Fragments of the Forgotten GDD

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1 Δεκ 2013 (πριν από 4 χρόνια και 1 μήνα)

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11

Fragments of the
Forgotten GDD

This is the Game Design Document for the game we are making for senior project. It
has everything that the game should have and will be used to create the game.

William Robertson, Byron Ludd, Michael
Melendez


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Contents

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WORLD ENTERTAINMENT GAME DESIGN DOCUMENT

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Title


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Description/feature
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Level Overview
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Purpose/application


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Premise/high concept


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Genre


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Platform

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Timeline/Plan


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Audience/market


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Rating


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Player mode


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Time interval


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Backstory/syno
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Character descriptions


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Main Character:

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Employer:

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Ancient Spirit:

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Treasure Hunter #1&2:

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Treasure Hunter #3:

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Robot Companion:

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Old Man:

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Friend:

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Story


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Beginning

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Middle

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End


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Planets
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Competitive analysis


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Rules


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Challenges


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Strategies


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Strategy 1:

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Strategy 2:

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Strategy 3:

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Theory/game bala
nce


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Perspective/game view

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User interface


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Audio

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Summary/future updates


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DREAM
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Title






Fragments of the Forgotten



Description/Feature S
et





Our game will be a 3
rd

person action platforming game with
many

puzzles
to solve. Levels will be fully 3d environment, with textures, materials, 3d
meshes, and 3d geometry that will make up the graphics. The trend of the
market lately has been first person shoots. So we are going to make
something that is different so

that the consumers will have a change of
pace when they get bor
e
d
with

shooters. The player will take control of the
main character as they travel the galaxy in search of artifacts that are
hidden deep within ancient alien ruins.




Features:




Compelling s
tory



Hours of game play



Fun puzzles



Space exploration



Explore ruins



Collect ancient artifacts



Combat enemies


Level Overview
-




For t
he majority
of the game
,

the player will be in different alien ruins
throughout the galaxy. In the deepest part of each ruin there is an artifact
that was left behind by an alien that doesn’t belong to the planet.
All of the
ruins

will have a different look to them since differen
t alien races built
each, but the room the artifact will be left in will have the same style as the
others since they will be built by the same alien that left the artifacts. Also
,

the
ruin
s

will have different technology that is not native to them that wa
s
given to

them
by the

alien who left the artifact.







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Level 1 Map Layout





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Level 2 Map Layout




Level 2 First Floor






Purpose/
A
pplication






We want to get the player involved with the story and puzzles of the game.
Also
,

we want to make the player feel like he
/she

is a part of the story and
we want the player to enjoy solving the puzzles and exploring the ruins of
the game.


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Premise/High C
oncept






Travel the universe exploring alien ruins to discover powerful relics. Us
e
the newly discovered relics to unlock the mysteries of the universe.
Challenge yourself throughout the game solving new puzzles and avoiding
dangerous traps left behind by ancient civilizations.


Genre






Action/Puzzle
/Platformer


Platform






PC


System Requirements


Minimum:



Windows XP SP2 or Windows Vista



2.0+ GHz processor



2 GB system RAM



SM3
-
compatible video card



3 GB free hard drive space

Recommended:



Windows Vista 64 SP2



2.0+ GHz multi
-
core processor



8 GB system RAM



NVIDIA 8000 series or
higher graphics card

Timeline/Plan





The following table depicts our time schedule.




