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Game Design Document
April 13
2008 Game Design Document for the Action Adventure RPG Game ‐ DeathWish 1931.
Viral Light Interactive © 2008
TABLE OF CONTENTS
CONTENTS 1.0 Story and Overview ................................................................................................... 4
1.1 Introduction: ....................................................................................................... 4 1.1.1 General Overview ........................................................................................... 4 1.1.2 Basic Game Details ......................................................................................... 4
1.2 Plot Points: ............................................................................................................ 4 1.3 Environments ......................................................................................................... 6
1.3.1 Descriptions .................................................................................................... 6 1.3.2 Concept Art ..................................................................................................... 9
1.4 Non-interactive sequences .................................................................................... 9 1.4.1 Descriptions .................................................................................................... 9 1.4.2 Storyboard ..................................................................................................... 11
2.0 Characters ............................................................................................................... 12 2.1 Playable Character .............................................................................................. 12
2.1.1 Base Description ........................................................................................... 12 2.1.2 Visual/Concept Depiction .............................................................................. 12 2.1.3 Development ................................................................................................. 13 2.1.4 Abilities .......................................................................................................... 13
2.2 NPCs ................................................................................................................... 14 2.2.1 Ally NPC Details ............................................................................................ 14 2.2.2 Neutral NPC Details ...................................................................................... 15 2.2.3 Enemy NPC Details ...................................................................................... 18
3.0 Inventory ................................................................................................................. 20 3.1 Combat-oriented items ........................................................................................ 20 3.2 Key event items ................................................................................................... 21 3.3 Support-oriented items ........................................................................................ 22
4.0 Gameplay ................................................................................................................ 22 4.1 Gameplay Basics ................................................................................................. 22 4.2 Gameplay Elements ............................................................................................ 23 4.3 Artificial Intelligence ............................................................................................. 24 4.4 Pacing .................................................................................................................. 25
5.0 Miscellaneous Points of Interest .............................................................................. 25
5.1 Prototype Details ................................................................................................. 25 5.2 Rewards and Easter Eggs ................................................................................... 25 5.3 Marketing/Package Art ........................................................................................ 26
6.0 Gameplay ................................................................................................................ 26 6.1 Level Descriptions ............................................................................................... 26 6.2 Level Maps .......................................................................................................... 28 7.1 Front End Flowchart ............................................................................................ 29 7.3 Game Controller Diagram .................................................................................... 31
----------------------------------------------------
1.0 Story and Overview --------------------------------------------
1.1 Introduction: 1.1.1 General Overview Deathwish 1931 takes the gamer back to the "good old days" of 1931, a time when mob rule was law and power upheld itself through the barrel of a gun. Our character, Vincent Tonilly, is an Italian office worker that accidently stumbles upon his employer's shady dealings. Fearing the worst, the executives decide to dispose of poor Vincent... he is left for dead, bloody and battered in the city outskirts. Barely clinging to life, he swears revenge under his breath.
1.1.2 Basic Game Details Genre Deathwish 1931 is best classified under "Action/Puzzle."
Platform, Minimum Specs Deathwish 1931 is set to run on Windows XP/Vista Operating Systems. Minimum Specs:
• Windows XP/Vista • 1.2 GHz Intel based processor • 256 MB of RAM • DirectX 10.1337f or better • Nvidea GF4 MX440 or better
Target Demographic Our target audience is between the range of ages 18‐32, in the North American and European regions. Besides gamers who enjoy action and puzzle based games, we aim to hook those who regularly engage in story and plot‐driven devices (RPG fanatics, for example).
Perspective The game is played primarily from a 1st person perspective. The option of 3rd‐person is enabled. 1.2 Plot Points:
Betrayal In a barren field, we see Vincent Tonilly (our game persona) as he is dragged, beaten and shot in cold blood. The unseen assailants retreat the scene, leaving Vincent to die a slow, painful death. He reflects on his betrayal, and manages the strength to pull himself together. Weak and on the verge of death, Vincent
forces onwards, eager to find some help. Recollection
Having helped the farmer and regained his strength, Vincent starts replaying the events of his past, everything leading to his downfall. In a played‐out flashback, we see as he stumbles across the dirty dealings of his employer, Dante. Before he can so much as blink, he is hit from behind and knocked out cold. The next thing he remembers is waking up in a pool of blood and his oath of revenge.
