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    Game Design Document

    April 13

    2008Viral Light Interactive 2008

    Game Design Document for the Action Adventure RPG Game DeathWish 1931.

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    TABLE OF CONTENTS

    CONTENTS1.0 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

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    5.1 Prototype Details ................................................................................................. 25 5.2 Rewards and Easter Eggs ................................................................................... 25 5.3Marketing/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

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    ----------------------------------------------------

    1.0 Story and Overview -------------------------------------------1.1 Introduction: 1.1.1 General OverviewDeathwish 1931 takes the gamer back to the "good old days" of 1931, a time when mob rulh the barrel of a gun. Our character, Vincent Tonilly, is an Italian office worker tployer's shady dealings. Fearing the worst, the executives decide to dispose of poor, bloody and battered in the city outskirts. Barely clinging to life, he swears reve

    1.1.2 Basic Game Details GenreDeathwish 1931 is best classified under "Action/Puzzle."

    Platform, Minimum SpecsDeathwish 1931 is set to run on Windows XP/Vista Operating Systems. Minimum Specs: el based processor 256 MB of RAM DirectX 10.1337f or better Nvidea GF4 MX440 o

    Target DemographicOur target audience is between the range of ages 1832, in the North American and Europjoy action and puzzle based games, we aim to hook those who regularly engage in story cs, for example).

    PerspectiveThe game is played primarily from a 1st person perspective. The option of 3rdperson i

    1.2 Plot Points:Betrayal In a barren field, we see Vincent Tonilly (our game persona) as he is dranseen assailants retreat the scene, leaving Vincent to die a slow, painful death. Henages the strength to pull himself together. Weak and on the verge of death, Vincent

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    forces onwards, eager to find some help. Recollection Having helped the farmer anent starts replaying the events of his past, everything leading to his downfall. In a tumbles across the dirty dealings of his employer, Dante. Before he can so much as bliut cold. The next thing he remembers is waking up in a pool of blood and his oath of ritches the countryside and makes his way to the city, he finds he no longer has a plm has been taken over by some pretentious aristocrats. And worst yet, Vincent's fae. Furious, he makes a small scene... only to regain his composure once he realizes e was alive, he would've already crushed Vincent like an ant. Without a home, famif to create a life of vengeance. New Life After making a few underground connectimself a new identity. This new persona (named accordingly by the player) signifies tust undertake... under this alias, he can finally work his way up in the world of crAn Old Fiend Following a sabotage gone awry, a minor wound lands Vincent in the hospntity is readily identified by a fellow doctor. Namely, an associate of Dante... Do happened to arrange the hit on Vincent's person. He rushes to a private ward, gre stops cold... he hangs up the receiver. The grand realization is, if Dante was tch's ass on the line. Dante is, after all, a very unforgiving person. The only thiy dispose of the patient on his own. Medical Mistake Dr. Lawrence Mirch fails in ed by Vincent in his home. News of the doctor's death spreads like wildfire, whi's ears. Taking the matter personally, but knowing not the target nor the reason, e darkest depths of the city. Within time, the entire underground and its minions are eggs After a number of goon encounters in the back corners of the city, Vincent muscaks into Dante's estate... completely massacring everybody there. Unfortunately, thereo sign of Dante anywhere. Depending on how you progressed during the game, Vincent mays of his missing family, according to a stashed away memo of Dantes.

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    Burial at Sea From the estate, Vincent figures that Dante must have escaped on his pe to the death, Vincent finally succeeds and kills his nemesis. He Weighs the body dng as it sinks out of sight. Ending Circumstances Depending on the circumstances, Vomb that Dante set on the ship (last ditch effort), or he'll leave alive and skip townrom a distant relative.

