Hallows Edge

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31 Οκτ 2013 (πριν από 3 χρόνια και 11 μήνες)

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Design Document for:



Hallows Edge






















All work Copyright ©
2010

by
Your Company Name



Written by
:


Kent Giddings, Marshal Harrington
,

Jo
hn Hughes, Greg King,
Matt King




Version # 1.00





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Table of Contents

Contents

Hallows Edge

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Table of Contents

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Design Histo
ry
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Game Overview

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Common Questions

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What is the game?

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What do I co
ntrol?

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What is the main focus?

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What’s different?

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Story

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Feature Set
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General Features

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Gameplay

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Game Engine

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The Game World

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Overview

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The City

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Dungeons

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Paths

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The Physical World

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Overview

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Key Locations

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Travel

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Scale

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Weather

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Night

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Camera

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Overview

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Spline Movement

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Game Characters

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Overview

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Enemies and Monsters

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Bosses
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User Interface

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Overview

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User Interface Detail #1

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User Interface Detail #2

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15

Musical Scores and Sound Effects

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Music

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Musician

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Sound Design

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Gameplay

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Overview

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Error! Bookmark not defined.

Dungeons

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Puzzles in Dungeons

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Quest Progression

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Story

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Character Rendering
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Overview

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Extra Miscellaneous Stuff

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Ov
erview

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22

Junk I am working on…

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22

“XYZ Appendix”

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“Objects Appendix”

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“User Inte
rface Appendix”

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“Networking Appendix”

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“Character Rendering and Animation Appendix”

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“Story Appendix”

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Page
5


Design History





















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6


Game Overview





Common Questions



What is the game?















The game is a 3D sidescroller

adventure game with puzzle elements. The game takes place in a
large medieval town. The game features element themed dungeons.

Puzzles
:


Puzzles will limit and pace game progression.


Types of Environment Puzzles:



Town specific



Dungeon Specific



Character
specific


Item

Quests
:

These quests consist

of the player interacting with NPCs and searching an
environment.


These compliment the environment puzzles.


We would only implement one
item slot for simplicity


Items will:



Unlock

parts of town



Solve

dungeon
puzzles (ex:
key
,
valve
)



Progress

NPC interactions



What do I control?















The player controls a single scarecrow throughout the whole game.


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Scarecrow:



clumsy



shy/quiet



naïve



persistent



Town

folk are slightly hostile since strange things have
been happening to the town.

What is the main focus?

The main focus is to perform side quests

that progress the scarecrow through the town
opening up new NPC interactions.

The
overarching
goal is to rid the town of evil.

What’s different?

The scarecrows
attributes are used to solve puzzles in ways that reflect his density,
absorbency, flammability, etc.. For example he could light himself on fire to carry a flame to a
torch some distance away from the fire.


The progression is provided by establishing rel
ationships with NPCs and doing quests for
them to gain their assets. The storyline follows a specific sequence of NPC interactions.

Although the gameplay is 2D the paths the character moves on are not. The character moves
upon splines which may branch to a
llow multiple paths through the environment.

After considering the design of some of the most successful
RPG’s

we've observed a surprisingly
consistent formula which provides motivation for the player. We've decided t
o follow this
where appropriate:


1)

C
reate a conflict
.

2)

P
ace the game with a series of short, minor hazards
.

3)

C
reate a short term goal for the player which complements the final goal
.

4)

P
rovide a significant challenge and a means to complete it relatively quickly (roughly within
an hour of playti
me)

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5)

F
inally provide a reward which relates directly to the first step
.


Art Direction


We plan on creating a fairly distinct style for this game with specific use of bright colors
and ambient textures. We will be saturating and emphasizing realistic color
schemes to obtain a
fairly bright and cartoony pallet. The color pallet will be heavily influenced by Japanese anime;
specifically the art of Makoto Shinkai in “5 Centimeters Per Second” and “Voices of a Distant
Star.” The shapes of the objects themselves
will be grounded fairly heavily in reality.



Figure
1

Style Example. This was originally from Harrington and Hughes first game pitch but we're continuing with that art
style.

The puzzle elements of the game such as blocks and switches will be relatively
prominent on the screen through the use of colors and lighting. This is so that the player feels
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more comfortable manipulating the games puzzles and less compelled to double and

triple
check their surroundings to make sure they haven't missed anything.

The number of animations will be kept to a minimum to maximize their quality. The
majority of the animations will be for the scarecrow himself. Since he's supposed to be a fairly
c
lumsy and quirky character we will have a large amount of freedom in the loo
k of the
animations we give him
.

Story















The game starts with the scarecrow realizing he's alive. He wanders into a nearby town
where he finds his way into a
mysterious garden. A girl there drops a pendant and disappears.
At the end of the garden the pendant floats out of his pocket into a shrine releasing a
catastrophe.


The scarecrow then wanders through the town trying to find someone to talk to him.
The onl
y person willing to talk to him only does so to try to get him to go on a slightly
dangerous quest for her.



