Contents
Executive Summary
Overview
Demographic
Unique Selling Point
Platform
Glossary
Interface
Aesthetics
Story/Setting
Plot
Core Gameplay Loop
Mechanics
Ten Minutes of Play
Commercial
Executive summary
Play as a revolutionary, new to the cause, as you try to bring down the
authoritarian government of an isolationist city state by uncovering its dark
secrets and bringing them into the light of day. A stealth/espionage game in
which the player infiltrates urban establishments to collect evidence and
turn the people against the government and thus start a revolution.
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Overview
The player will travel between levels set out on a city map of
Vysograd. The map is split into five sections, one for each caste except for
the Scholar caste. Each section will contain a number of levels which the
player can explore. Every day the player will be given a copy of the Voice of
Vysograd, a daily paper. The stories contained within the headlines will give
the player the cues he needs to know where to go find evidence of the
governments misdeeds.
Having gone to the right level the player will then have to navigate his
way to the objective, which he will have to find. There will be guards
throughout the complex; if they see the player they will sound the alarm and
attempt to apprehend the player. The player can attempt to fight but is very
likely to lose the guards, as trained enforcers, are far more capable in a
fight than the player. Therefore the way to proceed is through avoiding being
detected by the guards, by using essence to cause distractions and
disturbances or simply taking unconventional routes (also aided by essence.)
After evading the guards, finding the evidence (a letter, conversation
recording or a memory) and escaping again the player then has to
distribute the evidence to the people. This involves infiltrating a propaganda
centre (equivalent to a modern day broadcasting centre but using essence
based devices) and broadcasting it.
Each distribution will raise the Civil Unrest meter in the sector which
the player distributes in. Higher unrest will attract guards from other
sectors, making some places easier to infiltrate and others harder, thus the
players choice of where to distribute has significant consequence. The
ultimate objective is to raise the civil unrest to 100% in each sector at which
point that sector will revolt. When all sectors have revolted the government
will fall and the game is complete.
Demographic
The game is aimed at an audience primarily late teen to
early twenties, those who have a desire for mental challenges but
also free time.
Platform
The game will be made for the Steam download market. Gameplay will
require an investment of more than 5 minutes at a time and will need to
make use of the greater specs offered by a computer. It has strong potential
for expandable content and modification, both of which are simplified and
flourish through the steam platform.
Glossary
Vysograd The City Name
Essence The general term for magic related things. Living things contain
essence and can use it similarly to a resource.
Castes The people are split into 6 castes, which loosely define their
occupation.
Civil unrest meter the percentile gauge of each sector indicating the
current mood of the people in that sector
Spells Specific ways in which to use essence. The player will have access to
a number of these and may use them to assist his progress through a level.
Infiltration The time whilst a player is attempting to navigate a level.
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Interface
Although the game will be released on the Steam market it will be
designed for use with a console pad, the traditional xbox/playstaion dual
analogue layout.
Aesthetics
Serious dark and tense. Similar to cold war. V for Vendetta. Lots of
black and red.
Story/Setting
The game is set in the city of Vysograd. Long ago, in order to
escape
also
created that
rings
the city of
him.
Artisan These are the inventors and artisans of Vysograd. They are
responsible for researching and experimenting with magic as well as
production of complex objects or devices used by the city. They build
the mass communication devices as well as things like clothing. They
use magic to enchant materials or objects with specific uses for
example making a coat more resistant to cold or a platform that will
Plot
Intro-
The
player
character
works
as a
harvester
caste
member. Eats a mango and gains memories from it of one of the previous
Beacon leaders. Proof to him of how the government abuse and mistreats
the people for no real reason.
The character then resolves to bring down the government he has
become a rebel.
Narrative8
The guards detect using sight cones, hearing and essence radiuses.
These specifically are what the player has to avoid. He does this by using
spells to determine the physical range of the guards detection areas. Then
the player can decide which way to go given the options he can recognise
(the player will learn to recognise various possible routes through playing as
well as more routes becoming available.)
