eli, the Artifact, and Villagers. The following is included in the Artifact’s Lair: -
The Artifact One of each Element Trigger The Harmonic control device (when destroyed, villagers remain permanently stunned) End-game Cinematic
water
2'-4 7/8" 11'-11 3/16" EARTH
stone
Checkpoint TIT DIRECTLE OR
TAK
fire
3
E
SCE N E
6" /1 2'-4 7/8" 13 11'-11 3/16" '-4
22'-3 13/16"
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The Final Boss (Artifact) Fight: The Final Boss fight between Eli and the Artifact is a 3 stage ‘cat and mouse’ type affair. Phase 1: When Eli enters the room, the first phase will see the Artifact search him out and attack aggressively. When Eli finds a different elemental form source and changes, the Artifact once struck will return to the center of the room and transform to a state which counters Eli’s. This phase does not switch to Phase 2 until the Player has taken the Artifact down to 70% health. Phase 2: This phase acts similar to phase 1, however the Artifact is noticeably slower and less aggressive from the center. This phase will last until the Artifact is below 30% health. Phase 3: This is the final phase of the battle. The Artifact at this point is noticeably slow, and does not venture as far from the center of the room. The Player now can move in more frequently for the kill, and likely has time in this phase to destroy the Harmonic Device controlling the Villagers if they choose to. Once the Artifact is defeated, the End-Game Cinematic will launch.
EARTH
Phase 1 water Checkpoin t TIT DIREC LE TOR
TAKE
SCE NE
2'-4 7/8" fire
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A vast, mysterious place! The game includes an exterior environment introduction cinematic, that shows how Eli starts in his Earth form before breaking into the subterranean temple environment that starts the player off in the tutorial area of the game.
The Isle of Eydis Avalon
The Subterranean Cave
The Artifact’s Abode
Eli is thrust into this mysterious situation with little knowledge other than that of villagers having disappeared under the threat of an enemy simply referred to as ‘the Artifact’. The gameplay environment is a mix of temple-architecture-meets-underground-cave type setting.
Multiplayer Features There are no current plans for multiplayer functionality with Eli-ExTerra due to time/scope constraints.
Editor There are no plans for custom puzzle/level editor functionality with Trimordial. However, the Unreal Tournament 3 Editor lends itself as a mechanism that can act as a level editor to provide even more puzzles and enemies for Eli to face. It is as simple as ensuring to use the custom .upk packages, add the new puzzle and levels, and publish!
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Single Player Game Overview The single-player experience will be composed of: -
1 2 1 1
Introductory area Subterranean Cave Areas Subterranean Cathedral Area Final Boss Room
It is expected to provide roughly a 10-15minute overall experience, with Players having discovered all abilities and basic elements within the first 3-5 minutes.
Single Player Game Detail Notes There are no ‘time-based’ conditions to complete any stage in Trimordial. This allows Players of all skill levels to remain immersed in the game experience, and allow them time to formulate solutions for the increasing difficulty for obstacles as they progress throughout the game. There is no option for Saving progress at any point throughout the game, however the game does have ‘checkpoints’ periodically placed so that Players are not forced to start from the beginning of the game should they be stopped – and it acts as a minor ‘breather’ or break in the action should they need to relax for a moment.
Story The story opens with the hapless demi-god Eli, up in the clouds and head in his video-games. So engrossed, he doesn’t notice the messenger cherub fly past with an urgent notice for the Earth Goddess herself. The resulting commotion of the Gods does little to deter Eli from his comfortable spot on a cloud, but when the Elders are dismissed and the Goddess calls for him, he immediately stops what he is doing. He learns of a mechanical cube of alien origin that has taken up residence on the peaceful island of Eydis Avalon, a place that pays tribute to the Earth Goddess. It seems communication with the villagers has been lost. Believing within it is the secret to the heavens themselves, the majestic Earth Goddess endows Eli with a fair chunk of her bark, enchanting him with the powers of Earth, Water and Fire and tasks him with uncovering the secret hidden within the ominous cube. Is there more to all of this commotion than they’re telling? Most certainly, but those thoughts are fleeting as the clouds open beneath his feet and Eli plummets to the mortal world below.
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Detailed Walkthrough This is the 4th and final iteration of the overall gameplay map. Below is a detailed walkthrough/synopsis of the gameplay experience intended for the Player.
