Chaos Fang GDD - Derrell Beasley

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29 Νοε 2013 (πριν από 3 χρόνια και 10 μήνες)

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Design Document for:



Chaos Fang


The Ultimate Fighting

Game




amare et sapere vix deo conceditur


Even a god finds it hard to love and be wise
at the same time








All work Copyright ©
2011

by
Dream Better


Written by
Derrell
Beasley


Version # 1.2


Friday, November 29, 2013


Copyright (C) 2011 Dream Better


A
ll rights reserved



Confidential

Page
2


11/29/2013




Table of Contents

Contents

CHAO
S FANG
________________________________
________________________________
_____

1

TABLE OF CONTENTS

________________________________
______________________________

2

DESIGN HISTO
RY

________________________________
________________________________
__

5

V
ERSION
1.1

________________________________
________________________________
________

5

V
ERSION
1.2

________________________________
________________________________
________

5

V
ERSION
1.3

________________________________
________________________________
________

6

GAME OVERVIEW

________________________________
________________________________
__

7

P
HILOSOPHY

________________________________
________________________________
________

7

Philosophical point #1

________________________________
______________________________

7

Philosophical point #2

________________________________
______________________________

7

Philos
ophical point #3

________________________________
______________________________

7

C
OMMON
Q
UESTIONS

________________________________
________________________________
_

7

What is the game?

________________________________
________________________________
_

7

5

M
INUTES OF
G
AMEPLAY

________________________________
_____________________________

9

FEATURE SET

________________________________
________________________________
_____

12

G
ENERAL
F
EATURES

________________________________
________________________________

12

THE GAME WORLD

________________________________
________________________________

13

O
VERVIEW

________________________________
________________________________
________

13

T
HE
P
HYSICAL
W
ORLD

________________________________
______________________________

13

Overview

________________________________
________________________________
_______

13

Key Locations

________________________________
________________________________
___

13

Travel

________________________________
________________________________
_________

21

Scale

________________________________
________________________________
__________

21

Weather

________________________________
________________________________
________

22

Day and Night

________________________________
________________________________
___

22

Time

________________________________
________________________________
___________

22

C
AMERA

________________________________
________________________________
__________

22

Overview

________________________________
________________________________
_______

22

Camera: First Person

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_____________________________

22

Camera Third Person

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_____________________________

24

G
AME
E
NGINE

________________________________
________________________________
_____

25

Overview

________________________________
________________________________
_______

25

Game Engine

________________________________
________________________________
____

25

Water

________________________________
________________________________
__________

27

Collision Detection

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_______________________________

27

Lighting Model

________________________________
________________________________
__

27

THE WORLD LAYO
UT

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_____________________________

29

O
VERVIEW

________________________________
________________________________
________

29

W
ORLD
L
AYOUT
F
LOW

________________________________
______________________________

30

L
EVEL
L
IST

________________________________
________________________________
_______

31

Hruoa

________________________________
________________________________
_________

31

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3


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Nikkira

________________________________
________________________________
_________

34

Zerin

________________________________
________________________________
__________

35

Cyrano

________________________________
________________________________
_________

36

Vilan

________________________________
________________________________
__________

37

Mico’s Palace

________________________________
________________________________
___

38

USER INTERFACE

________________________________
________________________________
_

39

O
VERVIEW

________________________________
________________________________
________

39

U
SER
I
NTERFACE
M
AIN
M
ENU

________________________________
_________________________

40

User Interface Main Menu Details

________________________________
___________________

40

U
SER
I
NTERFACE
O
PTIONS
M
ENU

________________________________
______________________

42

User Interface Options Menu Details

________________________________
_________________

42

U
SER
I
NTERFACE
P
AUSE
M
ENU

________________________________
________________________

49

User Interface Pause Menu Details

________________________________
___________________

49

T
HOUGHT
UI

(G
AME
U
SER
I
NTERFACE
)

________________________________
__________________

50

Overview

________________________________
________________________________
_______

50

Conversation system

________________________________
______________________________

51

Navigation

________________________________
________________________________
______

52

Combat

________________________________
________________________________
________

53

Quests

________________________________
________________________________
_________

53

COMBAT

________________________________
________________________________
__________

55

O
VERVIEW

________________________________
________________________________
________

55

C
OMBAT
S
ECTION

________________________________
________________________________
__

55

Player

________________________________
________________________________
_________

56

Enemies

________________________________
________________________________
________

57

System

________________________________
________________________________
_________

58

Combat Animation List

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____________________________

60

S
TYLE
D
ETAILS

________________________________
________________________________
____

60

Raiya and Rei
-

Wolf Fang

________________________________
__________________________

60

Mico and Ignis
-

Phoenix flame

________________________________
______________________

60

Agni
-

Ninjutsu

________________________________
________________________________
___

61

Ogon
-

Drunken Boxing & Shaolin Bo Staff

________________________________
_____________

61

Random Thugs

________________________________
________________________________
___

61

W
EAPONS

________________________________
________________________________
_________

61

Rei’s weapons

________________________________
________________________________
___

61

Raiya’s Weapons

________________________________
________________________________
_

62

Mico and Ign
is Weapons

________________________________
___________________________

63

Agni’s Weapon

________________________________
________________________________
__

63

Ogon’s Weapon

________________________________
________________________________
__

64

MUSICAL SCORES AND S
OUND EFFECTS

________________________________
___________

66

O
VERVIEW

________________________________
________________________________
________

66

3D

S
OUND

________________________________
________________________________
________

66

S
OUND
D
ESIGN

________________________________
________________________________
____

66

SINGLE
-
PLAYER GAME

________________________________
____________________________

67

O
VERVIEW

________________________________
________________________________
________

67

S
TORY
F
LOW

________________________________
________________________________
______

67

G
AME
C
HARACTERS

________________________________
________________________________
_

70

Overview

________________________________
________________________________
_______

70

Raiya, The Moonless Night | Sarah, The Eternal Sun

________________________________
_____

71

Mico Dairu, The White Flame

________________________________
_______________________

75

Rei, The Red Wolf

________________________________
________________________________

77

Angi,

________________________________
________________________________
__________

79

Ignis,

________________________________
________________________________
__________

80

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Ogon,

________________________________
________________________________
__________

82

C
INEMATIC
L
IST

________________________________
________________________________
____

84

Main Menu

________________________________
________________________________
_____

84

Opening

________________________________
________________________________
________

84

H
OURS OF
G
AMEPLAY

________________________________
_______________________________

85

V
ICTORY
C
ONDITIONS

________________________________
_______________________________

86

MISCELLANEOUS

________________________________
________________________________
_

87

O
VERVIEW

________________________________
________________________________
________

87

W
ISH
L
IST

________________________________
________________________________
________

87







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A
ll rights reserved



Confidential

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5


11/29/2013




Design History



This is the first version of the

Chaos Fang design d
oc
ument
any additional
versions will have it annotated here
, on this page,

with whatever changes were made.