Home No More When Vincent finally ditches the countryside and makes his way to the city, he finds he no longer has a place to live... the house that used belong to him has been taken over by some pretentious aristocrats. And worst yet, Vincent's family has vanished without a trace. Furious, he makes a small scene... only to regain his composure once he realizes how safe he is as a "dead man". If Dante knew he was alive, he would've already crushed Vincent like an ant. Without a home, family or penny to his name, Vincent sets off to create a life of vengeance. New Life After making a few underground connections, Vincent has been able to swing himself a new identity. This new persona (named accordingly by the player) signifies the path of revenge that Vincent must undertake... under this alias, he can finally work his way up in the world of crime, and bloody his hands in the process. An Old Fiend Following a sabotage gone awry, a minor wound lands Vincent in the hospital . Unfortunately, his real identity is readily identified by a fellow doctor. Namely, an associate of Dante... Dr. Lawrence Mirch, the one who just so happened to arrange the hit on Vincent's person. He rushes to a private ward, grabs a phone and spins two numbers before he stops cold... he hangs up the receiver. The grand realization is, if Dante was told about the botched murder, it'd be Mirch's ass on the line. Dante is, after all, a very unforgiving person. The only thing the doctor can do himself now is quietly dispose of the patient on his own. Medical Mistake Dr. Lawrence Mirch fails in his efforts, and is effortlessly killed by Vincent in his home. News of the doctor's death spreads like wildfire, which (unsurprisingly) reaches Dante's ears. Taking the matter personally, but knowing not the target nor the reason, he dispatches his goons to tackle the darkest depths of the city. Within time, the entire underground and its minions are under assault. Borrowing some eggs
After a number of goon encounters in the back corners of the city, Vincent muscles his manpower and (finally) breaks into Dante's estate... completely massacring everybody there. Unfortunately, there's absolutely no sign of Dante anywhere. Depending on how you progressed during the game, Vincent may or may not find out the whereabouts of his missing family, according to a stashed away memo of Dantes.
Burial at Sea From the estate, Vincent figures that Dante must have escaped on his private yacht. In a climactic battle to the death, Vincent finally succeeds and kills his nemesis. He Weighs the body down and throws it overboard, watching as it sinks out of sight. Ending Circumstances
Depending on the circumstances, Vincent will either blow up with a bomb that Dante set on the ship (last ditch effort), or he'll leave alive and skip town, as he heads off to retrieve his family from a distant relative.
1.3 Environments 1.3.1 Descriptions Fields Time of day: Late‐afternoon – evening Description:
The fields you start out in act like an endless desert, stretching out far beyond your field of view. Much of the field is deserted and consists of general waste, such as weeds, mud, stones and holes. The crops that remain have either gone bad or become bug‐infested, leaving no source of nourishment. Nonetheless, this needless growth swallows your waistline as You slowly trudge your way around. A few trees remain, slightly twisted out of shape due to improper growth... the branches hang over awkwardly, nestling and intertwining in an uncomfortable manner. Splitting the endless field is a desolate dirt road, of which you have not heard or seen a vehicle ever since you were last deserted. On the field across the road, you faintly spot a small red house and wooden barn, with what looks like smoke emitting from the chimney. Above, night is closing in and clouds are gathering, amounting to what looks like a late night storm.
The Farm Time of day: Night time – moon light
You see a lit farm house with a light in the distance. Between you and the house is a field with a driveway. Surrounding what seems to be a farm are small patches of trees, with a field of wheat behind the house. Above you there is a star filled sky with some cloud cover. In the field are wild chickens, and you hear various animals clucking, mooing, scratching and snorting. With time (as you grow closer), the clouds grow thicker and it begins to rain. By the barn is a small wooden shed. The door on the front is unwieldy, showing signs of age and barely held in place by its rusted padlock. Though worn and torn, the structure of the shed itself is solid. By the house, there are many branching fences, used to house the various animals. Between the fences are small pathways to navigate through, just large enough for a small group of people to pass by. The gates themselves are wooden, though certain areas are re‐inforced with additional material (wire, steel posts, etc).
The City The city itself is quite large, comparable somewhat to an actual city. It has many different stores, landmarks and attractions, including candy stores, post offices, parks, arcades... of course, many of these locations serve as decor, as you can't actively enter every single place you visit. It would be impossible to highlight the entirety of the city in this version of the document, so this portion only signifies the most crucial of points and areas: First and foremost, the city is more or less divided by the wealthy and poverty‐ stricken, by a margin of 20% to 80%. Key points of land belonging to the wealthy are the central‐east portions of town (Market District), south‐western portion (Port and Luxury district) and northern most point of town (Scenic District). Everywhere else falls into the category of middle‐class or lower... the crummiest portion being the district behind (east of) the Market District. This is the commonly dubbed "Beggar's District", the place where you'll make most of your underground connections.