Gameplay Walkthrough: There are 5 main areas to the Trimordial game. This includes the tutorial room as well as the final Artifact ‘Boss fight’ room. Each obstacle/puzzle/area is indicated by the red number (i.e. the first puzzle or gameplay section is “1.”)
Area Descriptions: 1.
Introduction Area.
Description: This challenge separates the tutorial/intro play area.
The steps to complete this puzzle are as follows: Step 1 – Player goes up right steps Step 2 – Player selects water trigger and jumps up platforms as Water Form Step 3 – Player touches Fire trigger and transforms to Fire Form Step 4 – Villager is now visible at tree, Player shoots Villager with Fireballs Step 5 – Player selects Stone Trigger and crashes through rubble and into first puzzle of game. Area Options: Earth – Player selects earth, can ‘bowl’ pins in left side of room Water – Player can also ‘stun’ villager once villager is revealed Fire – Player can contact tree to ‘burn’ it as well NOTE: Difficulty level for this puzzle is LOW
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Copyright (C) 2000 VFS – All rights reserved 2. ‘See-Saw’ Challenge. Description: This challenge is the first multitasking puzzle the player faces in the game. The beginning of the ‘see-saw’ platform also is the first CHECKPOINT of the game.
The steps to complete the objective are as follows: Step1: Player walks over stone platform in Earth Form to reveal underground tunnel Step2: Player goes to end of tunnel and touches fire to switch to Fire Form Step3: Player runs back and lights torch in fire form Step4: Player Uses stalactite to switch to Earth Form Step5: Player uses side path and throws stone on elevated platform side Step6: Player touches torch and then goes over platform in Fire Form to continue… NOTE: Difficulty level for this puzzle is INTERMEDIATE 3. ‘Statue Challenge’. This area is an early ‘WOW’ factor in that once resolved, a large statue will crash through a temple ceiling and wall, which allows the players to cross a crevasse and advance to the interior phase of the game.
The steps to complete this objective are: Step1: Player moves on to platform and aims for ladder tie-down ropes to lower platforms Step2: Player now goes from platform to platform, burning support ropes to drop ladders until the water
trigger is reached
Step3: Player touches water to switch to water form Step4: Player goes back around corner and jumps up platforms to reach room at top Step5: Player touches Earth trigger to plug streaming water hole Step6: Player selects Fire trigger and heads out of room to throw fire at now dry ropes on statue Step5: Player goes back and jumps down ledges Step6: Player now walks across fallen statue – Epic! NOTE: Difficulty for this puzzle is INTERMEDIATE-HARD 4. ‘Villager/Steam platform Challenge’ This area is first an action sequence where the player must defeat the plethora of Villagers, then must solve the final obstacle between him and the Artifact.
The Steps to complete this objective are: Step1: Players enter room after crossing statue in Fire Form and must defeat the Villagers. Step2: Player must go to earth trigger and switch to earth form Step3: Player goes up ramp, and from platform fires 3 rocks or more into pulley bucket to raise drawbridge Step4: Player crosses bridge and gets to fountain on platform and switches to water form Step5: Player returns to roaring fire pit and falls in to turn off fire providing platform access Step6: Player returns to fire trigger and switches to fire form Step7: Player stands on platform and fires into fire pit to raise platform, on to the Final Battle! 5. ‘The Artifact – Final Boss Fight’ This is the final room where the Player takes on the Artifact.
The battle plays out as follows:
Step1: Player enters as Fire form, and a small cinematic plays showing the Artifact. Gameplay begins with the Artifact searching for the player. Step2: When Player first encounters Artifact, It is vulnerable to shorting and tries to retreat to center to switch forms to counter Player form Step3: Player has all 3 forms available in the corners of the maze-like room to use. The Player must switch between them as the Artifact adapts to the forms used. The Player attempts over a series of attempts to strike the Artifact until it has reached 70% health remaining. Step4: Once the Player has damaged the Artifact to 29% or less health, the Artifact retreats to center and does not pursue the player to the extreme corners but continues to fight
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Copyright (C) 2000 VFS – All rights reserved Step 5: Player moves in for the ‘coupe-de-gras” and takes out the Artifact once the health has reached 0. NOTE: Villagers are also in the room. However the harmonic device controlling all villagers in the game is in one of the corners. Player takes this device out in water form, all Villagers in game are immobilized. Difficulty for this final showdown is HARD.