Task Name

Duration

Start

Finish

Week 1

6 days

Thu 10/27/11

Thu 11/3/11

Team Charter

3 days

TS
-

Status

3 days

High Concept

6 days

Team Web Page

6 days

Week 2

3
days

Thu 11/3/11

Mon 11/7/11

Statement of Work

3 days

TS
-

Status

6 days

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Initial GDD

6 days

Week 3

6

days

Thu 11/10/11

Thu 11/17/11

Group Brainstorming

1 day

Work on Game Level Layout

1 day

TS
-

Status

0 days

Final GDD

0 days

Work on GDD

7 days

Initial TDD

6 days

Portfolio Part 1

6 days

Group Website

5 days

Week 4

6 days

Thu 11/17/11

Thu 11/24/11

Group Brainstorming

1 day

TS
-

Status

0 days

Final TDD

0 days

Group Website

5 days

Work on TDD

5 days

Hardware Requirements

1 day

Hardware
Abstraction Layer

1 day

User Interface

1 day

Graphics Engine

1 day

Sound and Music Engine

1 day

Configuration System

1 day

Game Data

1 day

Event Handler

1 day

Logic Engine

1 day

Physics Engine

1 day

Programming Structure

1 day

Timing

1 day

Project Plan

6 days

Week 5

6 days

Thu 11/24/11

Thu 12/1/11

Group Brainstorming

1 day

TS
-

Status

0 days

Group Website

5 days

Test Plan

6 days

Week 6

6 days

Thu 12/1/11

Thu 12/8/11

Group Brainstorming

1 day

TS
-

Status

0 days

Group Website

5 days

Portfolio Part 2

6 days

Week 7

6 days

Thu 12/8/11

Thu 12/15/11

Group Brainstorming

1 day

Group Website

5 days

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TS
-

Status

0 days

Mon

Mon

Week 8

6
days

Thu 12/15/11

Sun 12/18/11

Group Brainstorming

1 day

Group Website

1 day

Alpha Version

1 day

Alpha Presentation

1 day


Task Name

Duration

Start

Finish

Week 9

6 days

Mon 1
/2/12

Sun

1/8/12

GDD review

6 days

TDD Review

6 days

Team Web Page Update

6 days

Week 10

6
days

Thu 11/3/11

Mon 11/7/11

GDD

6 days

Website up date

6 days

Beta Level

6
days

Week 11

6
days

Thu 11/10/11

Thu 11/17/11

Instruction manual

1 day

Work on Game Level Layout

1 day

Final GDD

0 days

Beta of game

7 days

Portfolio update

6 days

Group Website

5 days

Week 12

6 days

Thu 11/17/11

Thu 11/24/11

Group Brainstorming

1

day

Final TDD

0 days

Project Plan

Update

6 days

Week 13

6 days

Thu 11/24/11

Thu 12/1/11

Bug List

3

day

Start Menu

6 day

Test Plan

update

6 days

Demo verison


Week 14

6 days

Thu 12/1/11

Thu 12/8/11

Beta Testing

1 day

Implementation Plan

3 days

Game Test Plan

3 days

Week 15

6 days

Thu 12/8/11

Thu 12/15/11

End Game Content

6 days

Documentation Hard Copies

6
days

Final Presentation

6 days

Video of

game

6 days

Week 16

6

days

Thu 12/15/11

Sun 12/18/11

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Final Presentation

0 days

Finished Game

0

day

Hard Documentation

0

day

CD copy of game

0

day

CD repository

0 day



Audience/M
arket






The target

audience

is teens and adults since the game is rated T for
Teen. This game will not feature
too

much graphic violence or sexual
themes
so it will
not

be placed in the M rating.


Rating




TEEN


Titles rated

T (Teen)

have content that may be suitable for ages 13 and
older. Titles in this category may contain violence, suggestive themes,
crude humor, minimal blood, simulated gambling, and/or infrequent use of
strong language.



Player M
ode






Single Player Campaign



Time
I
nterval






Real time


Backstory/S
ynopsis





You play as

an intergalactic
T
reasure
Hunter for hire,

which

is hired by an
anonymous
figure
to search for Ancient Relic that many have forgotten.
You are

well known for
your
exploits among those who
would
need

your
assistance.

Character D
escriptions



Main Character:




Name:

Byron

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Description
:

The main character is a professional treasure
hunter for hire that will take just about any job as long as the
pay is good. He is mostly out for himself an
d looks to this
profession for his own gain.

Employer:



Name:

Anonymous


Description:

This is the man who hired the main character in the
game. There is no documentation of this man’s real name. The only
name that was found in reports is that his code name is “
Schnell

Vergessenheit” which is German for “Swift Oblivion”. This man
is
the
lead
er

of

an organization named
Lucious Arcanus

and has a
large sum of money which interests the main character. This man is
only out for himself and does not care who gets in his way. He
would shoot his best friend if he was in the way of this artifact.
T
his
character will be the reason the game is taking place. Without him
there would be no game.

Ancient Spirit:



Name:
Zanadri


Description:
This is the spirit of the extinct race that created this
artifact that the player is trying to find. The spirit wil
l warn the player
of its power, but is still willing to help him find the artifact if he vows
to destroy the artifact. This spirit will be on different planets that
have clues of the artifact the player is set out to find.



