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Design Document for:

B.O.T

All work Copyright ©2010 by Alexis De Girolami and Scott Presnell

Written by Alexis De Girolami

Version # 1.00

Sunday, October 03, 2010


Copyright (C) 2010 Team ICN’TSPL – All rights reserved

Table of Contents

DESIGN HISTORY_____________________________________________________________________4

GAME OVERVIEW____________________________________________________________________5
PHILOSOPHY___________________________________________________________________________5
Exploration and creation_____________________________________________________________5
Unity_____________________________________________________________________________5
Game Design Goals_________________________________________________________________5
COMMON QUESTIONS_____________________________________________________________________5
What is the game?___________________________________________________________________5
Why create this game?_______________________________________________________________5
Where does the game take place?_______________________________________________________5
What do I control?___________________________________________________________________5
How many characters do I control?_____________________________________________________5
What is the main focus?______________________________________________________________6
What’s different?____________________________________________________________________6
FEATURE SET________________________________________________________________________7
GENERAL FEATURES______________________________________________________________________7
GAMEPLAY____________________________________________________________________________7
THE GAME WORLD___________________________________________________________________8
OVERVIEW____________________________________________________________________________8
BUILD ROBOTS_________________________________________________________________________8
INTERACTIVE ENVIRONMENT________________________________________________________________8
THE PHYSICAL WORLD____________________________________________________________________8
Overview__________________________________________________________________________8
Key Locations______________________________________________________________________8
Travel____________________________________________________________________________9
Scale_____________________________________________________________________________9
Objects____________________________________________________________________________9
Day and Night______________________________________________________________________9
RENDERING SYSTEM______________________________________________________________________9
Overview__________________________________________________________________________9
2D/3D Rendering___________________________________________________________________9
CAMERA______________________________________________________________________________9
Overview__________________________________________________________________________9
Camera Detail #1___________________________________________________________________9
GAME ENGINE_________________________________________________________________________10
Overview_________________________________________________________________________10
THE WORLD LAYOUT_______________________________________________________________11
OVERVIEW___________________________________________________________________________11
STARTING POINT_______________________________________________________________________11
TOWN_______________________________________________________________________________11
CRATER_____________________________________________________________________________12
GAME CHARACTERS________________________________________________________________13
OVERVIEW___________________________________________________________________________13
THE PLAYER__________________________________________________________________________13
ENEMIES AND MONSTERS_________________________________________________________________13

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USER INTERFACE___________________________________________________________________17
OVERVIEW___________________________________________________________________________17
HEALTH COGS_________________________________________________________________________17
ACTION BARS_________________________________________________________________________17
STATUS BAR__________________________________________________________________________18
MENU______________________________________________________________________________18
WEAPONS___________________________________________________________________________19
OVERVIEW___________________________________________________________________________19
DEFAULT____________________________________________________________________________19
TANK_______________________________________________________________________________20
E-TYPE______________________________________________________________________________21
SNIPER______________________________________________________________________________22
SCOUT______________________________________________________________________________23
MUSICAL SCORES AND SOUND EFFECTS_____________________________________________24
OVERVIEW___________________________________________________________________________24
SINGLE-PLAYER GAME______________________________________________________________25
OVERVIEW___________________________________________________________________________25
BUILD BOTS_________________________________________________________________________25
STORY______________________________________________________________________________25
HOURS OF GAMEPLAY___________________________________________________________________25
VICTORY CONDITIONS____________________________________________________________________25

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Design History
Version 1.10. May be updated at a later time.

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Game Overview
Philosophy
Exploration and creation

This game’s primary goal is to encourage exploration and creation of new robots. By exploring
more of a level and defeating enemies, the player will gain the means to create better, more advanced
BOTs.

Unity

We are creating this game with the Unity game engine. Not only is it an industry-standard level
development kit, but it provides advanced lighting, effects, and scripting that isn’t accessible in most other
software available to students at this point.