Breaking down the city zones briefly:
Market District:
Most of the attractions you'll come across are here, and while it's hardly the ritziest part of town, it has its fair share of eye candy. Usually crowded with upper class citizens, you'll encounter various line‐ups and occupied benches. Police will shoo away the beggars, often forcing them back into the Beggar District. Streets are relatively clean and flashy, with stores hanging obnoxiously large signs and display posters to catch their customer's eye. It is (more or less) based on your typical 1930 American town, with perhaps a little more visual pizazz than you would normally see during that era. Almost any American town serves as reference, but be mindful of the little details: telephone poles, street lights, speakers, exhibit windows, rotating signs, gas pumps, tire marks... anything that makes the district come alive.
Port and Luxury District: Though a very important part of the city, only a small portion of it is accessible to your character. The luxury portion of the town is characterized by fat lots of land with fancy gates and huge elaborate mansions, excessive by even today's standards. Think of a town filled with unnecessary flashy luxuries... private fountains, private golf ranges, multiple pools, decorative bushes, excessively sized parking garages... and lump them together in a big fat sum. Further down the stretch of fat cat property lanes is the waterfront/port, where many of the moneymakers sail their private yachts and other various water boats. This district is significant as it encompasses both Dante's Estate and his yacht, both crucial areas in the story (See Plot Points 1.2).
Scenic District:
The Scenic District is mentioned, but rarely seen. It's prime significance is that it houses the hospital, a key location that Vincent may visit. The Scenic District, in a nutshell, is characterized by sweeping hills and rich vegetation, parks with small ponds and massive public golf ranges.
Beggar's District:
Take what you've seen for the Market District and turn it on its ear... as if it was hit by a disastrous hurricane or earthquake. Broken and looted buildings, wrecked architecture, dirty
umD
nkempt streemuch dictate aepression.
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The Hospital
Thandewrewsmfo
he hospital shnd all the necepartment, p
with visitors anegular hospitawhere Vincentmall TV situatootstool, amo
hould represecessities a hospatient roomsnd non‐termial operationst ends up. Patted on a tableong other me
ent the look aspital should s, supply roomnal patients, . The third flotient rooms ae, window witdical tools an
and style of thhave, within m, receiption while the secoor should beare plain whitth closed whind items of th
he era. It is mreason (waitarea, etc). Thcond floor dee dedicated toe and decoraite curtains, mhe level design
moderately sizing room, mohe first floor dals with surgeo sick patientated with a bamedium‐sizedner/concept a
zed, with 3 floorgue, surgerydeals primarilery, checkupss, and will beasic hospital bd trashcan anartist's desire
oors y ly s and e bed, d a e.
Lawrencee Mirch's Homme Estate
Thecruennococip
he layout is uccentricity (ougs, stained gnds, we wantot trap himseontains a basircle, with largremises).
up to the leveff‐color, drabglass windowst the doctor telf like a rat. Te and upper fge bushes ob
l designer's db paintings, sts, etc). The lao be able to fThe house shofloor, no basebstructing the
discretion, buttrangely shapyout does (shflee freely thrould be quiteements. The b sides (as to n
t it overall shed architectuhould not) sugrough his houe large in termbackyard shonot provide im
ould invoke aure, spiraling ggest the posuse when he ims of width/buld be roundmmediate esc
a sense of banisters, pussibility of deais attacked... readth, but oed like a half cape from the
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han Lawrence hedge maze what was pope, grandiose oms and gues
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% larger horizcreage). Unlimes, includindoor pools, trssive library, g
zontally, and ke Dr. Lawreng a huge closrophy rooms, grandfather c
it contains 3 nce, Dante haset of clothes,small theatreclocks, etc.
floors and a las a fashion s, long hallwaye room, mult
large ense ys iple
ThthrucoB
he trophy roohe top floor, augs, deer manomplete withehind the boo
om is Dante'safter you grabntles, a displah a tall, royaltyokshelf is a se
favorite roomb the key off ay table with cy‐inspired threcret passage
m, and the laof one of his critter skeletorone (with jewe, where Dant
st room you'lgoons. It's poons and a largwel engravingte appears to
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t. It's situatedplete with beaoak desk, bric padding)ed.
d on ar
.
Dante's YYacht It should vvery closely replicate the RR.N.R Shamroock V:
You'll end up finding (and fighting) Dante in the Master Cabin (or its equivalent).