Treasure Hunter #1&2:


Name:
Quadin Mephik


Description:

Quadin is a ruthless Treasure Hunter that
searches for lost riches and ancient artifacts that pique his
interest. With Entelica, whom he had a rivalry with before
they decided to become partners, they would travel planet
-
to
-
plan
et looking for any rumors that may lead them to lost
treasure within old tombs or caverns for their personal
wealth.





Name:
Entelica Estal


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Description:

Ente
lica is Quadin Mephiks “Partner in crime”.
Entelica is secretly in love with Quadin, but does no
t want to
bring it up to him because of his aggressive nature. She likes
the relationship they have already and did not want to
jeopardize their friendship… if that is what she wants to call
it.



Team:
Quadin and Entelica


Description:
They like to call
themselves “Treasure
Hunters”, but these two should be called Tomb Raiders
instead of “Treasure Hunters”. Their main goal in life is to
obtain different artifacts from different ruins/tombs around
the universe for their personal gain. They do not take jobs

from other people or other companies. They obtain
information about artifacts in their own, “Special” way. They
both are very ruthless and do not care about anyone else
besides themselves.




Treasure Hunter #3:



Name:

Gizach


Description:

Gizach is a te
chnician that has his cybernetic
enhancements placed into his body. He created these
cybernetics himself to enhance his physical and mental
capabilities.

Gizach is like any other treasure hunter out
there; he is only there for his own gain. Gizach is calm

and
collected, but when something sets him off it takes a while to
calm him down.


Robot Companion:



Name:
GPR (Gizach’s Personal Robot) 5500


Description:
GPR

5500 is the 5
th

model that Gizach has
made. Gizach

liked this model so much that he simply added
upgraded parts to it and told himself that he will not create
another robot because of how much time he has put into this
one.

This robot follows his master’s orders and usually does
not speak unless it is to
his master. He has the capability to
attack others, but only at his master’s digression.


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Old Man:


Name:
Old Man

Ginyr



Description:

“Old Man” Ginyr is what his name portrays,
old. He is very senile and always forgets what he is talking
about. He lives
on planet (
Woob
) and ends up helping the
player find this artifact when the ancient spirit is not to be
found.
He is an angry old man with a hunch in his back.

Friend:





Name:

Twillias Zylvarstar


Description:

An old friend of the main character, but tries to
deny it since he was tricked out of some payment for the last
job they used to do together as partners. On Planet Atu, he
runs into the main character during his own job assignment.
They both soon realize t
hey’re both looking for the same
ruins that contain certain artifacts that they are looking for.
Despite his hatred towards the main character, he decides to
work together with his old friend for a brief time until he is
able to attain his objective.













Story


Beginning


The p
layer gets a call from
a

man who wants to remain
anonymous and wants to hire the player to recover an
ancient alien artifact. The player then heads to
planet
Verden

as

instructed to go to.
As Byron (the player) lands on
plane
t Verden he realizes that this planet is very lush and
verdant. Everything seems to be very overgrown with vines
and weeds. The fragrance in the air is ambrosial, which fills
the
player’s

nostrils with delight.
Byron surveys his
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surroundings and notices a

giant mountain of green,
embedded at the base of the mountain before him a temple
stands as though time has forgotten it. As he approaches the
temple the statue that stands guard begins to speak, “Who
da
res to defile this sacred place.

All those
who have
been
foolish enough to enter this temple have paid a heavy cost.
We warn you to stay away from these grounds or become
one of its many residents.


Once he reaches the location that was given to him he finds
out that the artifact isn’t here but there is a
clue to where to
go next on his journey.

Middle


As Byron (the player) lands on

planet
Dek

he realizes
very
quickly
that this planet

is almost the opposite of his last
location
s
. The planet is barren and devoid of life. It is a
wasteland of sand and rock.
The harsh winds are only
dampened by the rocky mountain side surrounding the
temple.




The door of the temple now opens while the hologram
disappears. The player enters the temple and the next level
begins.