    1.3 Environments 1.3.1 DescriptionsFields Time of day: Lateafternoon evening Description: The fields you start outching out far beyond your field of view. Much of the field is deserted and consists ofnes and holes. The crops that remain have either gone bad or become buginfested, leavnetheless, this needless growth swallows your waistline as You slowly trudge your way lightly twisted out of shape due to improper growth... the branches hang over awkwardling in an uncomfortable manner. Splitting the endless field is a desolate dirt road, ovehicle ever since you were last deserted. On the field across the road, you faintly sp, with what looks like smoke emitting from the chimney. Above, night is closing in andg to what looks like a late night storm. The Farm Time of day: Night time moon lightce. Between you and the house is a field with a driveway. Surrounding what seemsh a field of wheat behind the house. Above you there is a star filled sky with some clnd you hear various animals clucking, mooing, scratching and snorting. With time (asrow thicker and it begins to rain. By the barn is a small wooden shed. The door on tarely held in place by its rusted padlock. Though worn and torn, the structure of the sere are many branching fences, used to house the various animals. Between the fences ahrough, just large enough for a small group of people to pass by. The gates themselvesre reinforced with additional material (wire, steel posts, etc).

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    The City The city itself is quite large, comparable somewhat to an actual city. It has arks and attractions, including candy stores, post offices, parks, arcades... of courseons serve as decor, as you can't actively enter every single place you visit. It would irety of the city in this version of the document, so this portion only signifies the rst and foremost, the city is more or less divided by the wealthy and poverty strickend belonging to the wealthy are the centraleast portions of town (Market District), souxury district) and northern most point of town (Scenic District). Everywhere else faldleclass or lower... the crummiest portion being the district behind (east of) the Mamonly dubbed "Beggar's District", the place where you'll make most of your underground ng down the city zones briefly: Market District: Most of the attractions you'll cardly the ritziest part of town, it has its fair share of eye candy. Usually crowded wncounter various lineups and occupied benches. Police will shoo away the beggars, ofteeggar District. Streets are relatively clean and flashy, with stores hanging obnoxiouslay posters to catch their customer's eye. It is (more or less) based on your typical ttle more visual pizazz than you would normally see during that era. Almost any Americt be mindful of the little details: telephone poles, street lights, speakers, exhibit s, gas pumps, tire marks... anything that makes the district come alive. Port and Luortant part of the city, only a small portion of it is accessible to your character. Tterized by fat lots of land with fancy gates and huge elaborate mansions, excessive byk of a town filled with unnecessary flashy luxuries... private fountains, private golf, decorative bushes, excessively sized parking garages... and lump them together in a e stretch of fat cat property lanes is the waterfront/port, where many of the moneymaknd other various water boats. This district is significant as it encompasses both Danth crucial areas in the story (See Plot Points 1.2). Scenic District: The Scenic Di

    een. It's prime significance is that it houses the hospital, a key location that Vinceict, in a nutshell, is characterized by sweeping hills and rich vegetation, parks withic golf ranges. Beggar's District: Take what you've seen for the Market District ay a disastrous hurricane or earthquake. Broken and looted buildings, wrecked architect

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    unkempt stree ets (horribly li ittered and plastered with h shards of gla ass, graffitietty much dictate a m an accurate re epresentation n of slum life, , a grim repre esenpression. he key points s are in the ba ack alleys, wh here (while da angerous), yo Th as ssist you. The e bums are re elatively harm mless, though annoying (they'll bothean nd persistent tly at that). Yo ou may find a few hoodlum ms looking to mug you, so kpital he hospital sh hould represe ent the look a and style of th he era. It is m moders Th an nd all the nec cessities a hos spital should have, within reason (waiting rooy de epartment, p patient rooms s, supply room m, receiption area, etc). Th he first fil ly with visitors an w nd nonterminal patients, while the sec cond floor deals withs and re egular hospita al operations. The third flo oor should be e dedicated to o sie where Vincent w t ends up. Pat tient rooms a are plain white and decora ated with a mall TV situat ted on a table e, window wit th closed whi ite curtains, m mediumsizedstool, amo ong other medical tools an nd items of th he level design ner/concept a artirence Mirch's Home Estate e m Th he layout is u up to the level designer's d discretiod invoke a a sense of ec ccentricity (offcolor, drab b paintings, st trangely shaped raling banisters, purple ru ugs, stained g glass windows s, etc). The layout does (sh t the pos ssibility of dea ad en nds, we want t the doctor to be able to f flee freelyttacked... and no ot trap himse elf like a rat. T The house sho ould be quite e large , but o only co ontains a base and upper f floor, no base ements. The b backyard shoulcle, with larg ge bushes ob bstructing the sides (as to n not provide im mmediate esc cs). Dante's Estate Much larger th M han Lawrence e's estate (30% % larger horiz zons 3 floors and a l large po ool and huge hedge maze on its back acreage). Unlike Dr. Le more akin to w m what was pop pular at the tim mes, including a huge clos set of cloed with large, grandiose paintings, ind door pools, tr rophy rooms, small theatre e roo