Version 1.1




Added more detail to combat section, sub
-
section system to further explain how
damage and health will be done. Also added more detail about the targeting
system in the same section.




Removed all videos from the document, so the document will be easier to send
over the internet, see me if you would like them.



Slight changes to Game Overview section, and General Features section.



Made important changes in the Game World, sub
-
section Sc
ale. Please read if you
plan on importing models in the engine.



Zerin was moved in the Key Locations, sub
-
section of Game world
, to the
2
nd

city

the player will visit. This was done for story and future balance reasons.



World Layout flow update with the
Zerin changes, and with the cinematic order.



Placeholder concept art updated for Angi, Ignis, Ogon, and Rei. Please note this
art is just for demonstration purposes to get everyone an ideal.



Game characters moved to Single Player Game section right below t
he Story
section.



New Section added under the World Layout section called Quest Lists. As one
can guess this is where all the quests will be kept.



User Interface updated with information about Scaleform (with links).



Added “Unique Item:” tag to character d
escriptions (what player will take when
they defeat them)



Added Wish List
section to Miscellaneous to store ideas, along with who
suggested them to give the person credit.



Table of Contents updated to reflect changes.



Version 1.2 coming soon with updates t
o cinematic list, a new section in Single
Player Game after Game Characters will be added called Clans. This will feature
the 4 great clans with background info and the Dy clan, also under this section
will include

information on the once ruling family

(
Sa
rah’s family
,

even

though
they are not a clan). Please note that the Gonetta, Kenson and Remshi Clan will
not receive as much detail as they are not important to this section of the story.

But details about them can be used to further the story.

Hopefully
the Quest List
and the Combat Animation list will have a partial update by 1.2.


Version 1.2



Changed

the Quest List section from 1.1 to the Level List section to better sort the
new information the will be added, also so there is a place to check for all relevant
information for each level.

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Added new subsections to the newly added Level list section so i
t would be easier
to sort through.



Added the time of day to the levels in the Key locations section.



Added concepts from Chloe for Mico, Raiya and Sarah



Added Layouts (rough) for Zerin
, Vilan

and Hruoa



Added a lot more to the story section of the GDD call
ed Story Flow


Version 1.3



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7


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Game Overview


Philosophy

This is here to explain exactly what we are trying to accomplish by making this game,
since some things are more about certain ideas that we as a company want to push out
into the industry, this
section has been titled philosophy.


Philosophical point #1



This game is trying to change the way players feel and interact with video games
today. We will be trying to capture the immersion that thus far has only been seen in
other media such as books a
nd movies.


The combat will make the player feel as if he/she is a warrior who has mastered
his/her skill to the point of perfection and all the
satisfaction

that comes with such a feat.
The combat system itself will be
revolutionary

for our industry. It w
ill translate a series
of player driven actions into the
choreographed

dance that martial
arts are

known for. We
will attempt to truly capture the look and feel of two masters fighting to the death, for
their pride and honor.



The story will be as epic as

the Lord
of

the Rings
trilogy

without leaving the
player feeling like they
are

just
watching

the events unfold without any input.
Thee
player will feel that they have a huge involvement in the story but not to the point that
they are the only thing that
the story hinged on.


Philosophical point #2



Chaos Fang will be designed around the ability to run smoothly on the PC, with
distribution being handled by steam. As of the time of writing there are no plans to
change development to allow Chaos Fang to run

on neither the

Xbox 360 nor the
PlayStation 3, though it will be possible in the future.


Philosophical point #3



Since Chaos Fang features a very action oriented combat system the game will be
designed around using a joy pad as the main input device. Bu
t the Keyboard and mouse
will still be able to be selected if the player chooses to use them.


Common Questions


What is the game?


Chaos Fang is a
fighting/ action adventure game set in a mythical world based off
of old school, China, Japan, Rome, Greece, and the Nordic mountains. The fighting will
be different from every other game out there right now, it will feature a combat system
that will mimic

a martials arts film.

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You will be

the character Raiya, she is a master of the Wolf Fang style and
Sarah’s most trusted friend. Your job is to take out the leaders of the 4 Great Clans to
throw the country into chaos before Sarah invades with her army.


W
hy create this game?



We are creating this game because we feel that there hasn’t been a game that has
yet to fully capture the style and adventure of a martial arts movie and similar popular
anime show like Naruto and Bleach, which both

has games already
, right the don’t really
capture what makes the shows so popular, yet the

shows has millions of followers who
tune in every week to see their favorite characters go at it in a host of different situations.
There has never been the fluid and
flashy

combat i
n a video game that accurately mimics
the cool martial arts movies like Enter the Dragon or Jackie Chan’s Drunken Master (the
first one, where he was about 24).

There seems to be a market here that is filled with
movies and TV shows but not with games.


Wh
ere does the game take place?



Chaos Fang Episode 1 takes place in East Hruo where the player will meet the
first of the 4 Great Clans
.

Since East Hruo is the home of Mico Dairu, the White Flame of
the East, this area will be heavily influenced by Japanes
e and Chinese culture.


What do I control?



You will be in control of the last of the Dy Clan, and a master and only known
user of the Wolf Fang style, Raiya The Moonless Night.


How many characters do I control?



You will only control Raiya. She will be

you physical manifestation into the
world.



What is the main focus?



The main focus is for you to find out what happened to your clan all those years
ago and defeat in one on one combat or convince the 4 Great Clans leaders to step aside
their rule so t
hat the one true leader can return.


What’s different?


The difference between Chaos Fang and other games will be the
unique

combat
system that replicates what it would be like to fight as an actual master of a martial arts
style.
I’m sure we all remember the Matrix when it was first released, and how after
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9


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watching it the movie we felt compelled to throw a couple of
well
-
timed

punches

at an
imaginary

enemy. Chaos Fang will aim to capture that feeling.