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Feature Set



General Features



Large Medieval Town



3D graphics



Distinct art style



Unique progression through character interaction



Element based
puzzles



Sidescroller

Gameplay



Sidescroller



Platforming



Solve physical and elemental puzzles



NPC Interactions



Quests



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Game Engine

We will be using Unity

3D for
the game engine
.

Unity 3D is free.


Unity encompasses:



3D graphics



Physics



Audio



Level editor



Asset importing



Deployment


http://unity3d.com/unity/features/



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The Game World



Overview















It takes place in a large medieval town at night.

The City

Dungeons















Dungeons are not
traditional dungeons but are areas

in the city

that are uninhabited,
decrepit and puzzley. The dungeons are elementally themed.

Paths















There are multiple paths to get around the city

and the dungeons
.

There are several
ways to get to different places in the city, creating a less linear game and more accurately
representing the city.



The Physical World

Overview


All of the game takes place in the city in different districts, sewers, gardens,
warehouse
s, and utility facilities.

Key Locations



Dungeons



NPC houses



Travel

The player moves around the city the same way they would move around a dungeon. They can move
left, right, and jump
. There are also areas where you can switch which path you are on, like

moving onto
a different street.

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Scale















The scale of the game will realistically portray the size of a town.















Weather















The weather will be generally gloomy, with overcast and rain.

Night

The game takes at night
only.


Camera

Overview

The camera tracks the player’s movement along the set paths the character can move
on.



Spline Movement



The camera follows a preset spline
that matches up with where the character is on the path.
This will make sure that what we
want in frame will always be in frame

and there will not be any
obstructed views.




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Game Characters



Overview

There are four types of characters in the game:



The main character


the Scarecrow



NPC’s in the town



Level enemies



Bosses

Enemies and Monsters

There are not very many enemies in the game. There are a few very low level AI monsters
that move back and forth and fly around trying to hit

and damage

the player.

The player must
avoid these enemies throughout the dungeons to avoid dying.

Examples for en
emies would be:



Bats



Evil knights



Generic monsters

Bosses


Bosses are themed upon the dungeon the boss is in. These are will regularly be elementally
themed.




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User Interface



Overview



There will be very little interface while actually playing the
game. Though there will be a pause
menu that has information about your quest and the item you are carrying.



User Interface Detail #1


Place holder

User Interface Detail #2


Place holder



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16


Musical Scores and Sound Effects

Music













The music for
the game will be classically themed music with an updated feel.



Musician


We have talked to a local musician who has agreed to work with us on the music.

Sound Design















We are hoping to use The Freesound

Project’s database of sounds to get all of our sound effects.




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Gameplay

Dungeons


Dungeons consist of several puzzles that progress you towards a boss of that dungeon.

There
are some enemies and pitfalls in the dungeon that can kill you.

The boss fight
itself is also a puzzle that
you must figure out in order to destroy the boss
.

An example of the puzzle for killing the boss could be opening some water valves to kill a fire
elemental boss.

Puzzles

i
n Dungeons















The dungeons are full of puzzles that impede your quest. Puzzles consist of the player
manipulating physical objects, himself and the environment to reach the goal. Puzzles involve
flipping switches, moving blocks etc
...

See appendix for more

puzzle mechanics.

Most puzzles are contained within a single room, though some elements of a puzzle may
span multiple rooms.


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Puzzle Example


Figure
2

Level Example
. C is a heavy block that does not float and weighs the player down. D is a wood block that floats in
water.


Puzzle Explanation

1)
The player e
nter
s

through door “A”

and wants to go to “E”

2) A
ttempting to go through door “E” is impossible at this
point because of the character not
being dense enough to go under water

3)
G
o through door “B”

4)
D
rain water through switch in other room

5)
A
t this point block “D” will be blocking the path to door “E” as its position corresponds to
the water level

6)
M
ove weight “C” above original water level

7)
G
o through door “B” and raise water level

8)
B
lock “D” will now be at its original position

9) H
olding weight “C” walk under water through door “E”

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Quest Progression



To get new quests you must go
around the city trying to find someone who will talk to you.
Moving around the city also gets you access to dungeons, they can only be entered from certain places.


Quests will allow you to progress through the city by getting new items that in some fashio
n
unlock new areas.

The items could open doors or allow you to talk to some new NPC.



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Story















The game starts with the scarecrow realizing he's alive. He wanders into a nearby town
where he finds his way into a mysterious garden. A girl there
drops a pendant and disappears.
At the end of the garden the pendant floats out of his pocket into a shrine releasing a
catastrophe.

The scarecrow then wanders through the town trying to find someone to talk to him.
The only person willing to talk to him o
nly does so to try to get him to go on a slightly
dangerous quest for her.



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21


Character Rendering



Overview



The characters will be rendered using the Unity3D Engine.






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Extra Miscellaneous Stuff



Overview


Placeholder.

Junk I am working on…



Crazy
idea #1



Crazy idea #2







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“XYZ Appendix”

















Provide a brief description of what this appendix is for and then get down to business
and provide data to the reader.

















Here are a few examples of some of the appendices in my
latest design…



“Objects Appendix”



“User Interface Appendix”



“Networking Appendix”



“Character Rendering and Animation Appendix”



“Story Appendix”























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