Summary: That concludes a detailed walkthrough of the game. In total, there are 4 different environmental obstacle areas and 1 tutorial area that test the Player showing the different gameplay physics the Unreal 3 Engine can provide. To make sure areas for CHECKPOINTS and elemental triggers are clear to the player, particles will be used around each element that is active. Also, there will be interactive environmental objects to increase the immersion (i.e. vines that are flammable if one passes to close to them while in fire form). The overall play time if one was to play the game completely from start to finish will likely be around 10-15 minutes. However, the complete experience of all forms can actually be played even in the tutorial room at the beginning of the game, allowing the fun to be immediately discovered and displayed – some may spend quite some time just playing at the start for fun!
Beat Chart The Gameplay ‘Beat Chart’ indicates the progression of excitement, the level of discovery, and time invested per area as the game progresses. See the ‘Beat Chart Key’ below for detailed description of each metric.
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Copyright (C) 2000 VFS – All rights reserved Beat Chart Key: Defined by Area listed in the game and rated from 0-5, with 0 being lowest and 5 being the highest: -
Learning Curve = Indicates level of learning required for Players to master Eli’s abilities. As they progress they have less to learn about Eli’s 3 forms, but more fun utilizing them! Excitement Level = Shows level of excitement intended in the gameplay experience as Players progress throughout the game. Time = Amount of time the Player will spend on learning to interact with their environment/puzzles as the game progresses. This line indicates the game is designed to be more in resolving and discovery of the game and characters powers early on, while more action and less discovery is required when the end-game is reached.
Duration of Gameplay The total gameplay is expected to run between 10-15 minutes, excluding extra-curricular time one might spend having fun in the ‘tutorial’ area at the beginning of the game.
Victory Conditions Victory in Trimordial is measured once the Player has reached the inner sanctum ‘end-game’ and defeated the Artifact. The victory conditions are met by having solved the challenging environmental puzzles and fended off the mind-controlled villagers to reach the end-game. If the Player can master the use Eli’s elemental powers and defeat the Artifact, he will save the island and deliver it from the darkness that had befallen it. The fate of the heavens will rest in his hands as the truth behind the Elder Gods is revealed.
Camera Overview Trimordial is an Action/Adventure game that requires the Player to interact with their environment in addition to possible threats to combat. For this reason, the Unreal Tournament 3 engine default ‘1st Person’ camera is not optimum for the gameplay. The camera perspective chosen for the game is 3rd Person, which should allow players to also remain more immersed in the experience.
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Camera Perspective
The 3rd Person camera perspective will center behind Eli, over the shoulder, roughly 3 body lengths back and 2 body lengths up from top of head to give the maximum view of the immediate surroundings as well as easy interaction with the environment.
Camera Adaptation
The camera perspective will change slightly to an almost ‘first person’ perspective if the Player backs the Eli into a wall to ensure no obstructions will distort the Player’s ‘line of sight’ in the game. This also ensures the Player will know when they have reached a game boundary limit when backing up.
The Game World Overview The game world consists of one location in an underground crevasse. The first area the Player will encounter is a subterranean cave area with manmade structures carved into the environment. The second consists of a buried underground temple. The introductory environment provides a short refuge where the character’s abilities can be first explored after which they then bust through a wall and begin their challenge.
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A large, ancient temple to explore This subterranean temple has been buried away for hundreds of years. It has been worn away and well-used. All this will be conveyed through the player in the environmental art.
The environment is interactive The best part of your environment is that it is actually your weapon. Players need to use the environment to change forms and access the mechanics that need at that particular time. Therefore, our environment is not simply eye-candy, but is an integral part of the game.
Environmental Challenges The game takes place in an subterranean cavern and temple. There is a blend of natural and mechanical obstacles placed before Eli that the Artifact has planned for defenses. The natural obstacles can range from a cave wall that must be crashed through in Earth form, while carefully constructed obstacles that Eli contends with includes burning platforms, falling ladders, and even harmonic devices.
The World Layout Overview The gameplay world of Trimordial takes place on a mythical island inside a huge, sacred subterranean cavern and underground temple. For a full World Layout Map, please see: the ‘Detailed Walkthrough’ section of this document.
The Physical World Overview The Artifact has taken refuge in a buried temple in an ancient and treacherous underground crevasse in which exist the remains of an ancient civilization. The physical world will be designed to display this.