The difference is there has y
et to be a game to really capture the look and feel of a
choreographed

fight and make the player feel as though they were a master of martial
arts not just the
presser

of a button during a QTE.


Another difference between Chaos Fang and other games will b
e the story and
how the game is presented to you the player. The reason we care when our favorite
character dies or is betrayed in our favorite movie or book is because the creators go
through a painstaking process to make you feel that
the

world is real.
And for 2 or more
hours it is. Now games have typically shined away from this by adding a strange overlay
onto the players view point with all the information of the world just floating there in
space, or there are the flowing bread crumbs or a massive bri
ghtly colored arrow to point
you in the right direction. Doing such things scream this is a game and the players treat it
as such. Chaos Fang will not have any of those
immersion

breaking elements, the player
will navigate the world as if it were a real pl
ace and use the same tools that
they

would
normally

use in real life to find out the information they need. Which is a more intuitive
and more immersive. The horror game
Amnesia

is a good example of how big of a
different these changes can make.



5 Minute
s of Gameplay



This will be a preview to the game Chaos Fang. Chaos thing will be action based game
depicting realistic combat never before seen in the videogame, the game will be set in a
fantasy world known as *Hruo*. This is intended to give the reader

a brief insight into 5
min. of gameplay.

Be aware this is being conducted from a first person view, also it does
not feature the games main character Raiya, but the head of the Kenson Clan and the
head of the Dairu Clan. *Raiya was not used to showcase th
e other styles of the various
clans in the world.*


You walk down the street, seeing your body sway to the movement. You look down to
check your inventory and see your short sword, beautifully engraved with your clan’s
symbol
, the chaotic wind,

on your rig
ht side with its reassuring weight, and five short
daggers strung across a small leather band on left of your hip. Satisfied with what you
see
, you look up to

survey your surroundings. The town you just entered is small and
ancient yet, busy bristling with

people going about their daily lives. As you walk through
this town you realize its inhabitants are either staring at you or completely ignoring you,
which is to be expected since you are an outsider

and you don’t resemble anyone who
lives in this part of

Hruo
. In the distance you see a sense of recognition come across a
young man's face, quickly he disappears into a building.


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Behind you a bell sounds, you start to realize that it's more than just a bell; it seems to be
a warning bell, as all of the town'
s inhabitants are quickly leaving the streets. You guess
that young man did recognize you, which is fine; it means you won’t have to waste time
looking for who you came to this small town to find.
She’s

going to find you.


As if no one was ever there, the
streets are empty. There are still toys from the children
playing, fires burning from the
street chefs

cooking, and a rocking chair still rocking from
his previous occupant. Thankfully you don't have to wait long
, you were never known for
your patience.


S
he steps out from the building your young acquaintance entered; at first glance you
think maybe it isn’t her. This woman looks to innocent, to pristine to be a part of this
conflict, she doesn't seem like a woman would carry the name
The
White flame of Eas
t.
She wears a long flowing blue robe, covered in intricate blood red flowers. The sort of
detail the common person would not be privy to, nor would take the time to create. This
woman looks of royalty or something rather close.


She saunters into the midd
le of the street and stops. The doubt that it is not her has all but
fled from your mind. She looks up, her eyes as red as the flowers of her robe. She reaches
for her waist; you react to the movement withdrawing your sword in one hand and a
dagger in the
other, in one simple fluid motion. She catches the movement and smiles, as
she undoes her robe, letting it drop to the ground. You see a large red bird from her neck
to her right shoulder, the mark of the
Dairu, the Phoenix Flame
. She is indeed who you
are

looking for.


You quickly throw the dagger at her head, hoping to quickly put an end to this, but you
know it won’t be so simple
, though you wish it was
. She effortlessly gli
des out of the
way, the dagger s
ticks into
a seemly random

merchant
’s cart. She begins to withdraw her
long katana, as she does you hear click then a long grind like stone on metal. You have
heard of this before, it is said that the
Dairu

carry their swords bathed in a flammable

liquid and at hilt there is a
flint stone

s
et to ignite the sword as it is withdrawn. Not
waiting to see if the rumors were true you start to run at her, using your speed to quickly
close the distance between you and her.

She seemed surprised by your quickness to close the distance; it's obvious sh
e wasn't
expecting such speed. You seek to capitalize on her surprise, you start to raise your sword
in an upward slash intended to sever her body in half. Yet she seemed to expect this, her
sword bursts into flames and she raises it to block your attack,
locked sword to sword she
looks you in your eyes and smiles yet again. But this time upon close inspection you see
her smile is not innocent at all, she's looks like a crazed devil
, obviously anticipating the
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battle to come
. She quickly drawls her hand acr
oss the backside of the blade, as her hand
moves down the blade the fire seems to travel with it. The blade flickers out yet you see
the fire is not gone yet only moved to her hand, you quickly jump back in an attempt to
gain distance. You dive into a back
wards roll just as she releases

the

ball of fire. It barely
misses, it's only you were a second slower you would be dead. You regain your
composure as you see her draw her hand back across the blade reigniting it. Yet for some
reason the flames seem bigger

and brighter. You realize this is not a fight you can win in
close combat unless you can neutralize that fire which seems to come from the liquid on
the blade.

You jump back again as she runs her hands down the blade extinguishing the flame. You
unhook an
other dagger and throw it in hopes of breaking her concentration, you
compensated for her attempting to dodge, yet she stood still and you missed. She throws
another ball

of flame at you, this one bigger

than before and noticeably brighter. This one
you ca
nnot dodge
on
your own, as surprised as you are that one would make you resort to
using your clan's abilities is
almost

insufferable. You quickly threw another dagger at her
knowing it would barely miss her but close enough where looked as if you missed un
der
stress. With

the

approaching ball of flame getting closer, you dash after the dagger as if
trying to catch it. You ride the wind that the dagger broke by flying its aerodynamic body
threw it, as a dagger passes by her you snatch it out of the air now b
ehind her. You
quickly bring your sword bear in an attempt to cut her from behind. As you are bringing
your sword too she senses that somehow you’re now behind her and she turns to evade
this sudden attack. You managed to land a blow just before she fully
was in a position to
block it, deeply cutting her arm.