1.3.2 Concept Art Farm Replication
1.4 Non-interactive sequences 1.4.1 Descriptions Betrayal ‐ Opening Sequence
The scene pans to the open field described in 1.3 Environments ‐ Fields. Vincent enters the Scene south from our perspective, entering from and away from the camera. We spy a red blindfold over his eyes... the scene changes to a side view of his feet, following him as he paces away... much of this view is hidden by the undesirable vegetation growth, but it should indicate a sense of him moving. The camera pans suddenly to the front of his feet, and slowly pans upwards, revealing his face... we see a group of men in the far distance, but cannot clearly distinguish their faces. The scene then changes to the perspective of one of the men... we see him draw a weapon and point it in Vincent's general direction. We hear murmurs, the screen flashes black and we hear the inevitable gunshot sound. Cue the Flashback sequence.
Flashback Sequence
Note: This is played out from the 1st‐person gameplay perspective. You do not have control over your player at this given time.
Cuts in during the sequence where Vincent makes his way to Dante's office. As Vincent enters the area just outside the office, we see the black silouette of two figures through the glass of the door. We hear Dante's voice, he appears to be arguing with somebody about 'due payment'. Just then, we see Dante walk over to his desk, retrieve a pistol and shoots the patron in the kneecap. The guest shrieks in pain, and Dante mentions something about a ride. Vincent, sensing the danger, turns to flee... just in time to encounter a patiently waiting goon. He knocks Vincent unconscious... the screen fades to black, once again. It re‐opens in the field, with Vincent lying in a pool of his blood... the player takes control of Vincent from this point onwards (cue 1.3.1 Plot Points, Fields).
Lost Home Sequence
Vincent arrives home and finds his home overtaken by an obnoxious rich couple. When he confronts them, they order him to vacate their property. Vincent engages in a heated argument until the couple threatens to call the police... a situation Vincent cannot chance, as he stands a better chance against Dante with a lost identity (see 1.2 Plot Points, Home No More). He wanders off without a word, wondering just what he should do next... he decides on the need for a new alias, something to mark his newfound life of vengeance.
Encountering Dr. Lawrence
We catch a glimpse of the camera as it travels down the halls of the hospital, tailing the tall doctor from behind. The gap closes, and he reaches the end of the 3rd floor hall where Vincent's room is. We hear a horrified sound as he peers through the door window and spots Vincent... a flashback occurs to the Betrayal sequence, showing that Dr. Lawrence was the one who fired upon Vincent. Cut to a private room, which Dr. Lawrence bursts through in a panic. He grabs the phone, but hangs up the receiver before finishing. Reflecting on the situation, he realizes he is most likely to be killed for botching the job (see 1.2 Plot Points, An Old Fiend). He decides to take care of it himself, as the screen fades to black.
Dante's Reaction A brief scene in which we catch Dante infuriated over his fellow doctor's death (see 1.2 Plot Points, Medical Mistake and 6.1 Level Descriptions, Lawrence Mirch's Estate for details). After a minute of ranting, he calmly sits and lights up a cigarette. Blowing a puff of smoke, he mentions there's no place for an urchin to hide besides the shadows... the scene fades to black.
Dante's Escape
Having invaded Dante's estate and made your way to his trophy room (6.1 Level Descriptions, Dante's Estate), the cut scene kicks in. From a first‐person perspective, Vincent stands in front of the door. You'll hear sounds of shuffling as he opens it, and a final clatter as it opens. The room is bare, and all sound (and music) fades to nothing.
Ending Sequence #1 ‐ Bad End
After defeating Dante, the camera pans to the outside of the yacht... the camera spots a large bundle of TNT strapped against the back end. The fuse gives, the camera pans out and everything on the yacht is blown to smithereens, Vincent included. The screen fades to black amongst the wreckage, and the credits start to roll.
Ending Sequence #2 ‐ Good End
This sequence follows the bad end exactly (minus the credits), but then pans to the port and hows Vincent standing there. The camera pans to his face, then shortly to his back as he looks onwards towards the wreckage. He puts a hand in his pocket and retrieves something. The camera focuses in, showing a picture of him and his family. Having not completely lost himself in his motive for revenge, he walks away... the camera fades to black. The camera pans to a distance shot of a dirt road, where we see someone driving. Zooming in, we see it to be Vincent. The camera circles to his back and suddenly stops dead, as we see him drive away in the distance. Panning left, we see a sign pointing to Arizona, the place where his family was revealed to be staying (see 1.2 Plot Points, Borrowing some eggs). The screen finally fades to black after a long pause, and the credits roll.