Key Locations The key locations in the game are transitional in nature:
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The first location that is key is the ‘breakthrough’ wall that separates the introduction/tutorial area from the cave-like first adventure phase area of the game. The second area that is key is the first checkpoint at the beginning of the first ‘multi-task’ puzzle, the ‘see-saw’ platform. The third location is the Statue puzzle area. After the puzzle is solved a mini ‘epic’ transition is awarded to the Player as the great Statue falls and crashes through the front of the Temple area which then opens up the next phase of the game – the interior temple phase. The fourth key point is the first ‘Villager/Steam Platform room’. This is the first chance for players to see heavy confrontation with the mind controlled villagers. This also provides a change of pace and opportunity to use the powers combatively. The last key point is the End-Game itself. This allows the player to finally see the Artifact and reach the story/game climax by confronting it in battle.
NOTE: All Key areas have a checkpoint nearby as to ensure Players will not be frustrated by having to do prior completed areas repeatedly.
Travel The Player moves Eli throughout the world by guiding his direction and momentum using traditional directional keys. Elemental forms do however play a part in the ease of movement (i.e. Fire form is chaotic and difficult to control, whereas Water form is subtle and is much easy to control) The Player moves throughout the environment beginning from a tutorial type introduction area, them travelling through a subterranean cave-like area, and finally ending in a temple/inner sanctum location.
Scale The concept of the game is to have the Player guide a hapless, yearning -to-prove-himself hero through a ‘larger than life’ environment. The character scale will be roughly 2/3 size of normal human ratio, but the interactive environment will be roughly a scale 1/3 larger than normal. This is to create that illusion of the mythical/godlike scene the story takes place.
Objects There will be heavy use of standard Unreal Tournament 3 package objects, mainly temple and rock-wall based throughout the game. Many objects will also have particles to distinguish them as interactive (such as burning vines, moss on walls, etc.), and there will also be some use of custom objects created for the game immersion and puzzle obstacles (i.e. the wet or burning ropes). For a detailed list of Objects, please refer to the ‘Objects Appendix’ or the Art and Media Bible and Object List documents.
Weather The gameplay takes place in the subterranean caverns on an island and later in a subterranean temple, so the location is sheltered from natural weather conditions. However the environment is damp and misty to create a true immersive underground feel.
Day and Night With the game underground, there is only hints that tell the game takes place in the daytime. The environment is very dark; however at some points skylight pierces through and shines at specific areas almost like a spotlight. This indicates to the Player outside the dark, bleak, dank environment that outside a beautiful day may be present.
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Time There are no ‘time-based’ conditions to complete any stage in Trimordial. We feel this will allow Players of all skill levels to remain immersed in the game experience, and allow them time to formulate solutions for the increasing difficulty for obstacles as they progress throughout the game.
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Game Characters Overview Trimordial has one main character that the player controls, and faces two NPC characters that act as the enemies/antagonists.
The Hero: Eli, the hapless demi-god, is the main character. He is not your prototypical God or Mythical deity. He resembles very much a normal non-imposing figure that is easily humbled.
Eli will move in a semi-relaxed stride when not assuming full speed in any form. Players should identify this with the relaxed nature of the character.
NPC Characters In Trimordial, we now have two NPC type characters that serve as antagonists. The ‘Artifact’ (main boss), and the mind controlled ‘villagers’. Due to project scope and scale, the sub-boss ‘Sisters’ were cut from the game.
Enemies and Monsters Main Boss
The Artifact
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Overview: The ‘Artifact’ is the Main Antagonist for Eli. He has the ability to adapt to each of the main characters abilities and counters them effectively with his own abilities.
The Artifacts Counter Attacks:
Earth Form Counter: The Earth form counter that the Artifact utilizes is what appears to be a mounted ‘drill’ mechanism used to pierce through and shatter Eli’s Earth form. Detailed range/damage information can be found in the Technical Design Document.
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Fire Counter: The Fire form counter that the artifact uses is a projectile based attack which utilizes liquid nitrogen nozzle that damages the fire form if it is excessively hit by it. Detailed range/damage information can be found in the Technical Design Document.
Water Counter: The Water counter that the Artifact uses is a projectile based magma gun mechanism that damages the water form if it is excessively hit by it. Detailed range/damage information can be found in the Technical Design Document. The Artifact uses these abilities as its main form of weapon when attacking Eli.
Sub Bosses The Villagers:
Overview: The villagers’ minds are controlled by the Artifact and will attack the player on site.
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- Villagers attack the player by vomiting green acid on him the blobs of acid will stick to the players body and explode after a short amount of time causing damage to the player. - Villagers can be damaged by thrown stones, fireballs, and when the Player stuns them in water mode. Detailed range/damage information can be found in the Technical Design Document.