    edroo m oms and gues st rooms, mas ssive library, g grandfather c clocks, etc. he trs favorite room m, and the last room you'l ll have to visit t. It's situated d on Th tb b the key off of one of his goons. It's po osh and comp plete with bea ar ru ugs, deh c critter skeleto ons and a larg ge expensive oak desk, co omplete with h a tall, rone (with jew wel engraving gs and red fab bric padding). Behind the boo okshelf is a se Dant te appears to o have escape ed. Y Dante's Yacht It should very closely repliR o

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    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 DescriptionsBetrayal Opening Sequence The scene pans to the open field described in 1.3 Environmene south from our perspective, entering from and away from the camera. We spy a red bhanges to a side view of his feet, following him as he paces away... much of this viewn growth, but it should indicate a sense of him moving. The camera pans suddenly to thards, revealing his face... we see a group of men in the far distance, but cannot clearene then changes to the perspective of one of the men... we see him draw a weapon and . We hear murmurs, the screen flashes black and we hear the inevitable gunshot sound. lashback Sequence Note: This is played out from the 1stperson gameplay perspective. Yr player at this given time. Cuts in during the sequence where Vincent makes his was the area just outside the office, we see the black silouette of two figures through oice, he appears to be arguing with somebody about 'due payment'. Just then, we see Daistol and shoots the patron in the kneecap. The guest shrieks in pain, and Dante mentint, sensing the danger, turns to flee... just in time to encounter a patiently waitingscious... the screen fades to black, once again. It reopens in the field, with Vincenyer takes control of Vincent from this point onwards (cue 1.3.1 Plot Points, Fields).

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    Vincent arrives home and finds his home overtaken by an obnoxious rich couple. When he o vacate their property. Vincent engages in a heated argument until the couple threateation Vincent cannot chance, as he stands a better chance against Dante with a lost ido More). He wanders off without a word, wondering just what he should do next... he dehing to mark his newfound life of vengeance. Encountering Dr. Lawrence We catch a gwn the halls of the hospital, tailing the tall doctor from behind. The gap closes, andhere Vincent's room is. We hear a horrified sound as he peers through the door window ccurs to the Betrayal sequence, showing that Dr. Lawrence was the one who fired upon Vh Dr. Lawrence bursts through in a panic. He grabs the phone, but hangs up the receivehe situation, he realizes he is most likely to be killed for botching the job (see 1.2o take care of it himself, as the screen fades to black. Dante's Reaction A brief sceed over his fellow doctor's death (see 1.2 Plot Points, Medical Mistake and 6.1 Level h's Estate for details). After a minute of ranting, he calmly sits and lights up a cigtions there's no place for an urchin to hide besides the shadows... the scene fades tonvaded Dante's estate and made your way to his trophy room (6.1 Level Descriptions, Dacks in. From a firstperson perspective, Vincent stands in front of the door. You'll ht, and a final clatter as it opens. The room is bare, and all sound (and music) fades r defeating Dante, the camera pans to the outside of the yacht... the camera spots a lahe back end. The fuse gives, the camera pans out and everything on the yacht is blown he screen fades to black amongst the wreckage, and the credits start to roll. Ending ollows the bad end exactly (minus the credits), but then pans to the port and hows Vins to his face, then shortly to his back as he looks onwards towards the wreckage. He pthing. The camera focuses in, showing a picture of him and his family. Having not compe for revenge, he walks away... the camera fades to black. The camera pans to a distan

    e driving. Zooming in, we see it to be Vincent. The camera circles to his back and sudhe distance. Panning left, we see a sign pointing to Arizona, the place where his fami.2 Plot Points, Borrowing some eggs). The screen finally fades to black after a long p

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    1.4.2 Storyboard

    Two Excerpts from the starting cinematics of the game. Showing the fall of the player'scharacter and giving background to the players motives.