Planet Dek:

The player enters the temple and it

looks as it
did outside. The entire temple is grassy and filled with vines
and weeds. There will be multiple pit fall traps where the
floor breaks and the player will fall to the floor below the
player, but survive the fall. There will be multiple ones of

these on the level of the temple and each
one will try to
claim the main characters life
. There will be three floors up
and four floors down. The treasure will be
at the end of the
temple on the lowest floor
.


End




Byron
grasps the artifact within his hands and notices that is still is
not the one he was sent to find. A voice comes from within the
room. It is the spirit that he heard while on planet Verden. “You
have found yet another of the treasures that we placed within

these
temples. If you still wish to proceed with collecting these
dangerous artifacts then you should travel to the planet Loj.

However be wary of what you are doing for it may lead to some
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unwanted troubles.” It seems as though Byron’s journey for the
a
rtifact has just begun.


Planets
-









Verden
-

A lush and lively planet with a clean atmosphere and a
gasless environment
, the plants have over taken much of the
planet’s surface
. Not much life is could be found there, but it is a
wondrous place for man
y alien races to enjoy its beauty of rare
plants and creatures. Galactic governments had established
decrees to prevent anyone from taking refuge and contaminating its
resources in order to keep the planet’s environment stable.






Dek
-

A barren planet
that had used to be inhabited by an ancient
alien race after an unknown virus came upon them. Some died
while others flee from the planet. Remnants of those that
evacuated, however, were still infected and died. Others were left
with no place to go, and se
cluded themselves in an unknown
galaxy until eventually their entire race died out. There is no sun
near its solar system for it to shine on, leaving it in eternal darkness
with only stars from other planets to keep it barely lit. Only ruined
temples and c
athedrals are left on this empty planet.



Atu
-

A broad desolate planet with urban communities placed at far
out locations. It is well
-
known as the home turf for bounty hunters
(Hunter’s Den), and starting point for beginner bounty hunters
(Newbs), that ga
ther together to search for available jobs. It is also
the birthplace of the Hunter’s Den Network, a computer
-
based
network where highly
-
skilled bounty hunters have access to review
any updates on new jobs that been established so that don’t have
to travel

all the way back to the Den.



Loj
-

The smallest planet there is compared to other regular
-
sized
planets. It is, however, the most industrialized planet there is with
sky
-
high building structures and massive traveling freeways. Most
races usually come to
this planet for the casinos and their high
-
tech
resources within open markets.



Woob
-

An agricultural planet with well
-
nourished resources in fruits,
vegetables, and herbs. There are no technological resources that
have been cultivated into its environmen
t, doing so would cause
crops to die out or grow unaturally. Other worldly resources that are
brought in from outside this planet are usually limited in order to
keep the gas levels within its environment at a minimum. There are
markings , however, that is

hidden in desolate locations that seem
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to indicate that remnants of the ancient race from Uto had lived
there for some years before they died out.



Competitive A
nalysis







Uncharted: 3
rd

action platformer/ 3
rd

person shooter, explore ruins from
around the world.




There are many reasons that Uncharted would be a competitor to
our game. One reason is
that

we are both 3
rd

person action
adventure/ platformer/ 3
rd

person shooters. Another reason is
that

we have the
same concept in a few ways;
b
oth our main characters
a
re pretty much Treasure Hunters
-

we both go into ruins and
search for treasures, and we both have the same genre aspects
added into both of our games.




Differences: Fragments of the Forgotten have much

more
puzzle solving and mazes then Uncharted does.




Mass Effect: 3
rd

person shooter/ rpg, take the role of a hero from earth and
command
s

a few team mates as you try to make a name for the human
race and race the galaxy.




Our game is a 3
rd

person game that allows for space exploration
with a compelling story that has you take the role of the main
character. Mass Effect and our game both have implementations
for space exploration

-

what we mean by this is that we both go
planet to planet for

our objectives.




Differences: Mass Effect has an elaborate role playing
aspect to their game while we don’t really have that
implemented. In Fragments of the Forgotten we have more
of a platformer puzzle solving aspect then Mass effect does.













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Tomb Raider: 3
rd

person puzzle platformer, explore tombs and uncover
their treasure, avoid dangerous traps, combat many dangers, and solve
the mysteries of the tombs.




Our game is also a 3
rd

person platformer/puzzle solver that involves
the exploration of tombs. Our game and the Tomb Raider series
have
much

in common. In both of our games we have to avoid
traps and solve multiple puzzles so we can get the treasure we are
looking for.