The ‘Sister’ spheres:
Due to time and scope/scale constraints for the project, The Sister Spheres have been officially cut; with the harmonic control aspect they once had now shifting to the mind-controlled ‘villagers’.
Weapons Overview As noted in the Gameplay and Feature sections, Trimordial relies on elemental form abilities – not weapons. Although alternate abilities of each form (ie fireballs in fire mode) can be used aggressively, it is not a distinctive ‘weapon’.
User Interface - Controls Overview Trimordial will utilize a simple control scheme based on the standard functionality also used supported with Unreal 3. The two main controllers are keyboard and mouse, with possible Xbox 360 and Sony controller functionality (time permitting).
Control Scheme:
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PC: Basic Gameplay User Controls: Keyboard
Mouse
A W S D SPACE LSHIFT R/CLK L/CLK
Move Left Move Forward Move Back Move Right Jump Select Ability Right look Left Look
Basic FE Global User Controls: Keyboard
Mouse
ArrowUp ArrowDOWN ArrowRIGHT ArrowLEFT ENTER LSHIFT R/CLK
Move Left Move Forward Move Back Move Right Select Select Ability Select
Xbox/ PS3 (If Applicable)
Console Xbox 360 PS3 6 Axis
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Move L/Stick L/Stick
Jump A X
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Game Interface - Menus Screen Flow Diagrams Overview Trimordial will use a very simplified Front End Menu. It will have 3 main options: Play, Controls, Credits, and an exit function.
User Friendly Interface The Interface will incorporate the look and feel of the gameplay atmosphere, as well as transparency to show actual in-game graphics behind static art to give users an immersive experience at launch.
User Interface Detail #2 All in game screen buttons will be animated on mouse-over and selection states for added depth and functionality. In addition, FE Music and Audio SFX will also be added for added immersion.
HUD/On Screen Displays In Trimordial, the in-game HUD will be very limited so as not to distract the players from gameplay immersion. It will include a small indicator noting the form currently in. Currently, only the Artifact Health bar is visible in the lower left corner of the screen
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Copyright (C) 2000 VFS – All rights reserved There will also be a small cursor image for each of the elemental forms that will appear when the Player is looking directly at a useable resource to switch forms.
Musical Scores and Sound Effects Overview The overall ambience that Trimordial will extend to the user in gameplay will be a combination of overture tones mixed with impact techno beats. Think along the lines of ‘Amadeus’ meets ’12 Monkeys’.
Musical Score To compliment the size of Trimordial demo game, we will have a musical score for regular gameplay, and a separate one for the final boss battle. Both compilations will be custom design. For complete details, please see the Audio Design Document.
SoundFX Design Trimordial will have several custom sounds for the ‘Eli’ and ‘Artifact’ forms. We will also have a list of custom sfx and foley provided by audio collaboration for in-game atmosphere. For full details, please see the Audio Design Document.
Extra Miscellaneous Stuff Overview Wishful thinking ideas: 1. 2.
Porting game to Xbox, PS3 Trimordial Add-Ons: o Post-release add-on map expansion. o Post-release multiplayer functionality – play as the ‘Artifact’, or ‘Villager’ in addition to Eli.
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Appendices “Competitive Analysis” Appendix Title Elemental
What they have • • • •
Utilizes the flash engine. Isometric perspective. Four different elemental states. Puzzle-based game play.
What makes Trimordial different • • • • • •
Kameo: Elements of Power
• • • • • •
Tomb Raider: Legend
• • • • • •
Third-person perspective. Can transform into 10 different creatures on the fly. Action and puzzle-based game play. Vast environment to explore. Next-gen graphics. Intuitive control scheme.
• • •
Third-person perspective. Action-based game play. Game play takes place in several exotic locations all over the world. Multiple abilities. A popular, mascot character. Mostly basic switch puzzles.
•
•
• • • • •
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Utilizes the Next-Gen UT3 engine. Third-person perspective. Three different elemental states. Multiple mechanics for each state. A combination of puzzle and action-based game play. A more in-depth audio treatment. Third-person perspective. Elemental-based abilities. Can only transform into different elements by absorbing properties of those elements from the environment. Kameo is the main inspiration for this game, so if we can do something anywhere close to what Kameo did we would be happy. A unique mascot character. More complex, environment-based puzzles. Elemental-based abilities. Transform into different elemental forms using the surroundings. Unique action element involving the spheres. No guns!