Game Design Goals

Create an environment that the player wants to explore and experience. In addition, create an
intuitive, simple gameplay mechanic that encourages the player to test the boundaries of who they can
defeat and the means necessary to do so.

Common Questions
What is the game?

A third-person action-strategy game. In this game, the player controls an engineer-character and is
given the means to create robots (in this game called BOTs). These BOTs can then be used to defeat other
enemy engineers and complete the world-goals of the level. As the player defeats other engineers, they will
then be able to salvage parts from defeated BOTs and use said parts to create more advanced BOTs of their
own.

Why create this game?

While many games focus on the player directly controlling the means to defeat the “enemy”, few
explore the possibility of using the more strategic method of creating an “army” and then directing said
army to accomplish an end. This game strives to accomplish that style of game design while simultaneously
creating an interactive battlefield for the player to explore.

Where does the game take place?

BOT’s environment is a pseudo-western, taking influences from the film/TV series Wild Wild
West as well as the steampunk subgenre in creating a combination of old-world Western and new-world
technology. As such, the environment will be of wasteland-like appearances, with decrepit buildings in
Western style (Saloon, etc), with the addition of barricades set up to give a “war-torn” appearance.

What do I control?

The player will control the main engineer character directly, as well as up to five other BOT
characters indirectly (they will follow the engineer in formation as well as performing tasks on command).

How many characters do I control?

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The player can control up to five BOTs.

What is the main focus?

The goal of BOT is to accomplish the “Global Goals” of each level, in that, there will be a series
of tasks that the player must accomplish to continue onto the next stage. Many of these tasks involve
defeating other enemy engineers or gathering parts for a new type of BOT that hasn’t been built yet.

What’s different?

While many games that rely on simple combat focus on the player-character causing a majority of
the damage in battle, this game will maintain that the player-character will not fight at all, and will merely
direct the “army” they’ve built from a safe distance. While this places the player out of any immediate
danger, it requires them to places emphasis on strategy over a hack-and-slash mentality in their gameplay.

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Feature Set
General Features
Large, sprawling levels with many opponents
3D graphics
Particle effects

Gameplay
Third person game play
Enemies are defeated through indirect-combat-style system
Interactive environments are used to gather items
Multiple tasks must be accomplished to complete a single level
Build robots
Scavenge and recover parts from other robots for scrap metal

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The Game World


Overview
The game is organized into multiple areas connected together to form one large map. This will
include a tutorial-area for beginning players, which then opens up to a central battlefield, a crater where the
Boss engineer resides, a chop shop, a store, as well as many other buildings for both functional and
decorative purposes. These are all connected by a road system that would be normal for a small town.

Build Robots
The main function of the game is to allow the player-engineer to create robots (henceforth called
BOTs) to fight for you. These robots are constructed through a combination of purchasing or finding
important parts (such as a scope for a Sniper model) as well as defeating other BOTs and salvaging them
for scrap metal. Many parts will only be available to the player through the defeat of other BOTs, thus
encouraging combat, or through the exploration of the environment.

Interactive Environment
Many of the BOT parts will not be available through the Store, or may be too expensive for the
player to buy. A primary feature of the game, therefore, will be to search “scrap” or “junk” piles to find
scrap metal and primary parts that could be useful in building BOTs. Some of the rarest parts will be unable
to be acquired without relentless exploration of the environment, encouraging the player to want to explore
as much as possible.

The Physical World


Overview

Describe an overview of the physical world. Then start talking about the components of the
physical world below in each paragraph.

The following describes the key components of the physical world.

Key Locations

The Starting Point – this is considered the “entrance” to the world. It consists of a building
surrounded by high cliffs, which direct the player towards the central area of the game in a tutorial-fashion.

The Town – this is the main area of the game, where the player will battle with other engineers and
where they will search for new parts. It consists of buildings and houses separated by roads and open areas
for battle.

The Crater – this location is a large, circular area at the far north of the map. It is where the Boss
character resides and is surrounded by a series of other enemy engineers. Many scrap piles can be found
here and it is a very good source for parts, but it’s difficult to enter due to the high amount of enemy units.