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    ---------------------------------------------------------

    2.0 C Characte ers -------------------------------------------ayable Ch haracter2.1 Pla 2.1.1 Ba ase Descrip ptionVincen nt Tonilly (M Main Chara acter)Age: nality: Nation Blood Type: Eye Co olour: Height: Weigh ht: Likes: es: Dislirican/Italian AB Bro own 5'8 8 180 0 lbs Red d Meat, Blues s Music Dante, Corrupti

    Personality: e was betraye ed and left to die, Vincent w was best desc cribed as a levc Before he individual l, a rare type in heed of the Great Depression. Neith her the kr people'sb business, nor the kind to c care, Vincent was more or less a family man. a living, he rec ckoned But once betraye ed, broken an nd left withou ut a home or f warps... his us sual passive s self becomes explosive and d he develops s a far more c d aro ound him once e he's seen it in this new li ight. Vincent' 's morals, on the othetion n of the player and their ac ctions.

    2.1.2 Vi isual/Conc cept Depiction

    Vinc cent is charac cterized primarily through his protrudin ng cleft chin, t thick swows and curly y jet black hai ir. His ears are e large and ovalshaped, while his nosar the base. Vinc cent maintain ns a shifty, sle eepy look with his eyes and his lips eks. His comp petition and c composure are somewhat t gritt ty and he exh hibits a sofs. H He's basically a a man n who looks like he's work ked hard his e entire life. rse of the gam me (according g to the choic ces of white busines ss suit and a lo ooseth a w nch coat, soak ked in blood a and dirt with grey pants and tan shoes tren follo ction.

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    2.1.3 DevelopmentThough Vincent doesn't grow the way an RPG character would, he is able to scrounge, devm his surroundings, thus increasing his overall chances of survival. A bottle, fuel anwn, but they make a potent projectile in the form of a Molotov cocktail... even an abaake the difference between life and death. See Support Items (Entry 3.3) for more info

    2.1.4 AbilitiesVincent can also learn a few moves to ensure his survival, the majority of which requirs... Note That abilities are selected in the same nature as items using the HUD scrm behind, Vincent can subdue a foe by applying pressure to specific portions of the bonfrontation with an armed opponent, use this ability to counter your foe and steal his

    STOMACH TURNER Vincent turns to his side and thrusts his foot out straight out, sockitunning move as well as crowd control, as any surrounding opponents will be pushed bac

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    2.2 NPCs(Note that NPCs do not have a manner of development or selfimprovement their attribue

    2.2.1 Ally NPC Details l e

    Farme er (Actual name nev ver given)Age: nality: Nation Blood Type: Eye Co olour: Height: Weigh ht: Likes: Dislike esio on: He is your r savior, if you u don't mind getting your hands dirty. T The farmererform, the pe erfect opportu unity to learn n more about your surroun ndings and ho owth it. The pa ay is chicken f feed, literally, , but you have to start som mewhere. oBS k kind of guy, th he kind who w won't give yo ou handouts f for halfass jo obs. Yary b background... . he's the last kind of perso on you'd ever r expect to crack a smitely emotionless, as he's willing to help any stru uggling soul in n need... so lo ongor it. He's relatively quiet an nd gruff, and only speaks w when spoken to. His vacaof a oded killer, bu ut you need not worry unle ess you openly assault him m... and bel of a fi ight. Visual des scription: His roughedged comp plectition (worn for wead bruises) reflects in his clothing g, as ally covered w with grime and grit from hi is, for exam mple, are worn n he is usua with holes and grass st tains, his whit te cothed in dir rt and sweat, his grey work k shoes cracked and coated with mud d, etc.

    ld the grime quite we ell, however. H He sports a grey mustache e in His black s controth h of which are e trimmed to be short and tidy. He is rarely seen wit thout his greeriods s of sleep. His daily work co ontributes to his stocky fo orm... his face is s ly th hrough thin sweeping eyebrows, narrow wed eyes, a w wide grimacin ng mouth, lin pa ale lips and pi inched celestial nose. 46 Am merican A Bro own 6'0 0 212 2 lbsnting Slackers, Mooch hers, Stray Animals, Nonsence.