She jumps back, clutching her wounded arm, again surprise at your speed. She reignites
her blade and presses it against her new wound cauterizing it. Her face shows no pain nor
does the sam
e she could
smell her flesh burn
ing. You notice you were right the last time;
her blade is now bright orange from the heat of the flame. The flames of the blade are
now leaping wildly several times larger than the width of the blade. They seem to be
taking on a whitis
h color. Now you understand why they call her the White Flame of the
East.

This time you smile, this fight is going to take much more than you initially thought, you
undo the vest you were wearing and

it

drops with a heavy thud burying itself within the
gr
ound. Now you feel free without the heavily weighted training vest slowing you down.
She starts to run her hand along the blade…



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Feature Set


General Features


A beautiful fantasy world the like of which the player has never seen in a game

Mind blowing
combat

The latest in 3D technology

An amazing and captivating story

Branching story for
multiple endings

Will perform over a wide range of PC hardware

First game of it style designed for the PC




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The Game World


Overview



It is our aim to recreate a visc
eral experience for the player of our
game;

we will do this creating a
beautiful world modeled after the Chinese and Japanese cultures. The entire goal of this section is what we
are planning to do to make that a reality.


The Physical World


Overview



This will go over the various places the player will travel in East Hruo, and what
they will experience there in those places.


*We are working on a way to give the player an alternative path to killing Mico’s
brothers, so at the end the player will have a

chance to convince Mico to join them, but as
it stands right now, Mico will never join the player because the player just killed (by the
time the player gets to Mico) all her siblings and possibly her husband. We try to make it
so if any one of them dies
she will not forgive you (and try to kill you).


Key Locations

(Levels 1
-
5) Describe the key locations in the world here.

1.

Hruoa (the docks)

a.

This is the first time the player will take control of their character, as soon
as the opening cinematic “Prologue, The moon and sun” is over.

b.

The level will be the docks that the main character Raiya arrives at when
she first gets to East Hruo. The playe
r should be here about 15
-

20 minutes
to make sure everything is explained. The carriage that takes the player to
Nikkira should be available from the start, if the player wants to skip the
tutorial. The main story head will be a small quest
story that som
e pirates
are trying to rob the boat you just came off of and abduct men and women
to make the slaves

to sell them.

c.

The time of day of this level will be the sun setting, so dusk.

d.

Here is some pictures of a dock like town in china, though we might
want
to
go a little more like harbor town
.

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2.

Nikkira

a.

At the start of the city, or the end of Hruoa, the player see a screen that
says something to the effect of
“Chapter 1: Something here”


b.

The first major city the player will go after the complete the tutorial level
in Hruoa. The level should be designed where the player should spent at
least one hour here before moving on to the next city. That does not
include the fight to leave Nikkira wi
th Agni, Mico’s

younger

brother.

The
player should be given meaningful side quests that
progress

the story of
the main quest that leads to a fight will Angi, were the player gets
information leading them to Cyrano.

If the player chooses not to fight
Angi

h
ere the player still

will continue to the next city.



c.

The city should reflect its ruler Angi, he is a guy that plays by his own
rules, and not big on the rules that his older sister Mico set into place. The
city should be older and in worst shape than the

other cities, there will be a
lot of self
-
justice in this city.


d.

The time of the day for this level will midday

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e.

Picture of what Nikkira should look

like



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3.

Zerin

a.

At the start of the city, or the end of Cyrano,
the player see a screen that
says somet
hing to the effect of “Chapter 2
: Something here”


b.

The city of Zerin will be the Las Vegas of East Hruo, where all the visitors
from all over Hruo come, this is the city where the player will start to
heard informatio
n about the Dy clan along with information on Mico. But
the information on the Dy Clan will lead to the next city, but of course
once again the player will have the chance to defeat the last of the Phoenix
Flames, Mico’s last brother Ogon. If the player ch
ooses not to fight Ogon
here the

player

still will continue to the next city, but Ogon will find out
about his brothers

(if either one of them are dead)

and how the player is
out for his sister. So he will meet the player right when the player reaches
Mico
’s house. * The player has to be informed that he can kill Ogon in
this city or Ogon will cause problems later.*



c.

This city will reflect its owner Ogon. But it being like Vegas it already
will, Ogon is a party boy.

d.


This will be a night time city

(to sho
w off the lights)
.


e.

Picture of what Zerin should look like


4.

Cyrano

a.

At the start of the city, or the end of Nikkira, the player see a screen that
says something to the effect of

Chapter 3
: Something here



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b.

The city of Cyrano

will have the same concept as Nikkira. The player will
continue to track

down information on Mico. Th
e player should b
e here
for about one
hour;

of course this will lead to the next “Boss fight” with
Mico’s younger brother Ignis.

If the player chooses not

to fight
Ignis

here
the

player

still will continue to the next city, but
Ignis

will find out about
his brother, Agni (if he is dead)

and how the player is out for his sister. So
he will meet the player right when th
e player reaches Vilan.

The player
has
to be informed that he can kill
Ignis

in this city or
Ignis

can cause
problems later.


c.

The city should reflect its ruler, Ignis. Ignis is a strict person who lives
according to the rules; the city should be pristine but traditional. The
people should be qu
iet in the streets and give you that Stepford
Housewives feeling.


d.

The time of day for this level will be the sun rising, approx. 9 am.

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e.

Picture of what Cyrano

should look

like
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5.

Vilan

a.

At the start of the city, or the end of Zerin, the player see a screen

that says
something to the effect of “Chapter 4: A wolf follows the moon”


b.

The Capitol of East Hruo
, this is a very important part of the game. The
player wil
l spent more time here than any
where else, and because of that
this is the biggest place in the g
ame.

This is where the players search for
Mico will end and this is where the player will learn the truth, at least what
Rei knows, about the Dy Clan. Also this is where the player will find out
that the character Raiya has an older brother that didn’t die

when the Dy
Clan got wiped out, named Rei, Mico’s husband.
(
If the player didn’t kill
Ogon in Zerin,

or Ignis in Cyrano,

then Ogon

or Ignis

will tell Rei a
bout
their

brothers

(if one of them is dead, if not than this does not apply)

when
the pl
ayer is tal
king to him, then go

to inform Mico
.
) After the player
chooses what to do with Rei, they can continue to explore the city to talk
to people about Mico to see if she has a weakness.


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c.

The time of day for this city will be dusk, to give a warm feeling.

d.

Pictur
e of what the capitol should look like



6.