Differe
nces: One big difference in our game to Tomb Raider
is that we have a different story concept, everything else is
practically the same. The other big difference is that we have
space travel and can go from planet to planet finding
different treasures.


Rul
es






The play will be given full control of a character from a 3
rd

person
perceptive and will have the
ability

to jump, interact with the environment,
and use different items that are given to the character. The character will
also have a health system which they will have to keep an eye on because
if they lose all of their health then they will die. To lose healt
h a character
has to come in contact with a dangerous obstacle that we will
put
throughout the levels.


A

player will die instantly if they are hit by certain obstacle or fall too far off
an

edge. To win the player must reach the end of the level and coll
ect the
artifact

at the end. Once this happens the player will move onto the end
level of the game. The game will have no time limit and length of the game
will vary from person to person.



Challenges






The challenges the player will face will be things

like, traps, puzzles, pitfall,
enemies, riddles, and mazes.


Examples:



Traps: Some traps include: Walking on pressure plates that activate
death traps, jumping on
falling
platform
s and not jumping off in
time, w
alls
crushing

the playe
r, spinning blades, p
oison gas, and
turrets


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Puzzles:

p
ositio
n puzzles, r
otating puzzles, time puzzles
and
t
eleportation puzzles




Pitfalls:

Spots in the level that will lead to falling and death





Enemy: The enemies will be
creatures within the ruins

but there are
a few characters that we are going to use to fight the main player.




Riddles:
These use play on words, logical thinking, and word
puzzles.



Mazes:

An elaborate system of walls and objects place within the
level to obstruct the player forcing them to find a way through it.




Strategies



Strategy 1:




The player will have to hav
e quick reflexes during the
platforming

portion
s

of the game.


Strategy 2:




Collecting items such as keys and items that will help you
later on in the game.


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Strategy 3:




Memory: You will have to incorporate your memory of the
level that you have been through before to guess what is
going to be coming up next. If a
cut scene gets shown of a
maze or a level, the player is expected to remember where
to go in that quick instant to get through it quicker.


Theory/G
ame
B
alance






In our game, we implement a variety of puzzles, mazes, and riddles within
each level for the

main character to navigate through. This will challenge
the player to try out multiple paths while avoiding hidden traps. Each level
is balanced to where each pathway is consistent in length into the next
area and develops a bit of a circular topology whe
n the player must travel
back and forth between pre
-
visited areas to complete certain objectives
before moving on to the next

Perspective/G
ame
V
iew






The view of this game will be a 3
rd

person view since this game is a
platformer in a way. We have the camera behind the character and
looking down at him at an angle. When interacting with other NPC’s you
will also be in the 3
rd

person perspective.


User I
nterface






We are going to incor
porate the ability to look back at our past hints so it
will help the user later on. There will be a minimap that we will add as well
so the player will be able to get around easier. We will also have a health
and stamina
bars

as well as what weapon is eq
u
ipped to the user at that
time.




T
he

user will have a health bar
. The user will have to buy med kits before
the mission because there will be none to pick up during their mission, and
health will remain at what it is throughout the level.


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Controls:
























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Out of game menus:

1.

Start window:


1.


push enter to go to game window

1.

Game Window:

1.

Start New Game:

1.

Opens up new game

2.

Options:

1.

Controls


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1.

Back

2.

Instructions

1.

Back

3.

Back

3.

Quit Game:

1.

Closes game










Audio



DREAM
-
WORLD ENTERTAINMENT


23

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P a g e


We will have sound effects for
certain actions and ambient sounds in the background
such as fires burning and wind blowing. We will also have our own background music
for the game.



Ambient Sounds



Fires



Water



Wind




Background sounds



Planet Background sounds



Each Ruins Background Music



Space Background Music




Sound Effects



W
eapons



Player Sounds



Running Sounds



Jumping Sounds



Conversation Sounds



Doors Opening



Doors Closing



Player Death



Rock crumbling



Summary/future updates






With much progression done in our work, we are still in the p
rocess of
implementing more elements into our game levels and adding more
backstory for all our characters in the game’s storyline background
. We’re
also looking into other

resources that we can incorporate into Unreal that
can help in building texture and

material objects in our game.