Wednesday, 28 November 2012

Blogger Copy of Design Document


Game Design Document Outline

Version 0.1 November 2012, Aeon Studios
Joseph Donoghue




“Manifest Econtra”
1.     Title Page  
1.1.  Game Name – Manifest Econtra
1.2.  Copyright Information – All rights reserved
1.3.  Version Number, author, date – V1, Joseph Donoghue, Aeon studios
2.     Table of Contents –
3.     Design History –All design history can be observed at this web address>http://joesgamedesignblog.blogspot.co.uk/
4.     Section I - Game Overview
4.1.  Game Concept
Manifest Econtra is a 3rd person free roam game (with level based sections) for a next-gen console. Manifest is a one of a kind creature who is the personification of 'Life', he is able to shape shift on an extreme scale. Players can scan, absorb and/or transform into any human or animal sized creature in the game. As manifest learns about the earth the more he can upgrade new abilities and skills, both metamorphic and real world skills such as carjacking. The graphic style is metallic and organic. This is a story driven game with high and low profile gameplay such as over the top free roaming and destruction, and also life imitation and stealth options such as mimicking a key person or animal. Most weaknesses Manifest deals with are moral descisions that affect his cells and the creatures he absorbs, however he is a force of nature and is near unbeatable ( which is a lot of fun for players).
Manifest Econtra is a 3rd person free roam game (with level based sections) for a next-gen console. Manifest is a one of a kind creature who is the personification of 'Life', he is able to shape shift on an extreme scale. Players can scan, absorb and/or transform into any human or animal sized creature in the game. As manifest learns about the earth the more he can upgrade new abilities and skills, both metamorphic and real world skills such as carjacking. The graphic style is metallic and organic. This is a story driven game with high and low profile gameplay such as over the top free roaming and destruction, and also life imitation and stealth options such as mimicking a key person or animal. Most weaknesses Manifest deals with are moral decisions that affect his cells and the creatures he absorbs, however he is a force of nature and is near unbeatable ( which is a lot of fun for players).
4.5. Feature Set
Destructive free roam environment
The ability to change form
Rich and compelling story
State of the art physics
4.2.  Genre – Horror/Action
4.3.  Target Audience
- 18+ people who enjoy game narrative and free roam
4.4.  Game Flow Summary –
- Narrative level sections which flow into free roam with choices of side missions or story missions or just free roaming to explore and level up. Enemies stand in your way aswell as traversable puzzles.

Look and Feel –
- The graphic style will be smooth with unrealistic textures that highlight the physics of the material such as a living cloak. Light sources will cause great contrast to show the difference between a natural environment, which will be dark and dingy, and a natural one.

Project Scope –
4.4.1.         Number of locations  - 5
4.4.2.         Number of levels – 30
4.4.3.         Number of NPC’s -60
4.4.4.         Number of weapons -9
4.4.5.         Etc. – Playable character is able to shape shift into scanned game models and take control of them, or learn from them to add to your base abilities.
5.     Section II - Gameplay and Mechanics
5.1.  Gameplay
5.1.1.         Game Progression – Narrative progression with the incentive of finding upgrades and gaining XP
5.1.2.         Mission/challenge Structure – Mission objectives involve discovery and investigation, infiltration and destruction
5.1.3.         Puzzle Structure – the puzzles included are traversal problem solving sections that challenge the player to get from A to B
5.1.4.         Objectives –The major obstacles include defeating/escaping enemy forces and traversing objects, some situations will involve going for a stealthy approach in which case manifest must not be discovered to avoid a confrontation. The main objective is to find out the truth about a plot to bring about the end of the world.
5.1.5.         Play Flow – The game is split up by some level based sections but in majority the choice of mission points within the free roam environment
5.2.  Mechanics –Manifest is able to scan creatures and characters with the press of the R3 button, this stores that specific model into Manifests' memory. Even though some models will be the same species as others, some individuals may look different and have different strengths and speeds.
5.2.1.         Physics–The physics highlight life and lack of life, for example Manifests’ cloak reaches out and hangs in the air like a unique living structure. Manifest eventually learns to fly. He can hang in the air due to his strength in his bounds, also he can run at break-neck speeds, when this happens the air distorts around him.
5.2.2.         Movement
5.2.2.1.         General Movement – Un-naturual walk cycle, changing around the basic limb structures
5.2.2.2.         Other Movement – Changes depending on form, realistic animal/human movement
5.2.3.         Objects
5.2.3.1.         Picking Up Objects- Manifest can interact with vehicles and throwable structures that can be used as weaponry. Also he can pick up organic models and choose to absorb them, read their information or throw/kill them
5.2.3.2.         Moving Objects- Vehicles, Real world scenery etc.
5.2.4.         Actions
5.2.4.1.         Picking Up, Carrying and Dropping- Circle button picks up and carries objects/enemies/weapons that can be thrown or interacted with
5.2.4.2.         Talking- Linear dialogue: Manifest does not talk
5.2.5.         Combat –Combat involves slashing, throwing, grabbing and consuming, combat stretches out into a destructible interactive environment
5.2.6.         Economy– Abilities and upgrades can be purchased from the upgrade menu using XP
5.3.  Screen Flow