1.4.2 Storyboard
Two Excerpts from the starting cinematics of the game. Showing the fall of the player’s character and giving background to the players motives.
-------------------------
2.1 Pla2.1.1 Ba
PersonaliBefore heindividualpeople’s bto make amindset wworld arodiscretion 2.1.2 Vi
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Characte----------------------
-----------ers -----------------
Vincen Age: NationBloodEye CoHeighWeighLikes:Dislike
nt Tonilly (M
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was best descession. Neithwas more or ed, broken anexplosive andight. Vincent'
cribed as a leher the kind toless a family
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and optimisticse in other ss was just a pfamily, Vincencynical view ond, are left to
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2.1.3 Development Though Vincent doesn't grow the way an RPG character would, he is able to scrounge, develop and combine resources from his surroundings, thus increasing his overall chances of survival. A bottle, fuel and rag aren't so useful on their own, but they make a potent projectile in the form of a Molotov cocktail... even an abandoned shotgun with a single shot can make the difference between life and death. See Support Items (Entry 3.3) for more information and examples.
2.1.4 Abilities Vincent can also learn a few moves to ensure his survival, the majority of which require either cold‐hard cash or a few odd jobs...
Note‐ That abilities are selected in the same nature as items using the HUD screen NERVE PINCH ‐ When approaching a foe from behind, Vincent can subdue a foe by applying pressure to specific portions of the body. DISARM MANEUVER ‐ When in close confrontation with an armed opponent, use this ability to counter your foe and steal his/her weapon in the process.
STOMACH TURNER ‐ Vincent turns to his side and thrusts his foot out straight out, socking his foe in the stomach. This is good as a stunning move as well as crowd control, as any surrounding opponents will be pushed back from the force of the kick.
2.2 NPCs (Note that NPCs do not hhave a mannerr of developmeent or self‐imprrovement ‐ theeir attributes aare set in stonee).
2.2.1 Allly NPC Deetails
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Offensivee Behavior: e farmer be aShould th assaulted, this is what the assailing partty can expectt:
‐‐‐‐‐‐‐‐‐‐‐‐‐Melee (Cl‐‐‐‐‐‐‐‐‐‐‐‐‐HaymakeA close‐enon their acompletedifficult tofarmer is giving you Approxima Punch comA series opunch to player wilor be able Approxima12% of hea
2.2.2 Ne
‐‐‐ ose Engagem‐‐‐ r: ncounter attass, or (worst ly. It has a sligo dodge or blslightly vulneu time to cou
ate damage: 20
mbo: of forward jabthe stomach.ll want to be e to block/avo
ate damage: alth (3 hits:
eutral NPC
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ack that sendscase scenarioght windup, bock once exeerable after itnterattack.
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2%, 2%, 8%)
C Details
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alth.
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‐‐‐‐‐‐‐‐‐‐Ranged‐‐‐‐‐‐‐‐‐‐.357 MHe'll puspread cover! Jenoughdeath. Ythe gapweapontread w The wedamagi ApproxiArm/LegBody: Head:
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eapon tends ting) the farth
mate damage g: 12‐2 30‐4 80%
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Personality Types: COWARDLY CHICKEN (Flee AI type)
Will run from you and every other NPC it comes across, often 'bawking' aloud when it is encountered or found. It makes a lot of noise as it runs off as well. Holds the 'key' key item (see [3.2: Key Items] of the document). For more specific details, see ‘cowardly chicken’ under Game AI types (portion 4.3, AI). AGGRESSIVE CHICKEN (Seek AI type) Will actively seek out the cowardly chicken and attack it at every given opportunity, until its health is completely depleted. Makes a loud 'BAWK' sound as it attacks. For more specific details, see 'aggressive chicken' under Game AI types (portion 4.3, AI). WANDERING CHICKEN (Wander AI type) Motions around almost aimlessly, relatively brain‐dead. Clucks as it walks, in a seamlessly random manner.
Appearance Types: • Brown chicken. • Brown chicken with white spots. • White chicken. • White chicken with tan spots. • Tan chicken. • Red chicken. • Red chicken with white spots. • Black chicken. Size Variance: 12‐16 inches. Weight Variance: 5‐8 lbs.
Offensive Behavior: If a chicken should be prompted to attack, you can expect the following: Peck: An attacking chicken will 'bawk' loudly as it lunges forward with its beak and spreads its wings, sharply pecking at your legs. While damage is low, the attack itself is quick and you may find your health diminishing quickly with several successive hits. As well, there is a slim chance of the chicken knocking you over with this. Approximate damage: 2‐4% of health. Chance of knock over: 5%.