Mico’s Palace

a.

At the start of the city, or the end of Zerin, the player see a screen that says
something to the effect of
“Chapter 5: The wolf
and the fire



b.

This is the final level of the game. This is where the
player finds Mico
Dairu (if Ogon is still alive from Zerin, the player will fight him before
Mico.) Her palace is in Vilan.

Depending on the choices the player made,
if all Mico’s brother and her husband are still alive then she

won’t be
forced to fight th
e player, but if even one is dead, then the player has to
kill her.


c.

The time of day for Mico’s palace will night time to show off the fire
effects

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d.

Picture of what Mico’s Palace should look like






Travel



The Travel system of Chaos Fang will consist of the player reaching the end of a
level and being asked if you want to travel to the next location based on the Overheard
map, but to have the ability to fast travel there the player will have to have discover
ed the
area before hand. If the player is playing the game in Hardcore mode then all travel in the
game will have a certain amount of time associated with it.


Scale



The scale that all objects will use in Chaos Fang will be the

generic units from the
Unr
eal Engines scale. 1 unit roughly equals 2.35 centimeters. Or a better way to think
about, the average human male in the Unreal Engine is 96 units. All models have to be
converted into this measure system or the scale will be off. If you are using 3ds Max,

go
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to the unit setup menu and just check the box that says generic units, these are the same
as Unreal units. *This is important*

http://udn.epicgames.com/Three/UnrealUnits.html



Weather



This game will not have dynamic weather at all, instead it will have weather
predetermined by the design team to ensure the weather and lighting sets the mood that is
intended at any given time.


Day and Night



There will be days and nights in Chaos Fang

but the system will not be dynamic.
It will be determined by the design team to achieve a certain mood and provide unique
game play challenges.


Time



The time element of Chaos Fang will only be enabled on Hardcore mode. In that
mode the player will have

1 month (in game time) to complete the game. Everyday will
be predetermined by the design team. As an example to travel from the early game docks
to the next level will take approximately

3 days one way, t
h
is feature will not be enabled

in the normal mode

of the game.



Camera


Overview


There will be two camera options in the game, first and third person. The Player
will have a choice to choose between them both at the main menu and at the pause menu.
This only applies to the player that uses normal mode
, the third
person

camera will be
locked from the player in hardcore mode.


Camera
: First Person



The first person camera
is meant
replicate

real human head movements. Max left
90 degrees,

max right 90 degrees from camera origin. Max up movement 70 degrees,
max down movement 70 degrees from camera origin. * Camera origin is eye level with
the player looking straight ahead, head level.


If camera is looking down at max degrees and p
layer tur
ns camera (head) to th
e
left or right without effecting the camera vertical angle, the camera max down degrees
will decrease per degrees the camera is rotated. At left limit or right limit, max down
degrees will be 50 degrees.


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A similar system will be in

plac
e for the max up rotation of th
e camera, at 0
degrees max rotation will be 70 degrees, as the camera rotates to the left or the right ,
without player affecting the

vertical

movement, thee max degrees will decrease per
degree to 50 degrees.


The
camera’s field of view should be 90 degrees focused and a slightly out o
f
focus additional 60 degrees (
if processing power allows). The camera FOV should be
adjustable to suit the
player’s

needs to a maximum of degrees and any degrees over 90
will be blurr
ed as stated above.


The camer
a

will lock on when in melee combat. The camera will lock on to the
person the player is in combat with, and should always attempt to get to keep the enemy’s
hand and feet in view of the player.

That is not to say that the loc
k on will override the
animation, the animation if it includes moving the players head, which by
extension

is the
camera, the camera will move with the animation until the animation is complete then it
will be
returned back to the melee lock.


When out
side

of melee range the lock on will not be forced onto the player. But
the lock on will still be active, the player should be able to activate the lock

on (
rotate the
camera to the direction of the lock on target

if the target is visible from the players
curr
ent position.) by pressing a button, when the button is not pressed the player will
have free camera movement. If the button is pressed and the target of the lock on is
outside of the max rotation of the camera then the camera will turn

the player’s charac
ter
to the minimal degree necessary so that the target lock on is visible.


Camera Post Processing Effects


Eye Limits

To replicate realistic eye movement for the player extend all maximum camera
positions

an additional 7 degrees once the max limit is reached. Blur screen or simply
make the screen out of focus to replicate real life eye movement.


Focus Abilities
-

Hunting Eyes


Camera will be able to zoom up to 3x the normal view distance on to the players
locked on target. Camera FOV will be lessened to around 50 degrees with a vignette
around the outside.


Focus Abilities
-

Night Eyes


Camera will have
invert all colors in the world
, all light in the world will have
their brightness
increased

a minimal of
2
X
.



Focus Abilities
-

Combat, Melee


When entered into melee combat everything that is not the lock on target will be
De
-
saturated

to black and white.

With the exception being special effects caused by the
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player or major NPCs, such as a building being on
fire. * Also anything that can harm the
player will not be De
-
saturated, such as fire.*


Player movement


When the player walks, runs or jumps the camera should realistic shake and bob
as if it were an actual human head
. One should be careful to not make
the camera’s
movement to realistic to the point of hurting gameplay,

such as when in combat,

testing
will be important here.


// This will be the last thing to implement, for all testing purposes we will use the third
person camera.//




Camera
Third
Person



The camera
for third person will be a basic third person camera , the camera
will
be 5 meters behind the player, but should be adjustable out to 25 meters behind the
player.



The camera will be
controlled, just

like first

person, by the left anal
og on a
joy
pad

or the mouse. The
camera will be able to rotate 3
6
0

degrees around the player, and
180 degrees above and in front or behind the player
(camera is not to go below the
ground), b
ut only while the player is not moving.



If the player is
moving then the camera will be locked to the head rotation values
in the first person camera section.



Camera FOV will be 90 degrees at default settings but will be able to be lowered
if player chooses. *
Unlike

first person camera, third person camera ma
x FOV will be 90.



The camera should never be allowed to clip through the game world with object
that
has

collision such as walls and ceilings. To prevent this from happening, the camera
should do a
check

to
see

how close it is to a object that has collis
ion and if it is in a
certain distance than the camera should zoom toward the player until it reaches the
desired distance from that object. To prevent the camera clipping through the player
mesh, once the camera is close enough to the player
, where the pl
ayer takes up more than
half the screen, than the player mesh should be toggled off until the camera moves back
from that distance.