5.3.1.         Screen Descriptions
5.3.1.1.         Title Screen- Includes an interactive visualiser or a DNA strand changing, used to introduce the game
5.3.1.2.         Main Menu- Moves between main functions for the game
5.3.1.3.         Continue- Accesses HDD to the most recent Save or Autosave
5.3.1.4.         New Game- Starts a new game and creates a new save file
5.3.1.5.         Load game- Loads a save file from the HDD
5.3.1.6.         Extras- includes extras such as ‘Making of’ videos and unlockable content
5.3.1.7.         Options- Adjusts brightness, controlls, Screen size etc
5.4.  Game Options – What are the options and how do they affect game play and mechanics? – Difficulty settings affect enemy resilience (HP), Subtitle settings, Brightness and contrast.
5.5.  Replaying and Saving
5.5.1.         – Checkpoints, and autosave
5.6.  Cheats and Easter Eggs – Hidden ‘Natural’ areas for more XP
6.     Section III – Story, Setting and Character 
6.1.  Story and Narrative –
6.1.1.         Back story – Manifest: a unique creature with extraordiany shape shifting ability comes to earth and finds a chaotic world in its final days. Manifest must uncover the truth behind a mysterious organisation and prevent the end of days.
6.1.2.         Plot Elements –Manifest absorbs a human whom he can communicae with, finds a powerful henchman within the organisation, confronts the master and discovers an extra-terrestrial race.
6.1.3.         Game Progression – Narrative level sections which flow into free roam with choices of side missions or story missions or just free roaming to explore and level up. Enemies stand in your way aswell as traversable puzzles.
6.1.4.         License Considerations – Approx $40,000 PSN liscence, Ps3 development kit 10,000 dollars
6.1.5.         Cut Scenes – Plot points
6.1.5.1.1.              Manifest Crash lands to earth creating a huge crater
6.1.5.1.2.              Manifest watches a human and follows him to his home
6.1.5.1.3.              Manifest Accidentally absorbs the man and escapes to a new area. He has a brief convesation with the still conscious man within him
6.1.5.1.4.              Manifest finds a destructive city wasting lifeforms
6.1.5.1.5.              Manifest defeats and copies Goredomes’ cells and receives a vision of his master
6.1.5.1.6.              Manifest Recieves a blast of mental torture through the human within him from The Puppet Master
6.1.5.1.7.              Manifest defeats The Puppet Master
6.1.5.1.8.              The Race emerge from their ship and reach out for Manifest
6.1.6.         Game World – Simulation, basic AI for character models, high AI for enemies
6.1.7.         General look and feel of world – textured, abstract, personified
6.1.8.         Characters – John, Goredome, The Puppet Master, The Race
6.1.9.         Character #1- John
6.1.9.1.         Back story- A Lumberjack living in a Canadian forest
6.1.9.2.         Personality- Fairly reserved and ill mannered
6.1.9.3.         Look- Dark hair, well built, Lumberjack attire
6.1.9.3.1.              Physical characteristics- Within Manifest he can affect his appearance
6.1.9.3.2.              Animations- Trudging walk cycle, mostly seen in cinematics and sections whilst he talks to manifest from within him as manifest takes on a copy of his form in different ways (having absorbed him)
6.1.9.3.3.              Special Abilities- John is able to communicate through his neuro patterns with manifest and affect his actions
6.1.9.3.4.              Relevance to game story- John teaches Manifest about humanity and guides him as they go through the story together
6.1.9.4.         Relationship to other characters- Much like a teacher to Manifest
6.1.10.      Character #2- Goredome
6.1.10.1.1.           Back Story- Born as Gordon, a troubled person born with a unique nervous system, due to this he feels no physical pain. Goredome has a form of Body Dismorphic Disorder (http://en.wikipedia.org/wiki/Body_dysmorphic_disorder) and an obsession to body modification and surgery, this is the reason for the knives surgically attatched to his hands and the armour crafted to his flesh. Due to many jobs working for 'The Pupeteer' (below) he has sustained many gruesome and permentant injuries, mainly to his face and jaw. Goredome cares not for the pain of others, this derides from his inability to understand the concept of pain, because of this he is a mindless agent of gore.
6.1.10.1.2.           Personality- Completely un empathetic with other peoples’ pain and suffering, he is mad and animalistic with his love for flesh
6.1.10.1.3.           Look- Infected and rotting flesh, many severe injuries and body modifications
6.1.10.1.4.           Physical Characteristics- Huge metal claws bondes to his fingers to be used as weapons
6.1.10.1.5.           Animations- Combat AI with a gliding cloak
6.1.10.1.6.           Special Abilities- Able to withstand physical attacks
6.1.10.1.7.           Relevance to game story- Leads Manifest to the Puppet Master, also gives manifest increased durability
6.1.10.1.8.           Relationship to other Characters- Major Conflict with manifest, pawn of the Puppet Master
6.1.11.     
Character #3- Puppet Master