Personalit
Appearan
ty Types:
nce Types:
Bull An aggrabout sIts sheeuselesssomethyou tick
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torial bull. He charging you ieems hand‐toould go out oore powerful
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ms near. ons find out if
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mate damage:of knockover:
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oudly and kickomentarily, beeral directionar line of sight and the playder Game AI tng struck by tk and damage
: 50‐80% of he100%.
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Dante Moprotectiondarkest an
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Dante is the rld in his hande to call the satter how pos those who sclaimed 'solutnt can much a
tes his vain sidd accessoriese, and his dreseavy smoker,ette or cigar. Ahawk and colrly widespreae sports a shaa pale yellow,ce and head.
cocky type wd, like some sshots or confrowerful an opstand in the wtions' are anyattest to.
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---------------------------
(Note
3.1 Co
: Though the g
mbat-orie
----------game features
ented item
3.0 I-------------
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demonst
ms
S
Dur
Aaw
Fsp
ApSle
Ah
nvento----------------------
-----------ory -----------------
items, documetration-only ite
Scythe
Description: A used to mow dreap the blood
Appearance: Tand splinters, twith grass resid
Found where:steal the tool spermission.
Attack Type: Mpaces or closerScythe to his rileft, in a sharp execute.
Approximate Dhit. Deals some
ent constraintems)
long, two‐handown long patcd of your enem
The dull‐brownthe metallic bladue.
In the tool sheshed key in the
Medium‐close rr to yourself. Wight side and swarc. Note the
Damage: 5% foe knockback.
ts limit us to aan exhibition oof
nded farming scches of grass, ymies.
n wooden handade is scratche
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range, strikes tWith both handwipes it horizoattack is relativ
or a graze, 15%
cythe. Typicallyou'll be using
dle has slight cred up and stain
ain access. Eithn the farmer's
targets about 3ds, Vincent holontally towardsvely slow to
%‐20% from a p
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el tion: A denteded for both co(highlight a sp
ance: The woong it all the ways loosely attachvily rusted and
where: Behind nd it leaning ag
Type: Close ranck... he'll eitheswing it overhes the same, thohe opponent ever (hammer e
imate Damage
d, but readily uombat and for dot to dig with i
oden handle hay up to the shohed, shifting in somewhat dis
the barn, paragainst a broken
nge, Vincent har swing it violeead like a hammough the knockither backwardedition).
e: 8%‐14% from
seable shovel. digging holes init selected).
as rippled indeovel end, the m and out of plastorted in shap
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m a clean hit.
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3.2 Key
House KD Aa a Foch Pu
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Key escription: A s
ppearance: Loflat right‐anglesmall circular o
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urpose: Grants
tems
small rounded‐
ooks like your te prong and seopening on the
Gotten from thLevel Descript
s access to the
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ypically key, wecondary lip. He bow end.
e runaway tions, farm).
farmer's hous
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with as
se.
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Shed KeyDescription: A Appearance: it has the eng
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e: In the farmen the farmer's
ens the farmer
ed‐edge brass
e house key, ers ‐ '661'.
r's house, lookroom to find t
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key.
except
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G
Gears Descrip
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rance: Brownis slight reflectionew... comes w
mall 4 prong gea
where: Given tmplete a set am
se: Used as parmechanical obj
re‐size gears.
sh‐grey, very pon. Edges are swith one large ars (shaped lik
to you by the fmount of odd c
rts for horselesects.
polished and clesmooth, looks 8 prong gears ke plus signs).
farmer after chores.
ss carriages and
ean.
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3.3 Suppport-ori
4.1 Ga The Playevengeancnext areaobjects to
ented items
TD
Top Hat Description: A
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A stylized blac
arance: Blackcondition. A pnt out of shap
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k with a whiteportion of thepe.
nging on a fenf the farm.
e this with smem. Used to cou out of trou
e ribbon, in ne hat's back li
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mall objects (sconceal stoleuble.
ear ip
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-------------
meplay B
er seeks to fine. The player. Sometimes o make tools.