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    Offensive Behavior: e Should the farmer be a assaulted, this is what the assailing parhe oppone ent He'll pu ull out this we eapon if the two of you are e on their ass, orut spread far apart. If t that happens, , quickly run f for completely. It has a slit is very Just one shot t from this we eapon is just a about difficult to o dodge or h h to kill you, o or at least brin ng you close t to farmer is slightly vulne erable Your only opt tions are to fi ind a way to c close giving you u time to counterattackile h he reloads his s weapon n. Reloading t time is slow, thankfully, bu ut Approxf your hea alth. tread w with absolute caution! Punch com mbo: The we eapon tA series o of forward jab bs followed by y a hook or a damagi ing) the farther away yomach. . It executes q quickly, so the e ll want to be out of range f for this attackdepending where hit): g: 122 25% Arm/Leg or be able e to block/avo oid the blows Approxima ate damage: 12% of hea alth (3 hits: 2%, 2%, 8%) Head: 80% %

    2.2.2 Ne eutral NPC C Details

    Chicke enIn an ag ge such as the e Great Depre ession, even a a lowly barn animal ca an be an uize and num mbers put you u at an alltime disadva antage. Chicke ens have a fo ondnesecially the shiniest items. Chicke ens are very y likely to run n off with one e of yo

    s. Will you be able to c catch it?

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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 isoise as it runs off as well. Holds the 'key' key item (see [3.2: Key Items] of the docardly chicken'under Game AI types (portion 4.3, AI).

    AGGRESSIVE CHICKEN (Seek AI type) Will actively seek out the cowardly chicken and atity,until its health is completely depleted. Makes a loud 'BAWK' sound as it attacks. For ressive chicken' under Game AI types (portion 4.3, AI).

    WANDERING CHICKEN (Wander AI type)Motions around almost aimlessly, relatively braindead. Clucks as it walks, in a seaml

    Appearance Types: Offensive Behavior: If a chicken should be prPeck: An attacking chicken will 'bawk' loudly as it lunges forward with its beak and ing at your legs. While damage is low, the attack itself is quick and you may find youeral successive hits. As well, there is a slim chance of the chicken knocking you over Approximate damage: 24% of health. Chance of knock over: 5%.

    Brown chicken. Brown chicken with white spots. White chicken. White chicken with tand chicken. Red chicken with white spots. Black chicken.

    Size Variance: 1216 inches. Weight Variance: 58 lbs.

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    BullAn aggr ressive, territ torial bull. He has no qualm ms about s stalking and c charginr. Its shee er strength de eems handto ohand weapo ons useless s, so Dante should geth hing a little more powerful l. Just watch o out if you tick k it off

    Personalit ty Types:

    TERRITORIAL BEAST (Se eek/Arrive AI I type) uld enter its te erritory, it will activeloses sight t of If you shou your presence. Afterwards, it will ret turn to its orig gitomp its feet menacingly should it suddenly d detect your presence. , see 'bull' unor more specific personality details, 4.3, AI). oalcolor bull is wellfit and d tonh it suffer rs a This charco series of sc car marks on t the back of it ts legs. It haize... . the bull itself is approxim mately 172 cm m (5.6 feet) tall and weighs s 1600roxim mately half your character's s speed, so it can be easily av voided... its chargSize Varianc 5.6 fee ce: et (172cm) Weight Vari iance: 1660 k kgs.

    Appearan nce Types:

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    Offensive Behavior: e Melee (Close Engagem ment) ge, which is s guarantee ed to knock you down and d inflict heavy y damage. D Defendid weapo ons will fail to o cancel this a attack, so bew ware. Deadly should yo ou fin Approxima ate damage: 20 033% of healt th. Chance of knockover: 100 0%.

    Ranged d (Short Engag gement) ine of sigh ht (ie. there are no obstacles between it and the play yer) . Further r dtypes (portion 4.3, bull cat tegory). Getting struck by t this attack results in sevage e.Approxim mate damage: : 5080% of health. Chance of knockover: 100%.