6.1.11.1.      Back Story-A master of his field, the Puppeteer was once reguarded as the best psycologist in the world. He became a well known name in theatre where he perfomed his shows of magic, suggestion and hypnosis. His performances caused unrest in the public for their dark and forceful nature. He recieved an official ban from the profession for abusing his audience physically and mentally. The pupeteer then began to work his way back up the social order by working the public on the streets, by invading peoples minds he gained influence. He has a divine understanding of his own mind and so is able to use the full potential of his mentality and physicality such as releasing the mental restriction on his muscles. He developed a gold mask that enhance his facial expression in order to invade the minds of his targets more promenantly. During his research he discoved the exsistence of a race of extra terestrial beings and how to communicate with them through his thoughts. The race recognised his knowledge of himself and others and treated him as the leader of humanity (which they created). The pupeteer was growing tired of the dull exsistence of humanity, knowing that the Race would return to earth to assess their creations (mainly humanity) he decided to create havoc and evil so humanity would start again after the Race had destroyed them. He also hoped to use his influence to convince the race to let him join them as the supreme human specimen.
6.1.11.2.      Personality- An Authority figure, piercing physical prescence, very distant from social situations, void of emotion within his control
6.1.11.3.      Look- Wears a synthetic Golden mask that emphisises his expressions
6.1.11.4.      Physical Characteristics- Wears a Dinner Jacket and shirt with rolled up sleeves and a thin black tie. He has an average stature.
6.1.11.5.      Animations- Very fast movement, slight ghost trails, skilled free-running, returns to standing stance, until later when he becomes more fragile and frantic.
6.1.11.6.      Special abilities- Able to fully control his own body through his unique mind, and influence others
6.1.11.7.      Relevance to game story- Main Antagonist, Leader of ‘The organisation’, In contact with ‘The Race’
6.1.11.8.      Relationship to other Characters- Mentally tortures John within Manifest, Manipulates Goredome, Intends to destroy or understand Manifest. He is the one in contact with ‘The Race’
Puppeteer.png
6.2.  Section IV – Levels
6.3.  Level #1
6.3.1.         Synopsis- Follows a cutscene of manifest falling to earth, then a short sequence of real-time evens such as ‘press square to form eye’. The player then contols Manifest stood in a crater, some ‘instinct’ directions come up on-screen giving instructions on how to use the camera (player moves camera in accordance). Then some base tutorials for movement around the bottom of the crater (analogue stick) and free running (R2) outside of the crater, then interaction with animals and changing form.
6.3.2.         Introductory Material- Cutscene of Manifest taking form on a cellular level out in deep space, then a more creature form crashing to earth leaving a huge crater, shots of wildlife reacting.
6.3.3.         Objectives- Learn the introductory controls
6.3.4.         Physical Description- Manifest takes on a human-like form due to his ‘Instinct’, player must follow on screen commands to form limbs and attributes until Manifest is able to stand. Then after a camera tutorial Manifest moves and climbs out of the crater. Then Manifest learns to scan and take on the form of various basic animals, the short level ends with the encounter of a Lumberjack named John.
6.3.5.         Map- Circular level around a huge crater. Natural environment with much Wildlife.
6.3.6.         Critical Path- Player must follow on screen commands to progress, along with moments of free-roam between targets
6.3.7.         Encounters- Various animals, then a Human at the end
6.3.8.         Level Walkthrough- Press square to Form bone structure, Press circle to form nervous system etc…follow on-screen commands on adjusting camera, Move manifest (slow movement learning how to walk- quickly improves). Free-run/jump out of crater. Interact with animals. Scan lifeforms. Learn about the DNA wheel- take on the form of 3 animals- Gain XP. Investigate cause of Animals fleeing (John)
6.3.9.         Closing Material- Cutscene of manifest encountering John
7.     Section V - Interface
7.1.  Visual System
7.1.1.         HUD - What controls – X/start= accept, O=back, Dpad/ L.Analogue stick=select/move though menus, R analogue stck controls a DNA strand in the background and creates movement much like a visualiser
7.1.2.         Menus- DNA menu (in-game option/weapon wheel), Title screen, New Game/Load Game/ Continue Game/Extras screen, Options screen
7.2.  Control System – How does the game player control the game?   What are the specific commands? 
7.3.  Music- Ambient rock varies depending on gameplay
7.4.  Sound Effects- Real world sound affects in addition to fleshy transformation sounds
7.5.  Section VII – Technical
7.6.  Target Hardware- PS3
7.7.  Game Engine – Titanium
7.8.  Network –PS3 Network
8.     Section VIII – Game Art 
9.     Section X – Management
9.1.  Budget – $10,000 for liscence, Approx $600,000 all round
9.2.  Risk Analysis – Religious offence, Violence (even though non-realistic), Budget, Commercial, General Reception, Loss of artistic vision, Hacking 

No comments:

Post a Comment