Camera Post Processing Effects



The same

as first person camera effects, with the exception there isn’t a
mandatory lock w
hen in melee combat.

Also the player movement section in the first
person view will not apply to third person view.


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Game Engine


Overview



The game engine that is being proposed is Unreal’s Game Engine from Epic. We
will be using the free SDK version cal
led UDK. UDK is updated every month by Epic to
include all

the latest in graphic fidelity and usability.



Game Engine



The game engine that will be used is Unreal’s UDK, this engine is free to use so
the development cost will initia
lly be low, Unreal re
coups their

money off the backend by
taking 25%
of the
royalties

once the game ships.

Since Unreal updates UDK every
month, this will allow us to stay with the cutting edge of technology, and because of how
UDK is setup, it will allow rapid prototyping and

development.

There were many
successful games made with this engine such as Mirror’s Edge from EA, which
showcases the cool first person view that we want to implement into our game. Of course
the popular Gears of War series of the Xbox 360, which shows t
hat if we ever decided,
we could use our existing code with slight tweaks to expand the game to a wider audience
on modern day consoles, and mobile devices.

The game engine is proven from the big
house devs to the small indie devs across all platforms.


This is what the
Unreal
engine is

capable of
, “Bathhouse” from Street Fighter 2


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Samaritan demo, which is actually rendered in real
-
time.

*These were are were rendered with the Unreal Engine, and are property of Epic*




Here is what were done by a small

indie team
,

*This is actual game play from the upcoming game Hawken*

Of course for more information, please check out there site.

http://udk.com/


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Water



Since this part of Hruo
, (East Hruo)

is based off the
Japanese

cul
ture and
landscape, water will be used heavily and it must look great. Thankful this will not be a
problem in UDK.

Below is a water scene in UDK that showcases what the engine is
capable of doing real
-
time.



Collision Detection



This

game engine handles collision detection
well, of course
we will be pushing
that to th
e limits with our combat system. Epic has a partnership with NVidia that will
allow us to use NVidia’s

PhysX for our collision and Physics. This technology has been
used
in over 300 games, so it’s well tested and proven.

It is also very simple to add
collision to static models in this game engine, all we have to do in to create a copy of that
object and add the prefix UCX_ to the name, and that’s it, it will have collisio
n.




Lighting Model



We
will be using Unreal’s Lightmass which is an advanced global illumination
solver. This has such features as Ambient occlusion, per
-
pixel lighting, fill lighting and
fully dynamic specular lighting, Deferred Rendering,
reflections
, dynamic soft shadows,
diffuse interreflection (color bleeding), diffuse normal
-
mapped lighting, and an unlimited
number of light, w
ith this we will be able to create a beautiful realistic looking world.

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Though there is a down side to Unreal’s lighting sy
stem, all lights have to be

“baked”
which takes anywhere from a short time to days (for a very complex scene).

*Unreal sample map included with UDK, Temple. Below is a day (sun setting) shot*



For more lighting examples look at the game engine
subsection of the game engine
section

or visit UDK.com
.




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The World Layout


Overview



This section will overview the world layout, this section will be updated with
Level layouts when they become available, for now I will include the game layout that
connects the levels that make up the world.


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World Layout
Flow




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Level

List


This section is where all the quest information will be stored, the format will be
the quest name (as it appears in game, or if not available a placeholder name) and the
chain
of events that will have to happen to complete it. The quest will be split by the city
that they are located in and the order in which they appear to the player.

In addition this is
where all the information for the world of the level will go, like events,

model lists,
concept of the level, etc.

All
Layouts for the Levels or for
buildings

much have a
n

Alphanumeric
designation assigned to it. This is so the quest
line

or item can be assigned to that
identifier.


Hruoa

Concept Art




Raiya’s Transport boat



Villagers

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Layout


Quests Line
/Flow


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Item list



Woven Baskets



Coiled Ropes



Fish Racks



Shacks



Barrels



Fences

o

Wooden Slat

o

Pier & Rope



Merchant Rugs

o

Stalls



Boxes

Chapter
0
“Prologue”
screen
In
-
game Cinematic
01
Move tutorial
Invert Camera
Invert camera
if yes
/
do
nothing if no
In
-
game Cinematic
02
Start Combat state
Combat tutorial
(
group
)
May put text
on the screen
(
Controller
)
May put text
on the screen
(
Keyboard
)
Keyboard
/
Controller
check
Keyboard
/
Controller
check
Yes
/
No
check
May put text
on the screen
(
Controller
)
May put text
on the screen
(
Keyboard
)
Raiya getting
off boat
(
give player
control
)
Bandits
,
Raiya and
Triano
(
give player
control
)
All enemies
dead check
End Combat state
Play Sound
“Raiya speech”
“I’m going to
find these
idiots leader”
Player control until
boat ramp
In
-
game Cinematic
03
Combat tutorial
(
Bandit Boss
)
May put text
on the screen
(
Controller
)
May put text
on the screen
(
Keyboard
)
Keyboard
/
Controller
check
Boss girl
comes down
ramp
,
short
talk
In
-
game Cinematic
04
Triano tells
Raiya to
head to
Nikkira
Load level
“Hruoa”
Beginning Cinematic
Unload level
“Hruoa”
Load level
“Nikkira”
Hruoa
Flow
(
Demo
)
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Fruit boxes



Fish



Cloth rolls



Shrubs



Canoes



Fishing poles



Villager’s Fishing boats



Raiya’s
transport boat (English origin)



Water well/fountain



Villagers (poor)


Nikkira

Concept Art




Street view of Nikkira



Nikkira Dojo



Agni’s Underground training space

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Layout



Quests Line



Space holder

Item list



Zerin

Concept Art




Ogon’s Boat



Ogon’s Casino/
Palace



Street view of Zerin

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Party goers



Residents

Layout


Quests Line



Space holder


Item list



Ogon’s Boat



Party goers



Casino wares

o

Game tables (Playable?)

o

Colorful lights






Cyrano

Concept Art




Ignis Garden (inside)



Ignis Palace

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Street view of Cyrano

Layout


Quests Line



Space holder

Item list


Vilan

Concept Art




Street view of Vilan



Capitol building



Path to Mico’s Palace

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Layout


(This is taken from the
Forbidden

city in china, but I think the layout is good)

Quests Line



Space holder

Item list


Mico’s Palace

Concept Art




Mico’s Courtyard

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Layout



Space holder


Item list





User Interface


Overview



This section will provide information on the multiple menus in

the game, and the
Thought UI (
which is the game interface UI).