    2.2.3 En nemy NPC Details 2.2.3.1 Regular En nemies Henc chmen (Various)Note: D Due to the do ocument size limit and this s character's irrelevance to the p

    y will be withheld h until ve ersion 2.0 of the documen nt.

    2.2.3.2 Bosses Dr. La awrence M Mirch

    Due to the do ocument size limit and this s character's Note: D irrelevance to the py will be withheld h until ve ersion 2.0 of the documen nt.

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    Dante e MoersAge: nality: Nation Blood Type: olour: Eye Co Height: Weigh ht: Likes: es: Dislilian O Gre ey 5'77 174 4 lbs Pow wer, Cigarettes, Fine Art, Lite erature Com mpeevision n

    oers, Vincent's former boss s and sworn t target, is the founder of Sq quid Inc., atection n agency. It lo ooks like a reputable firm on the surfac ce, but in reality it nd more desp picable corners of the city. .

    Perso onality: Like m many villains, Dante is the cocky type w who acts like h he hasd d, like some s sort of demiG God. He do oesn't hesitate to call the s shots or confatter how po owerful an op pposition. He espec cially despises s those who s stand in ns, , and his proc claimed 'solut tions' are any ything less tha an morale... as Vincet to. Appearance: Dante e demonstrat tes his vain sid de through a variety of experies s. He typically y prefers black and grey p pattern attire e, and his dres ss shoeblack. . Dante is a heavy smoker, , so it's rare to o spot him witho out a lit cigare l appearance e, he has th he brow of a hawk and cold, piercing gr rey eyes. His mouth

    , especially when he grin ns diabo olically. Dante e sports a sharp aquiline no ose, ls hair is a a pale yellow, carefully gro oomed around d the conto ours of his fac ce a

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    Offensive Measures: e

    Note: Due to the docume ent size limit and this portion n's irrelevance to the proposedl version 2.0 0 of the docum ment. withheld u

    ----------------------------------------------------------

    3.0 Invento ory -------------------------------------------(Note: Though the game features a variety of i g s items, docume constraint limit us to an exhibitionof ent ts demonst tration-only ite ems)

    3.1 Combat-orie ented item ms Scythe SDescription: A long, twohan D nded farming sc cythe. Typically used to mow d u down lyou'll be using it to reap the blood r d of your enem mies. Appearance: T A The dulls slight cr racks and splinters, t a the metallic bla ade is scratche ed up and stain due. Found where: In the tool she F ed, once you ga ain access. Eith her steal the tse or gain n the farmer's permission. p Attack Type: M A Mediumclose r range, strikepaces or closer p r to yourself. W With both hand ds, Vincent holds the Scythe to his t horizo ontally towards s his left, in a sharp arc. Note the attack is relativ l velyximate D A Damage: 5% fo or a graze, 15% %20% from a p proper hit. Deals some h e kno

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    Shove elDescript tion: A dented d, but readily useable shovel. Can be utilized for both co ombs in n the it selected). ground (highlight a spot to dig with i ance: The woo oden eara followin ng it all the way y up to the sho ovel end, the m metal spade is s loosed out of pla ace. It's heav vily rusted and somewhat dis storted in shap pe. wherel to the fenc ce. Found w You'll fin nd it leaning ag gainst a broken n wheelbarrow wncent ha as two alterations in Attack T his attac ck... he'll either swing it viole ent, or s swing it overhe ead like a hamm mer. Damage remains s the same, tho ough the kll knock th he opponent either backward d (baseball edition) or flat over (hammer e ee e: 8%14% from m a clean hit. Approxi

    y tems 3.2 Key event it

    House K KeyDescription: A s small rounded edge brass key y. ooks like your typically key, w wnd se econdary lip. Has a flat rightangle opening on the e bow end. a small circulare runaway Fo ch hicken (see6.1 Level Descript tions, farm). urpose: Grants s accessse. Pu

    Tool S Shed KeyDescription: A A small rounde ededge brass key. except Appearance: Exactly like thber rs '661'. it has the eng Found where e: In the farmer's house, look k in the is item. ens the farmer r's toolshed. Purpose: Ope

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    Gears G Descrip ption: Miniatur resize gears. Appear rance: Brownis shGives a slight reflectio on. Edges are s smooth, looks new... comes w with one large 8m mall 4 prong gea ars (shaped lik ke plus signs). Found where: Given t to you by the ount of odd c chores. you com Purpos se: Used as par rts for horseles ss carriages andl objects.