The Store – this location is in the Northeastern corner of the map, and is where the player can
purchase blueprints and parts to create new BOTs. It will be a single, stall-like structure that the player
cannot enter, but can walk up to and purchase from.

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The Chop Shop – this location is in the Southwestern corner of the map, and is where the player
can sell parts and BOTs for money. Like the Store, the Chop Shop will be a single, stall-like structure that
the player cannot enter, but can walk up to and purchase from. Will be more beat-up looking than the Store.

Travel

The player will be able to move the main-character around through the W, A, S, and D keys, with
the W and S keys moving the player forward and back, and the A and D keys spinning the character left
and right. The controls will not include a jump function.
In addition, the BOTs that the player has made will follow the player in a specific formation when
in Idle mode, and will break formation to fight in Active mode.

Scale

The scale of this game is of squat proportions, with the humanoid characters having short legs and
arms and larger heads. The buildings, in kind, will be of heavy, slightly whimsical appearance.
It should be noted that, as this game takes place outside, a skybox will be used to simulate the sky.

Objects

The objects found in BOT are vital to the creation of the robots in the game. Objects will be able
to be gathered by the player and stored in inventory, and will then be able to be of use in creation of BOTs.
These objects will range from sheet metal and bolts to sniper scopes and power-sources. Different objects
will have varying rarity and drop ratings based on their usefulness.

See the “Objects Appendix” for a list of all the objects found in the world.

Day and Night

The game will take place entirely during the day, with full lighting and shadows.

Rendering System
Overview

Unity is an engine that handles it’s own rendering, in particular using a render-to-texture method
in Unity Pro. This is the system we will be using.

2D/3D Rendering

The Unity rendering system provides support for Bump mapping, Parallax mapping, Reflection
mapping, Screen Space Ambient Occlusion, dynamic shadows using shadow maps, render-to-texture, and
full-screen post processing effects.

Camera
Overview

The camera will be fixed behind the engineer character at all times, though may implement a
zoom feature.

Camera Detail #1

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Should buildings come between the character and the camera, the building will become semi-
transparent, allowing the player to see the character at all times.

Game Engine
Overview

We are using the Unity Engine, which is a free-to-download, though industry-standard-level


engine. The engine handles 3D graphics, water effects, particle effects, and collision detection. Please refer
to the Unity wikipedia page (http://en.wikipedia.org/wiki/Unity_%28game_engine%29) or the Unity site
(http://unity3d.com/) for more information on the engine.

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The World Layout


Overview
A single level will be created for this iteration of BOT, placing emphasis on a large, free-form
style of gameplay. The map for this level, displayed below, has a number of locations and items of interest
that will be discussed in further detail in the following subsections.

Starting Point
The Starting Point and the short distance from there to the opening into the town is the area in
which a tutorial segment will be shown to the player, allowing them time to get used to the game’s
mechanics and nuances before entering more challenging gameplay. This tutorial segment will include:
Clickable targets, Action Bars, building BOTs, enemy combat, and Salvage operations.

Town
The town is the bulk of the level, and consists of a number of buildings (as seen in the map) with
different models and functions. The only “functioning” buildings include the two Stores, which are
locations that the player can buy and sell parts. Enemies (as seen by red dots), will patrol areas of the map
local to their central location, and will attack the player if they move within agro radius.

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Crater
The Crater, as seen by the dark grey circle at the top of the map, is the central location of the Boss
of the level (it should be noted that defeating the Boss is a primary objective). This area is surrounded by a
series of smaller enemies (a guard, of sorts), ensuring that the player will not go into the area until they are
of a proper strength. In addition, a series of Junk Piles will be placed inside the Crater, ensuring to the
player that defeating the Boss and the guard will reap considerable rewards.

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Game Characters
Overview
The characters of BOT include the main engineer, two different enemy engineer model-types, as
well as the series of BOTs that can be created: a default, a tank, a sniper, a scout, and an electric-type. In
addition, shop-keepers for both the main store and the chop shop will be included.