All menus in the game will be made with
Scaleform 4; this middleware solution comes with the Unreal engine. Scaleform is made
by Adobe, so it is designed to interface with their other products such as Flash and
Photoshop. This is the link for more informa
tion,
http://udn.epicgames.com/Three/Scaleform.html
, I also have training videos for
Scaleform and tutorials

that

are apart of UDK
, also I have some stored on my local hard
drive
, to find them
just go into the development folder of UDK and look for the Flash
folder. To see a completed one in action, go to the UDKGAME folder and go into the
Flash subfolder.


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User Interface
Main Menu



User Interface Main Menu Details



UDK Logo

o

The standard UDK .b
ik movie that shows the Unreal logo. This is a
must if we are to use the Unreal Engine to development the game.

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Dream

Better Logo

o

The standard Dream Better Bik movie will be immediately played
after the Unreal Logo, should to be a seamless transition.



Titl
e Screen

o

The standard Chaos Fang JPEG image



Looping Menu movie

o

The looping movie will be Cine_MainMenu_movie, please see the
Cinematic section fo
r details of that .b
ik file. The movie is shown
looping
repeatedly

while the menu is laye
re
d over the top.



New
Game

o

Once the player selects this options a new screen will appear



Please choose your
difficultly

setting



The player has two choose at this time, Normal and
Hardcore mode.

If the player has made a mistake,
there will be a back button on the screen that wil
l
take the player back to the main screen.



Once the mode is selected, the screen will
fade and
the Opening cinematic .b
ik file,
Cine_Opening_Movie, begins.



Load Game

o

Once the player selects this option a new screen will appear



A list of previously saved ga
mes by the player and the
games auto saves. Once the player finds there save, which
the most recent will of course be at the top,

the game will
load the game. If the player has made a mistake, there will
be a back button on the screen that will take the pl
ayer back
to the main screen.



Options

o

Once the player selects this option a new screen will appear



See User Interface Options Menu section.



Exit

o

Exits the main menu to the desktop.

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User Interface
Options Menu



User Interface Options Menu Details



Controls

o

Rebind Keys



A new screen will appear,

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There will be a list of every key available and the ability for
the player to resign the key to whatever they want. If the
key that the player chooses is already being used by another
function in the game an e
rror will show explaining the
situation to the player.


Actions



Keyboard/Mouse



Controller


Forward



W



Right Stick


Backward



S



Right Stick


Left



A



Right Stick


Right



D



Right Stick


Run, toggle



Left
Shift





Crouch



C



Right Stick (in or
R3)


Look



Mouse



Left Stick

Focus


Hearing



1



B

Focus


Scent



2



Y

Focus

Hunting
Eyes



3



A

Focus


Night Eyes



4



X

Quick Attack



R Mouse Button



RT

Strong Attack



L Mouse Button



LT

Parry



Space



RB

Evade



E



LB

UI
Navigation
/Interact



R Mouse Button (out of
combat)



D
-
Pad

Map



M



Select

Pause/Menu



Esc



Start


o

Mouse Sensitivity



This will be a slider function which ranges from 0
-
100



Game

o

Normal mode Features

(all features have been explained else in the
document)



Injury on or off (see combat section)



Time limit
to complete (see the physical world section)



Perma
-
death (see combat section)



Combat Focus (see combat section)

o

Subtitles



This will be an option to display subtitle for all the spoken text that
is directed toward the player.



If time permits there will be a

Spanish subtitle option also,
and as many languages we can fit into the allotted time
frame.



Video

o

Advanced

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Graphic Quality



This will be a three selection slider option that will change
all other options if it is changed, but the other options can
changed

be change with
out effecting this general option
after this option has been set.

The game with come set on
the Medium setting.

o

Low



Sets all the graphic options to their lowest
setting

o

Med



Sets all the graphic options to their Medium
settings



Display warn
ing if players PC does not meet
the recommend specifications for this option




o

High



Sets all the graphics options to their Highest
Settings



Display warning if players PC does not meet
the recommend specifications for this option



Texture Quality



This will be

a three selection slider that will be overwritten
by the Graphics Quality slider if that slider is adjusted after
this slider is adjusted. This setting will control which
texture pack are load and used in the game engine
.
*Texture packs sizes will change
depending on testing.*

o

Low



Tells the engine to load the low texture
pack, which uses 512x512 textures

o

Med



Tells the engine to use the Medium texture
pack, which uses 1024x1024 textures

o

High



Tells the engine to use
the High texture pac
k
which uses 2048x204
8 tex
t
ures



Shadow Quality



This will be a three selection slider that will be overwritten
by the Graphics Quality slider if that slider is adjusted after
this slider is adjusted. This setting will control the shadows
the lighting engine renders, not only
will this setting change
the map size of the shadows but what objects have shadows
rendered as well. *The shadow map size will change
depending on testing.*

o

Low



Tells the lighting engine to render 512x512
shadow maps on only the necessary objects
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in the wo
rld such as the main character and
the large buildings and objects

o

Med



Tells the lighting engine to render
1024x1024 shadow maps on all the things in
the low section plus adds terrain shadows
which will include trees.

o

High



Tells the lighting engine to ren
der
2048x2048 shadow maps on all the large
objects in the world such as buildings and
the players main character and the character
the player may be fighting. Renders
1024x1024 shadow maps on the terrain, the
same as the medium section. Renders an
addition
al 512x512 sh
adow map on the rest
of the non
-
important background objects
,
like baskets etc. With the ability to render
higher quality shadow maps if the player
moves closer to those object up to
2048x2048 (so really just an LOD system
for all shadows exce
pt for the big ticket
items).



Effects Quality



This will be a three selection slider that will be overwritten
by the Graphics Quality slider if that slider is adjusted after
this slider is adjusted.

This slider will control the amount of
particles generated

during the SFX animations

o

Low



This setting will use the minimum amount
of particles possible, might be forced to use
very well done sprites (this will be avoided
at all costs)

or no SFX at all in certain
situations.

o

Med



This setting will use a mix between

eye
candy and fu
n
ction
. Will add additional
SFX.

o

High



This setting will have all of the SFX
enabled, and have additional eye candy.



