Design Document
Game Pitch in one sentence:
Red Dead Redemption meets Star Wars, or Firefly with more sword
fights.
Game Summary:
On a far away copper colored planet, a totalitarian regime
holds sway over a civilization scattered throughout the budding world’s
surface. The rich and affluent are well cared for by the advanced technology
and extensive defense force of the council; the less fortunate are left to fend
for themselves, fighting over the gradually dwindling resources, societies in
squalor in comparison to the lavish palaces built alongside them. Some look on
the lavish palaces and the massive castle builder ships that construct them
with awe at the power of the council. Some with hope of what they might one day
have, if they are one day judged worthy. Some look on in envy of something they
know they will never have. To Logan Wyverne, the castles are a symbol of his
past and every reason he abandoned his old life. Resigned from the royal guard,
Logan roams the wastes in search of
any work he can find to eek out a living. He’s a vagrant. He’s a mercenary.
He’s not a hero. But events have been set in motion that may change that. No
one has ever resigned from the royal guard and Logan
is about to find out exactly why.
General Genre: Action Sci-fi
Game Genre: Third-person action/exploration
Game play:
The game is primarily action based, combing sword-driven
melee combat with gun play. The main characters weapon reflects this, with a
gun built into the hilt of the character’s sword. Logan’s
sword isn’t one of a kind, though, and is standard issue to the royal guard,
one of the harder characters Logan
will have to fight for this game, so enemies will be able to counter Logan’s
ability to switch combat paradigms with their own. Players will be able to take
cover, run and gun and hack and slash their enemies as they see fit.
Within the action of the game, the player will also be able
to upgrade their weapon and acquire equipment to help their character that may
also be subsequently upgraded. This is done through shopping in local stores on
the towns the player visits. The player will need to do odd jobs in order to
earn extra cash to pay for upgrades.
In addition to rpg elements, there is a degree of
exploration within this game. The game is set over several different towns,
with a sometimes barren, sometimes lush wilderness set in between. Players will
often visit the wilderness to fulfill side-missions but may also explore for
minerals and other resources they can either sell or use to upgrade their
equipment.
Systems:
Combat
Character Interaction
Exploration
Game Modes:
Combat
Shooting
Standard
shots
Upgraded
ammunition (rapid fire, charged shots)
Cover
mechanic
Melee
mechanic
Brawling
Healing/Recovering
health
Character Interaction:
Shopping
Upgrades
Items
Side-Missions
Acquiring
side missions
Speaking
to other people to resolve side missions
Exploration
Navigation
On
foot
Vehicular
General Interface Notes:
The game’s interface will be a mix of gritty science fiction
elements and organic displays. Think some of the read-outs from Fallout, with a
lot of the displays looking as though they were lit with old-fashioned LED
screens, mixed with some of the elements of Dead Space, where some displays and
warnings occur organically on the character. Things such as the aiming reticule
for the gun mode, the player’s health and enemy positions will be part of the
science fiction display, whereas things like ammunition, weapon condition and
sustained injuries would be part of more organic feedback. Alternatively, some
of this information, such as ammunition, may be available on both fronts, with
a count-down display or bar decreasing at the same time as an on-character
indicator.
Breakdowns on modes and systems:
Combat:
At any given time, a player should be able to switch between
sword combat and gunplay. This might require some kind of indicator informing
the player which button to press to make the switch. May also want to consider
button reminders on move sets, although this is not required as some games have
proven you don’t need to list what the buttons do at all times. For example,
whereas Assassin’s Creed has a button layout explaining what each button does
at all times, games such as Devil May Cry 3, which have extensive melee combat
and combination systems, don’t really list which buttons do what.
Either at the start of the game or through unlocking
upgrades, the player should also be aided in their ability to spot enemies by
the interface, be given a map, a system that shows unique perks about the
environment (strategic positions, breakable items) and possibly a system that
gives extra feedback on the enemy (how much ammunition they have left, their
melee combat skill, etc).
There is a chance that the player will acquire shields,
armor or else an extra way to protect himself. This upgrade and the condition
thereof could either be indicated by its own separate meter or else
incorporated into the standard health feedback.
Since the game is going to involve shooting weapons, there
will no doubt need to be some kind of aiming reticule to assist the player.
Depending on weapon upgrades, there may need to be the option to zoom, though
this might come standard via an extra aim option. Perhaps there’s a run and gun
mode where the player can move quicker and aim in wider arcs but still hit
enemies considerably well while there’s also a mode that allows the player to
zero-in on specific parts of the enemy’s body at the cost of quicker movement.
In addition, movement should also make aiming more difficult, which may cause
the reticule to grow or else shake a little instead of staying at its current
position.
Different weapon or ammunition upgrades will need to come
with their own tweaks to the interface. Perhaps an upgrade allows for more accurate
or specific shooting, shrinking the reticule. Rapid-fire ammunition would need
to cause the reticule to expand or else show sings that the player isn’t able
to aim as accurately while the gun kicks back. Any kind of animation that
allows the player to charge a shot should also have some sort of specific
indicator, be it organic or on the readout.
The player will need feedback on his health. This could be
done either through a separate meter or incorporated into anther portion of the
interface, such as the reticule.
Ammunition remaining will either be indicated by a separate
numerical read-out or meter, an on character indicator, such as a light display
on the character’s shoulder, or patched into another interface element, such as
the reticule.
The displays should change at least slightly when in the
different modes: Brawling, Sword and Gun. Feedback on health will need to be
present in all. Feedback on weapon condition will factor mainly into the sword
mode, although it might have its place in the weapon mode.
Character Interaction:
The player will have to interact with other characters
within the game in order to purchase items, gather information or
receive/complete side-missions. This interaction will require its own menu that
covers dialog choices afforded to the player. Ideally, the system will be
streamlined so that it doesn’t take up too much of the screen. Something akin
to the dialog interface BioWare has used with the Mass Effect series might be
the best choice, though there probably won’t be as many branching options
within the game.
Item purchasing should require two separate interfaces; the
first an interface similar to the standard character interaction interface
while the second interface has to do specifically with purchasing items. This
will be a mixture of pure interface elements as well as organic, in-environment
elements. For example, weapon upgrades will be depicted on a hologram situated
inside an upgrade shop while specifics on these upgrades will appear on a side
bar that’s pure interface. In addition, an item shop will have the items it’s
selling displayed on shelves behind the vendor. When the player engages the
vendor to shop for an item, the camera will pan to show the entire shelf and
specifics on the items will appear as an interface element.
Exploration:
As stated with combat, there will be an in-game map system.
This system will be even more important in the exploration aspects of this game
as knowing where the player is and where the next checkpoint for a goal are
vital. Natrually, player position and key points of interest will need to have
their own graphics on a map. The mini-map could be minimalist, as it is with
Skyrim, or have a larger display more common among games that have this
feature. Since the technology is futuristic and since it could allow for more
scenery dressing, as of currently the mini-map will be designed with a
minimalist layout in mind. The game will allow a full-fold out map that covers
the terrain in detail for the player’s reference.
General:
Notes will need to be given to players on what the player is
and isn’t able to interact with. This could be in the form of auras, tool-tips
telling the player which button to press to enact a certain action, or some
combination of both. Perhaps this could vary depending on what play mode the
player is currently in.
As organic elements are interwoven in between pure interface
elements, there will need to be specific animations which will play when the
player enters into different modes. The player’s avatar will need to pull out
holograms to project maps, sheathe his sword when entering into brawling or
shooting mode and interact with a kiosk when purchasing an item.