Sometimes the player will come across guards that he cannot simply
avoid because they are posted at a specific location, they are patrolling a
route or they are investigating a noise or sight. The player may wait in a
concealed position or use a spell to incapacitate the guard, cause a
distraction elsewhere or escape from the guards path.
Mechanics
Player Actions:
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Guard Type
Beacon
Justice
Artisan
Suspicion
High
High
Low
Spell Counter
Mind
Energy
Augmentation
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Sight Range
Standard
Long
Standard
Harvester
Builder
Low
Low
Essence Alt.
Manipulation
Standard
Standard
Day - Doing a mission during the day will mean more guards
around, however they will be less suspicious and it will be easier
Spells All spells fit into 5 categories associated with the 5 castes
other than Scholar.
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escape, by escorting them to a rebel agent. The spell he the player learns will
depend on the caste the citizen he escorts belongs to.
an obstacle.
Fracture Make an object fragile so that a force will break it.
Darkness Put out the crystal lights so that guards cannot see
unpredictable results.
Control Make a target at a distance from the player aggressive
to others nearby.
Weather - Create rain; make guards in the affected area seek
Spell
Detection
Push
Pull
Hop
Alarm
Noise
Sleep
Flame
Fracture
Darkness
Summon
Control
Weather
Alter Wall Vis.
Clone Illusion
Polish
Type
Essence
Magnitude/Duration
Alteration
Energy
Energy
Energy
Augmentation
Mind
Mind
Augmentation
Manipulation
Augmentation
Alteration
Mind
Alteration
Manipulation
Alteration
Manipulation
Cost
1/second
10/size
10/size
30
30
10
100
25/size
50
2/second
100
100
150
3/second
50
30
Activated
Based on target size
Based on target size
Body Height
60 Seconds
Immediate
10 seconds
Based on target size
Indefinite
Activated
Indefinite
5 seconds
30 seconds
Activated
20 seconds
Indefinite
change between day and night; it mostly gets darker for night) and
the various areas that can be entered for a mission. There is also
the newspaper icon which the player activates to view the days
news and finally the metres for each sector showing the public
disorder ratings.
Reading the paper the player is presented with three
stories, within which three separate locations are highlighted. The
player then makes a decision to do mission one, during the day.
So he uses the cursor to select the courthouse location in the
Justice Sector (getting the location from the first paper.)
The screen changes to an over the shoulder perspective of
the player character in front of the main entrance of the courthouse. The
player chooses to scout around the building and see if theres another route
in besides the main entrance. Going to the left the player comes across an
alley going right, exposing the side of the courthouse (just before an invisible
wall that would stop him going any further left.)
Going down the alley the player sees a window on the 1st floor of the
courthouse. The window is currently out of his reach, so the player carries
on. Further down the alley the player sees a large storage box among some
general debris. Using Pull, the player moves the box to underneath the
window. Then the player climbs onto the box and from there through the
window onto the 1st floor.
The player finds himself in an office with no-one in it and two doors.
He uses Alter to make the wall translucent and see if there are any guards
outside the first door. The player sees a long corridor with one guard
patrolling up and down it. The player waits until the guards reaches the
door and turns around. Then quickly the player opens the door and comes
out behind the guard. The player attempts to use sleep, but finds he has not
enough essence left and so instead follows the guard down the hallway,
hoping to be able to stay behind the guard when it turns around. The player
is successful and now enters the room at the end of the corridor whilst the
guard is moving down the corridor again.
Inside the room is another office and on the desk highlighted is
deliberately large envelope. The player picks it up and is then given the
option to read the letters.
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Now the player simply has to escape again to finish the mission.
Commercial
The aim of this game is to deliver an enjoyable and complex experience
primarily, however monetisation is still important. The intention is to sell the
game for a small initial fee, along the lines of 10. Outside of that, due to
the contained nature of the levels further revenue can be created with the
release of additional mission locations as premium DLC.
As the gameplay focuses on the mechanics, the graphical fidelity
doesnt need to be on a scale equivalent to a game like Crysis for it to be
successful as such a small scale development can handle it. The budget aim
will be 100,000 with a ten man team.
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