The Player
There will be one, central engineer character that the player will take the roll of.

Enemies and Monsters


There will be two to three models for enemy engineers, though each of these will maintain the
same general behavior. What will determine the difficulty of the enemy engineer are the number and types
of BOTs that the engineers have in their arsenal. By defeating all the BOTs belonging to the engineer, the
engineer is then defeated and will disappear.
The two concepts for the enemy engineers are shown below:

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Enemy 1:

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Enemy 2:

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In addition, there will be a single Boss character that will reside in the Crater and will be the hardest engineer to
defeat in the level:

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User Interface
Overview
The UI for BOT is broken into 4 general areas: the Health Cogs, the Action Bars, the Status Bar,
and the Menu. They will be addressed individually in the subsections below.

Health Cogs
The Health Cogs are the circular devices in the top left corner of the screen, and are responsible
for showing the health and general status of each BOT in your arsenal. They will each include a small
image with accompanying text displaying the type of BOT, along with the BOT’s current health shown by
a bar that runs around the edge of each cog. As the player can have up to four BOTs at a time, each time the
player creates a new BOT another cog will be added to the UI. Should a BOT be destroyed by an enemy,
the cog will disappear.

Action Bars
The Action Bars are the main focus of gameplay in BOT. They are not constantly visible, but will
slide into view any time a Clickable target is chosen. The Action Bars will then offer the player a variety of
actions they can participate in with that target. The variety of options that will be available are listed and
described below:

Attack – if the target is an enemy engineer, this Action sends the BOTs in the player’s arsenal
after the target. If, however, the target is not an enemy, this Action will do nothing. A notice in the Status
Bar will also appear to inform the player of the unsuccessful attack.

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Salvage – if the target is a junk-pile and the player is close enough to the pile (5 ft), this Action
will salvage any useful materials or money from the pile. A notice in the Status Bar will also appear to
inform the player what is obtained.

Scout – if the player has a Scout-BOT in their arsenal, the BOT will scout the target and return
with information for the player.

Talk – if the target is a non-enemy NPC, this Action will start a conversation. If the player speaks
to a shop-keeper, this will open up the window to buy or sell from the shop.

Status Bar
The Status Bar will be in the bottom left corner of the screen and will display any changes in the
environment important to the player. This includes all Attack text, Salvage text, Talk text, and notices of
enemies attacking the player.

Menu
The Menu is another aspect of BOT that is important to gameplay, as all BOTs are created through
it. The Menu will consist of a number of tabs that can be flipped through by the player, specifically: Build,
BOTs, Map, and Materials.

Build – the Build tab will allow the player to create new BOTs. Different types of BOTs will be
able to be scrolled through, each type displaying what the BOT is, a brief, description, a picture of it, as
well as a list of materials needed. If the player has all the materials, a Build option will be available.

BOTs – the BOTs tab will be an accompaniment of the Health Cogs from the UI, showing the
status of each BOT and information regarding strengths, weaknesses, or anything else concerning the
player.

Map – the Map tab will show a top-down view of the map with the location of the player.

Materials – the Materials tab will list all the parts that the player has collected and salvaged from
the game. It will list the name of the material with a number indicating how many of that type are in the
player’s possession.

Repair – the Repair tab will allow the player to make repairs to damaged BOTs.

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Weapons
Overview
The weapons in BOT are comprised of the five robots the player can create. These BOTs can also
be made by the enemies of the game and each have strengths and weaknesses based on their class. The
BOT classes include: Default, Tank, E-type, Scout, and Sniper. They are discussed at length in the
following subsections.