    3.3 Support-oriented items p Top Hat TDescription: A D A stylized blac ck hat. Appearance: Black k with a white e ribbonon. A p portion of the e hat's back li ip is ben nt out of shap pe. Found d whereareast end of f the farm. Purpo ose: Combine e this with sm mall objects (such ceal stole en goods s and keep yo ou out of trou uble.

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    4.0 G Gameplay -------------------------------------------4.1 Gameplay Basics BThe Playe er seeks to find out what has happened to him and m make his way back to townust navigate the 1931 w world in order to survive and find a mea ans to get to the nexe to kill, steal and so ometimes use e ingenuity an nd combine objects to o make tools

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    The playe er is faced with obstacles that he must o overcome usi ing his proble em solvols he finds and purc chases throug ghout the gam Ultimat me. tely leading to o his ted killers.

    4.2 Gameplay ElementsPlayerThe player r is represented d by a 3D model of hands wh hich are portrayed in first per

    PuzzlesPuzzles are e littered aroun nd the game w world and will involve many d different obstid objects. m b

    ItemsIn the full g game there are e items which can be used fo or many differe ent purposesly have a spe ecific purpose b but can be used in many diffe erent scenarios Below ic ch can be found in n the game.

    Gears p parts of for horseless carriages and other m mechanical objects

    A Key O Opens locked o objects in the g game world.

    Tools

    In the dem monstration the e player can ac cquire a shovel from the farm m area and a fe e. Our aim with T Tools is to enab ble the player t to be able to m make choices th erience fo or the user. I.e. The pistol enables the ability t to defend ones self effeters and foes a at range with a a great ise, and the shovel with mele ee range allowses. Each too ol with their pr ros deal of noi and cons e enables different style of pl

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    Bad GuysEnemies will vary based on the stage in the game. These enemies will include animals asng of the game you can see examples of enemies as chickens and a bull.

    4.3 Artificial Intelligence Chicken AIThere are two significant types of 'AI' chickens in the demonstration (and one lesser)en (which just happens to be holding the important 'key' item), is instructed to flee d NPC included. It must not only determine its own safety route, but gauge its surrounders are about. Once an intruder enters its safety radius, it will panic and regauge e (given time limitations), it will locate strategic areas to hide itself, depending ond opposing NPCs. If completely cornered, it may be forced to defend itself. The ser, and will feverishly engage, chase and attack the cowardly chicken. In other words, ly chicken is within view, or within the aggressor's seek radius, it will charge like ard. Within limitations, the aggressive chicken should employ aggressive behavior (cutnt's path, cornering it into a dead zone, sneak up, charge in from the sides, circularicken should also attack the player should you happen to block its path, but it shouldry important!). If the aggressive chicken loses sight of its target, it will wander refully until it comes across its hated brethren. When it finds the coward chicken, third kind of AI chicken, the wandering (ie. braindead) chicken. It will wander around ally watching where it is going. It is hardly a significant demonstration of AI abilitytally basic path finding demonstration. Bull AI In terms of behavior, it is more orken. The main difference is that you, the player, are its main prey. It will only makeerritory... once engaged, it continues to stalk the player until you escape. Unlike thh constantly pursues its target, the bull will return to its origin point once the cha

    yer a breather until the beast is once again engaged. The bull is best summarized aserall behavior. When the bull attacks, it charges forward in a relatively straight paty (within a range of 15/15 degrees of turning potential). It walks slower than you, bes as fast as you can run... meaning the player must take care not to trap him/herself gative AI interaction (relation) between the chickens and the bull, unless the aggressack the bull.