----------
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d out what hr must navigathe player wi
4.0 G-------------
----------
as happenedte the 1931 will have to kill
Gamepl--------------------
-----------ay -----------------
to him and mworld in orde, steal and so
make his way r to survive aometimes use
back to townnd find a meae ingenuity an
n to seek his ans to get to nd combine
the
The playetools he fkillers.
er is faced witinds and purc
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overcome usime. Ultimat
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em solving skio his revenge
ills as well as e on his Attem
the mpted
4.2 Gameplay EElements Player The player Puzzles Puzzles are Items In the full ghave a spebe found in
Tools In the demaim with Tuser. I.e. Tdeal of noiand cons e
r is represented
e littered aroun
game there areecific purpose bn the game.
monstration theTools is to enabhe pistol enabise, and the shenables differe
d by a 3D mod
nd the game w
e items which but can be use
e player can acble the player tles the ability tovel with melent style of play
el of hands wh
world and will i
can be used fod in many diffe
Gears – pobjects
A Key – O
cquire a shovelto be able to mto defend onesee range allowy for the user.
hich are portra
nvolve many d
or many differeerent scenarios
parts of for ho
Opens locked o
from the farmmake choices thself effectivelys for a silent w
yed in first perrson perspectivve.
different obstacles from animmals to solid obbjects.
ent purposes. s. Below is a
These items n example of t
don’t necessartwo items whic
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objects in the g
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mechanical
m area and a firhat affect the cy against mobstweapon against
rearm from witcore game playters and foes at foes. Each too
thin the housey experience foat range with aol with their pr
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Bad Guys Enemies will vary based on the stage in the game. These enemies will include animals as well as humanoids. In the beginning of the game you can see examples of enemies as chickens and a bull. 4.3 Artificial Intelligence Chicken AI There are two significant types of 'AI' chickens in the demonstration (and one lesser). The first, the coward chicken (which just happens to be holding the important 'key' item), is instructed to flee from everyone in sight, player and NPC included. It must not only determine its own safety route, but gauge its surroundings carefully to see if any intruders are about. Once an intruder enters its safety radius, it will panic and re‐gauge a new safe location to run to. If possible (given time limitations), it will locate strategic areas to hide itself, depending on the positions of the player and opposing NPCs. If completely cornered, it may be forced to defend itself. The second chicken type is the aggressor, and will feverishly engage, chase and attack the cowardly chicken. In other words, it's a seeker type. If the cowardly chicken is within view, or within the aggressor's seek radius, it will charge like a torpedo towards the hapless coward. Within limitations, the aggressive chicken should employ aggressive behavior (cutting off its opponent's path, cornering it into a dead zone, sneak up, charge in from the sides, circular motions, etc.) The aggressive chicken should also attack the player should you happen to block its path, but it should not lose track of its main target (very important!). If the aggressive chicken loses sight of its target, it will wander and monitor the entire grounds carefully until it comes across its hated brethren. When it finds the coward chicken, the chase begins anew. There is a third kind of AI chicken, the wandering (ie. brain‐dead) chicken. It will wander around almost hap hazardously, not really watching where it is going. It is hardly a significant demonstration of AI ability, but it still upholds a fundamentally basic path finding demonstration.
Bull AI In terms of behavior, it is more or less similar to the aggressor chicken. The main difference is that you, the player, are its main prey. It will only make a move to attack you should you invade its territory... once engaged, it continues to stalk the player until you escape. Unlike the aggressor chicken, which constantly pursues its target, the bull will return to its origin point once the chase is finished... giving the player a breather until the beast is once again engaged. The bull is best summarized as both a seek and arrive AI type, given its overall behavior. When the bull attacks, it charges forward in a relatively straight path, but can arc its path slightly (within a range of ‐15/15 degrees of turning potential). It walks slower than you, but charges approximately 1.8 times as fast as you can run... meaning the player must take care not to trap him/herself in narrow areas. Note that there is no negative AI interaction (relation) between the chickens and the bull, unless the aggressor chicken happens to attack the bull.
4.4 Pacing
----------------------------------------------------------
0
0.5
1
1.5
2
2.5
3
3.5
4
4.5
Level Of Difficulty
Players Projected Skill Level
5.0 Miscellaneous Points of Interest -------------------------------------------------
5.1 Prototype Details The Prototype places the user in the starting level called “Farm”. It is in this level where the user learns how to play, move around and interact with the world. At the time of this document it is Pre‐Alpha and complied in C++ with OpenGL. 5.2 Rewards and Easter Eggs There is a reward system allowing players to collect money. Money allows the player to purchase food, ammo as well as weapon upgrades, information and mobility. Food is used to return hit points to an injured player. It could potentially also be used as bait for attracting animals should they have something you need. Ammo is pretty obvious, it supplies the player more projectiles for their weapons. Upgrades would fall under two sections. There would be player upgrades as well as weapon upgrades. Player upgrades would mainly consist of objects stolen from the military and other groups. Objects like body armor (flack vest) or special ammunition(s) like shotgun slugs are some of the equipment that could be acquired.