Terrain Quality



This will be a three selection slider that will be overwritten
by the Graphics Quality slider if that slide
r is adjusted after
this slider is adjusted.

This slider will control the texture of
the terrain map, not to be confused with the Texture
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Quality settings which only controls the texture
s

of the
various
objects in the world.

o

Low



This setting will change th
e terrain map to
the 1024x1024 terrain map. This will also
change the water map, if water is available
in the level, to a map with no reflections and
no refraction (makes the water see though
with a slight blur to the objects under).

o

Med



This setting will
change the terrain map to
the 2048x2048 terrain map. This will also
change the water map, if water is available
in the level, to a map with reflections, from
sky and buildings, but no refraction (makes
the water see though with a slight blur to the
objects

under).

o

High



This setting will change the terrain map to
the 4096x4096 terrain map. This will also
change the water map, if water is available
in the level, to a map with reflections, from
everything including player model in first
person, and refraction
(makes the water see
though with a slight blur to the objects
under). *In first person mode when looking
at water, the player mesh head must be
toggled on so the water can reflect it.*



Model Quality



This will be a three selection slider that will be overwr
itten
by the Graphics Quality slider if that slider is adjusted after
this slider is adjusted.

This slider controls the number of
polygons

in the character models in the world, but not
object models. Of course what GPU the player has
determines how much po
lys the card can draw on screen at
one time.

* Testing will be important on this option, so all
the numbers placed here are just placeholders for the
moment*

o

Low



This option should change the player
character model and enemy models to a
model with around 2
500 polys. And all
weapons that the player has will be changed
to the low model. (Most objects in the world
will have only one variant, so they will not
be changed. This option only applies to the
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objects deemed important enough to warrant
more detail

o

Med



This option should change the player
character model

and enemy models

to a
model with around 3000 polys.

And all
weapons that the player has will be changed
to the med model. (Most objects in the
world will have only one variant, so they
will not be change
d. This option only
applies to the objects deemed important
enough to warrant more detail)

o

High



This option should change the player
character model and main enemy models to
a model with around 5000 polys. All basic
enemies will keep 3000 polys, all weapo
ns
that the player has will be changed to the
high model. Buildings will be changed to
their high models (Most objects in the world
will have only one variant, so they will not
be changed. This option only applies to the
objects deemed important enough to
warrant
more detail).



Environment Quality



This will be a three selection slider that will be overwritten
by the Graphics Quality slider if that slider is adjusted after
this slider is adjusted.

This slider controls the amount of
additional environment obje
cts such as trees and brushes
that make the environment look bette
r but is not needed
from a gameplay
perspective
. Really just additional eye
candy.

o

Low



This option will turn off all additional eye
candy to the scene and just leave the basic
level design.

o

Med



This option will add additional ambient
objects to the world, like leaves and bushes.

o

High



This option will be the complete experience,
with object throw in.

o

Brightness



This option will be a multiple section slider that goes from 0
-
100

o

Vertical Sync

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This option will be a two stage selection switch, just on and off.

This setting will limit the FPS to the monitors max hertz, which in
most cases in 60.

o

Full screen



This option will be

a two stage selection switch,
just yes or no.

This setting will allow t
he player to choose whether they want to
run the game in a windowed mode or full screen.

o

Resolution



This option will be a mouse selection multiple option pull down
screen. The choices will be



800 x 640



1024 x 720



1280 x 768



1380 x 768



1440 x 900



1680 x 10
50



1920 x 1080



FOV

o

Third person



This option will be a multiple section slider that goes from
60
-
90

o

First Person



This option will be a multiple section slider that goes from
75
-
180



Audio

o

Output



This option will allow the user to change the sound profile between
the Speaker profile and the Headphone profile. If it is possible and
time allows more options will be added to this
setting such as a
subcategory to the Speaker option such as 2.1 and 5.1.

o

Master Volume



This option will be a multiple section slider that goes from 0
-
100;
this controls all the volume in the game. This option will override
all other volume
options;

this option sets the max level that the
other options can go to. * If Master Volume is set to 50 than no
other option volume can be set past 50.*

o

Voice Volume



This option will be a multiple section slider that goes from 0
-
100,
this option will only contro
l the voices in the game, but not effect
cut scene voices.

o

Music Volume



This option will be a multiple section slider that goes from 0
-
100,
this option will only control the music in the game, be it
background music or music that’s part of the ambient soun
d, this
won’t affect cut scene music.

o

Effects Volume

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This option will be a multiple section slider that goes from 0
-
100;

this will control the sound of all the effects in the game, but will
not affect the effects in the cut scenes.


User Interface Pause Me
nu



User Interface Pause Menu Details




Pause Menu

o

This menu screen will pause the game where it is, and then it will fade in
an overlay with the available options over a transparent screen with black
color to it. Once the player is done with the menu, if

they chose to stay in
the game, the Pause menu will fade back to nothing and the game will un
-
pause right where it was.



Start
/Pause

Button

o

This menu will be the in game Pause menu, and it will be accessed by the
player pressing the start button on their c
ontroller or by pressing the Esc
key on their Keyboard.



Save Game

o

Selecting this option will take the player

to a submenu that will allow
them to save their game to a new save file, name it and save or rewrite an
old save file.



Load Game

o

Selecting this opt
ion will bring to the same submenu as the Save Game
submenu, the player will be able to load a saved game.



Options

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o

The player selecting this option will take them to the options screen and
change everything from there.



Exit

o

Desktop



The player selecting
this option will display the message “Are you
sure, do you want to save your game? If you don’t save your game
all progress will be lost!” If the player answered yes save game, if
they answered no then exit game to desktop.

o

Main Menu



The player selecting t
his option will display the message “Are you
sure, do you want to save your game? If you don’t save your game
all progress will be lost!” If the player answered yes save game, if
they answered no then exit game to Main menu.



Thought UI (Game User Interfa
ce)


Overview


This section of the User Interface is to discuss a new type of game UI system. I will go
over what that system is and how it will change the conversation system, the navigation,
the world interactivity and combat. All these changes will be m
ade to make the game
more immersion, please see the

section below from

Philosophical points 3 in the Game
Overview for more detail on why we are making this change.




The reason we care when our favorite character dies or is betrayed in our favorite
movi
e or book is because the creators go through a painstaking process to make you feel