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    4.4 Pacing4.5 4 3.5 3 2.5 2 1.5 1 0.5 0 Level Of Difficulty Players Projected Skill Level

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    5.0 Miscellaneous Points of Interest ------------------------------------------------5.1 Prototype DetailsThe Prototype places the user in the starting level called Farm. It is in this level nd and interact with the world. At the time of this document it is PreAlpha and compl

    5.2 Rewards and Easter EggsThere is a reward system allowing players to collect money. Money allows the player to pon upgrades, information and mobility. Food is used to return hit points to an injlso be used as bait for attracting animals should they have something you need. Amlayer more projectiles for their weapons. Upgrades would fall under two sections. Ts well as weapon upgrades. Player upgrades would mainly consist of objects stolen f. Objects like body armor (flack vest) or special ammunition(s) like shotgun slugs areuld be acquired.

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    Other rewards include weapon upgrades that would increase accuracy and damage of youw barrels, new stocks, new ammo, cleaning kits, scope sights.

    5.3 Marketing/Package ArtMarketing will be done by our lead marketer, Johnny Scapegoat. We will utilize a highlyn a black double DVD case holder. As a sign of quality, we won'tforego the manual and

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    6.0 Level/Mission Descriptions -------------------------------------------6.1 Level DescriptionsFields Objective: Make your way to the farm in the distance. Description: As soon as ay towards it to complete this objective. Farm Objective: Force your way into the far: There'sa large box blocking the door into the house. After approaching the box and cked. Your goal is to obtain the key from the chicken to open the house door. The chicnd subdue it, even if that means hacking it to bits with an axe. New Objective: Make 100 to afford a trip back to town. Do this either by helping the farmer with optional ling items to a passing merchant or assaulting the merchant and taking all of his golds phone to arrange a trip into town.

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    City Objective: Make your way to your home in the city. Description: If you manage tay to the marked location (on the centralnortheast end of town, just north of the Marer a cut scene (see 1.2 Plot Points, under Home No More). Beggar's District Objectivor a Forging Artist Description: Whether you ask around the Begger's District or meone who'll direct you to the forging artist. Find him in a southern alley of the Begew identity and to be introduced to the Underground World. From now on, you can take or agents in various parts of the Begger's District. Market Square Objective: Midnightcription: After receiving this mission from an Underground Agent, make your way to thep, within the confines of the Market Square. After you successfully dispatch the goonsape, you'll be wounded by flying shrapnel, forcing you a trip to the hospital. Hospitassination attempt. Description: Following the cutscene (see the events of 1.2 Ple), you'll be attacked by numerous goons in your hospital room. Escape the hospital anrawing attention to yourself (ie. no witnesses). Objective 2: Force information from geave a goon helpless (disarm, corner, scare or take one hostage) to learn who orchestration, you'll have your new target. Lawrence Mirch's Estate Objective: Assassinate Dtion: Fight your way to Dr. Lawrence's Estate (east of the hospital), defeat his goonse armed, but should be easily disposed of.

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    Beggar's District Objective: Make your way to the Underground Agent Corner. Descrir way to the nearest Agent, you'll see that you've been set up. Defeat the fleet of goDante's Estate Objective: Assassinate Dante. Description: Similar to the "assassbjective, you must break into Dante's Estate, kill his security and make your way to te hiding. Once you arrive there, however, you'll see he has escaped. Dante's Yacht Oription: Again, dispatch of the security and corner Dante in the Master Cabin. Destroyh the final cutscene & credits.

    6.2 Level Maps

    This map is a Angled overview shot of the level labeled `farm'more information about each relevant world object/events noted by markers on the left can be found inSupporting sections (1.3 to 4.0)

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    ----------------------------------------------------

    7.0 User Interface -------------------------------------------7.1 Front End Flowchart

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    7.2 Game HUD 7.2.1 Description eThe HUD is a simpl heads up display tha allows fo interaction with the w D le pat or n world. It disp plays current h health in the top left co e orner as we provides the user with a pop up chat box w ell p when conversations are had. Theus will see the curren items in u h ser e nt use, as well as be able to e the gu ntory selection screen with the top navigation bar p n access t pause game, menu and inven seen in t mockup in the top middle. Th overall th the p he heme will be that of wo oodish metal looking t theme.

    7.2.2 Mockup Design M e

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    7.3 Game Controller Diagram

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