Other rewards include weapon upgrades that would increase accuracy and damage of your weapons. Upgrades such as new barrels, new stocks, new ammo, cleaning kits, scope sights. 5.3 Marketing/Package Art Marketing will be done by our lead marketer, Johnny Scapegoat. We will utilize a highly photoshopped design cover in a black double DVD case holder. As a sign of quality, we won’t forego the manual and will include a full paper manual.
---------------------------------------------------- 6.0 Level/Mission Descriptions --------------------------------------------
6.1 Level Descriptions Fields Objective: Make your way to the farm in the distance.
Description: As soon as you spot the farm, just make your way towards it to complete this objective.
Farm Objective: Force your way into the farmer's house.
Description: There’s a large box blocking the door into the house. After approaching the box and pushing it out of the way you find the door locked. Your goal is to obtain the key from the chicken to open the house door. The chicken will flee from you so you must outsmart and subdue it, even if that means hacking it to bits with an axe. New Objective: Make your way to town. Description: Find $100 to afford a trip back to town. Do this either by helping the farmer with optional chores, stealing from the farmer, selling items to a passing merchant or assaulting the merchant and taking all of his gold. Once you have $100, use the farmer's phone to arrange a trip into town.
City Objective: Make your way to your home in the city.
Description: If you manage to find and view the city map, make your way to the marked location (on the central‐northeast end of town, just north of the Market District). Arrive here to trigger a cut scene (see 1.2 Plot Points, under Home No More).
Beggar's District Objective: Search the Deserted Alleys for a Forging Artist
Description: Whether you ask around the Begger's District or Market Square, you should find someone who'll direct you to the forging artist. Find him in a southern alley of the Begger's District to grant yourself a new identity and to be introduced to the Underground World. From now on, you can take on any dirty job you wish, by searching for agents in various parts of the Begger's District.
Market Square Objective: Midnight Run ‐ Warehouse Bombing
Description: After receiving this mission from an Underground Agent, make your way to the Warehouse marked on your map, within the confines of the Market Square. After you successfully dispatch the goons, place the bomb inside and escape, you'll be wounded by flying shrapnel, forcing you a trip to the hospital.
Hospital Objective: Thwart the assassination attempt.
Description: Following the cutscene (see the events of 1.2 Plot Points, Medical Mistake), you'll be attacked by numerous goons in your hospital room. Escape the hospital and dispatch the goons without drawing attention to yourself (ie. no witnesses).
Objective 2: Force information from goon.
Description: Leave a goon helpless (disarm, corner, scare or take one hostage) to learn who orchestrated the hit. With this information, you'll have your new target.
Lawrence Mirch's Estate Objective: Assassinate Dr. Lawrence.
Description: Fight your way to Dr. Lawrence's Estate (east of the hospital), defeat his goons and defeat him in combat. He'll be armed, but should be easily disposed of.
Beggar's District Objective: Make your way to the Underground Agent Corner.
Description: When you make your way to the nearest Agent, you'll see that you've been set up. Defeat the fleet of goons and watch the following cutscene.
Dante's Estate Objective: Assassinate Dante.
Description: Similar to the "assassinate Dr. Lawrence" objective, you must break into Dante's Estate, kill his security and make your way to the trophy room, where he appears to be hiding. Once you arrive there, however, you'll see he has escaped.
Dante's Yacht Objective: Kill Dante.
Description: Again, dispatch of the security and corner Dante in the Master Cabin. Destroy him to finish the game and watch the final cutscene & credits.
6.2 Level Maps
This map is a ¾ Angledoverview shot of the levelabeled ‘farm’ more information about each relevant world object/events noted by markers on the left can be found in Supporting sections (1.3 to 4.0)
l
----------------------------------------------------
7.0 User Interface --------------------------------------------
7.1 Front End Flowchart
7.2 Game HUD 7.2.1 Deescription The HUDcurrent hconversaccess tseen in tlooking t
D is a simplhealth in theations are hthe pause gthe mockuptheme.
le heads upe top left cohad. The usgame, menup in the top
7.2.2 MMock‐up Deesign
p display thaorner as weser will seeu and inven middle. Th
at allows foell provides e the currenntory selecthe overall th
or interactionthe user wi
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7.3 Game Controller Diagram