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“Game Interface – Menus” Appendix Overview Trimordial will use a simplified FE flow, with only 3 options available to the player: Play, Credits, and Exit. The art will remain consistent with the subterranean/temple feel, but will remain on the outside fringes of the screen while remaining transparent
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Main Menu Screen: The Main Menu Screen will cover roughly ¼ of the screen surface, all along outside edges. This will allow a transparent middle section of the screen the will provide an actual ‘window’ directly displaying gameplay.
Trimordial: FE Main Menu Screen l Title ordia im r T
PLAY
CONTROLS ce terfa FE In will not es choic ered by ord be b , but just e shap mic text dyna ouse m with s ed, pres over, regular d n a s state
FE Main menu Art will contain a rotating graphic that shows an interior and exterior game environment screen, as well as an image of Eli in the top rigth corner.
CREDITS
Controls Screen: The Control Screen will be designed similar to the Main Menu Screen with the exception that the middle will now be translucent and show an image of the keyboard and mouse control scheme detailed in this same document under “Controls”
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Credits Screen: The Credits Screen will share the same design as the Control Screen and will display the Development Team, VFS, Collaborator, and special thanks groups.
The Gameplay HUD: The gameplay HUD will be very simple in nature. Only a target reticule is used to indicate objects that are Element Triggers is currently planned. If time and scope/scale permits – an additional feature may be a mini-map feature for the top-left corner. The basis to use such a small HUD is to ensure the Player is always in the immersion of the gameplay, and not distracted.
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The Pause Menu: The Pause Menu will only allow Players to stop the action, or quit the game and be returned back to the Front End Main Menu.
“Objects” Appendix Overview Most of the objects found in the environment for Trimordial will be acquired from the Unreal Tournament package library. However, several interactive objects (i.e. flammable ropes, custom character models) will be also included. For a complete environment description/overview, and list of custom objects both for art and sound, please refer to the Art and Media Bible, and Audio Design Document.
“Story” Appendix Overview The story describes the adventure slated to a hapless demi-god, Eli, who is aloof and a fairly unmotivated sort. So engrossed in his daily mundane routines, he doesn’t notice the messenger cherub fly past with an urgent notice for the Earth Goddess herself. The resulting commotion of the Gods does little to deter Eli from his comfortable spot on a cloud, but when the Elders are dismissed and the Goddess calls for him, he immediately stops what he is doing. He learns of a threat of alien origin that has taken up residence on the peaceful island of Eydis Avalon, a place that pays tribute to the Earth Goddess. It seems communication with the villagers has been lost. Believing within it is the secret to the heavens themselves, the majestic Earth
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Copyright (C) 2000 VFS – All rights reserved Goddess endows Eli with a fair chunk of her bark, enchanting him with the powers of Earth, Water and Fire and tasks him with uncovering the secret hidden within the ominous ‘Artifact’. Is there more to all of this commotion than they’re telling? Most certainly, but those thoughts are fleeting as the clouds open beneath his feet and Eli plummets to the mortal world below.
“Technical Specs Appendix” Only High level descriptions of the technology used for Trimordial can be found here. For complete details on engine and art direction, please refer to the Technical Design Document and Art/Media Bible.
Rendering System .
Overview We will be utilizing a 3d rendered state to create a strong immersive environment experience for the players throughout the entire game. Please see the Technical Design Document for further details.
2D/3D Rendering To accommodate a more surreal game experience, we will go with the Unreal Tournament 3 Engines and its use of the AGEIS rendering acceleration.
Game Engine Overview Trimordial will utilize the Unreal Tournament 3 engine for its core game engine. This engine provides a very comprehensive physics mechanic, a strong matinee mechanic (vis Kismet), and has proven code friendly which allow us more options with less risk to our ultimate vision of the game. For complete game engine details and methods please see the Technical Design Document.
Collision Detection The UT3 engine uses a variety of collision detection mechanisms that lend well to our game concepts such as volume and trigger based options. Please refer to the Technical Design Document for more in-depth details.
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Lighting Models Overview We will be going with a very dark and foreboding lighting scheme throughout the Trimordial game. Lots of dark/purples mixed with green for cavernous effects, and more amber/gold palates for enclosed rooms. For complete details on lighting and shading please refer to the Art/Media Guide.
Special Lighting Effects We will be utilizing spotlight type techniques to enhance subterranean feel but provide light for key suspense areas. In addition, many rooms will use torchlight shadowing to increase suspense effect.
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