Default

The default BOT is the most simplistic to create and is the “lowest” class of BOT. This is the BOT
the player begins the game with. It attacks from close-range.
The order of it’s attacks include: Default, Sniper, E-type, Tank, Scout.
The materials required to create a Default BOT include: Sheet metal (x3), nuts (x10), bolts (x5),
power source, joints (x4).
Stats: Strength 3
Defense 3
Speed 3
Range 2

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Tank

The Tank BOT is the strongest of the BOTs. It is slow and not exceptionally bright, but has high
strength and defense to compensate. It attacks from very close-range
The order of it’s attacks include: E-type, Default, Sniper, Tank, Scout.
The materials required to create a Tank BOT include: Sheet metal (x7), nuts (x30), bolts (x25),
power sources (x2), joints (x6), and Iron (x4).
Stats: Strength 4
Defense 4
Speed 2
Range 1

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E-type

The E-type BOT is the strongest BOT in the game, though it’s very low defense handicaps it’s
abilities. It attacks from mid-range.
The order of it’s attacks include: Sniper, Default, Tank, E-type, Scout.
The materials required to create an E-type BOT include: Sheet metal (x4), nuts (x20), bolts (x20),
power sources (x4), joints (x6), and a Super Battery.
Stats: Strength 5
Defense 2
Speed 3
Range 3

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Sniper

The Sniper BOT is characterized by it’s speed and range, giving it an advantage over BOTs that
require close-combat. It is not incredibly strong, nor is it’s defense very high.
The order of it’s attacks include: Tank, Default, E-type, Sniper, Scout.
The materials required to create a Sniper BOT include: Sheet metal (x10), nuts (x30), bolts (x25),
power sources (x2), joints (x10), and a Sniper Scope.
Stats: Strength 2
Defense 3
Speed 4
Range 5

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Scout

The Scout BOT is useful not in it’s combat abilities, but in it’s abilities to seek out enemies and
determine their weaknesses. With the use of a Scout, the player will be able to acquire information on not
only the type of BOTs the enemy is using, but the health of each BOT, the Spare Parts the enemy engineer
is holding, and the relative difficulty overall (given in “level” form) of the enemy. It has no strength, but is
very fast and works at mid-range.
The materials required to create a Scout BOT include: Sheet metal (x2), nuts (x5), bolts (x5),
power source, joints (x4), and a Daguerreotype Camera.
Stats: Strength 0
Defense 1
Speed 5
Range 3

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Musical Scores and Sound Effects


Overview
We will have a musical score comprised of either one or two looping tracks. The tracks will be of
a whimsical, pseudo western-theme with no vocal component.

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Single-Player Game
Overview
The single player game focuses on leading the player through the main tutorial, then allowing
them to explore a sprawling level. They will be able to create BOTs, robots that will fight for the player. As
they traverse the map, enemy engineers with their own BOTs will cross the player’s path, giving them the
option to fight or flee. Fighting allows the player to obtain spare parts from destroyed BOTs, allowing them
to create more powerful BOTs.

Build BOTs
The core of the gameplay in BOT is the building system, allowing the player to buy and salvage
parts from the level to create new BOTs. Through the menu system, the player will be able to see what
parts are necessary for each type of BOT and will be able to compare it to their own inventory.

Story
The outskirts of society are famous for their fortune-hunters. Engineering, a fairly new profession,
is considered the newest venue to fame and fortune out in the Borderlands. You are a new engineer, eager
to prove yourself in these wastelands and get your own slice of the proverbial pie. There are gangs of
engineers that bar your way, however, mean, dishonorable thieves who take over towns and drive out their
populations in order to hoard the wealth there for themselves. If you’re ever going to become a famous
engineer, it’s up to you to drive the bandits out of town and take on their leader, Boss Daggett.

Hours of Gameplay
The length of BOT’s single-player experience is dependant on the player’s style of gameplay and
their level and interest in exploration. A general estimate would be about 2 hours, though this is a rough
figure at this point in development.

Victory Conditions
The level created has a number of “tasks” that must be accomplished for the player to be deemed a
“winner”. The player must complete three out of four tasks to win. These tasks include:
• Defeat Boss in crater area
• Defeat every engineer in the level
• Create every kind of robot
• Buy or find a rare part

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