Outbreak Game Document - Portfolio | Jonathan Jansma

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Oct 31, 2013 (3 years and 7 months ago)

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Outbreak

A twin stick co op shooter

Game Design Doc Version 2.0




Author of Document:

Daniel Perzan
-

Associate Producer, Designer




Team:

James Justin
-
Technical Director

Maureen Perzan
-

Project Lead, Programmer

Jordan Barrett
-

Technical Lead,
Programmer

Jill Parr
-

Design Lead, Designer

Jeff Rosenberg
-

Art Lead, Programmer

Zach Snader
-

Audio Lead, UI Design

Nick Ferri
-

Programmer, Audio

Alex St. John
-

Programmer

Jason Jorgenson
-

Programmer

Rod Lekey
-

Programmer

Cody Robinson
-

Programmer

Dustin Rodda
-

Programmer

Darryl Sterne
-

Programmer

Finnen Cerises
-

Designer

Jon Jansma
-

Designer

Dan Rolling
-

Designer

Eric Sponaugle
-

Designer

Ken Welch
-

Designer

Ben Harris
-

Modeler

Scott Robbins
-

Modeler

Fatima Mekkaoui
-

Texture Artist

Bianca
Gelli
-

Animator

Table of Contents

Table of Contents

Design History

Section I
-

Game Overview

Game Concept

Feature Set

Genre

Target Audience

Visual Style

Project Scope

Section II
-

Gameplay and Mechanics

Gameplay

Controls

Camera Movement

Scori
ng

Player Health

Player Death

Objectives

Mechanics

Power Ups (More To B
e Determined)

Guns

Time
-
based Power Ups

Wish List: for Negative Power Ups (TBD)

Interacting in the Environme
nt

Ally AI Interacting in the Environment

Main Menu Screen

Options Screen

Lobby Screen

Level Selection Screen

Heads Up Display Screen

Game Options

Saving

Cheats

and Easter Eggs (Wishlist)

Section III
-

Story, Setting, and Character

Story and Narrative

Character Backstory

Gloria Harris

Miguel Torres

Franklin Jones

Mi Sun Park

Cutscenes (TBD)

Section IV
-

Levels and Scripted Events

Suburban
-

J. Parr

Park
-

J. Jansma

Mall
-

D. Perzan

Subway
-

F.
Cerises

Downtown
-

D. Rolling

Docks
-

E. Sponaugle

Bridge
-

K. Welch

Section V
-

Enemies

Zombies

Zombie Variants:

Aliens

Alien Variants:

Section VI
-

Game Systems

Ally AI

Weapon Damage

Character Options:

Enemy Options:

Spawning

Capture Points

Section VII
-

Management

Milestone Deliverable Schedule

Risk Analysis

Team

Section VIII
-

WISH LIST






Design History

(Jump to
Table of Contents
)

2/10/2013
-

AP: The initial creation of this document.

2/11/2013
-

AP
: Worked further on the doc.

2/12/2013
-

AP: Began to fill out character bios.

2/14/2013
-

AP: Finished character bios.

2/21/2013
-

Project Lead: Review and format.

2/22/2013
-

Project Lead: Added Weapon information and Level specifics.

2/23/2013
-

AP: Ad
ded clarification to control system, added items to wishlist, fleshed
out alien and alien variants.

Section I
-

Game Overview

(Jump to
Table of Contents
)

Game Concept

GAM460 is a class that challenges students to comple
te a game in a single semester,
with the added challenge of making a game for a client that wants to pursue an
overplayed concept, such as a zombie outbreak or an alien invasion.
Outbreak
is a twin
stick networked multiplayer shooter that supports up to fo
ur players built in Unity3D
which showcases humans surviving through an alien invasion twenty years after a
zombie outbreak. Players progress through levels with various set piece moments by
capturing control points. Levels may be chosen but can only be re
visited in the level
select menu. If a level is revisited it’s reset.

Feature Set

Networked four player co op, unique zombie swarm behavior, power up system, cel
-
shaded visuals, and Artificial Intelligence (AI) controlled al
lies.

Genre

Cooperative Action/Twin Stick Shooter

Target Audience

Fans of pick up and play games would enjoy selecting a level for five to ten minutes of
gameplay.

Visual Style

Cel
-
shaded

Project Scope

Number of locations:One primary location (city) broken out in di
fferent levels

Number of levels: 5 to 7

Number of weapons: 5


Section II
-

Gameplay and Mechanics

(Jump to
Table of Contents
)

Gameplay

Players will have control of their avatar’s movement and the direction in which
they are
firing. There will be two variants of control, Window’s based controllers and
keyboard/mouse. The only button utilized in the Window’s based controller is the reload
button. When reloading, the player will not lose the ammunition (ammo) that is in

the
clip. The keyboard/mouse control will have this functionality but also a fire button (left
mouse click) to account for the lack of joysticks. The fire button fires when held, the
rate of whichever weapon the player has does not increase if the player

rapidly hits the
fire button.

Controls

Windows based Controller:

Left Thumbstick: Player movement

Right Thumbstick: Fire in direction

Left Bumper/trigger: Reload gun


Keyboard/Mouse:

WASD: Player movement

Mouse Movement: Aim in direction

Left mouse click:

Press and hold to fire.

R: Reload

Camera Movement

Angled overhead camera that tracks the player. The camera will compensate for a
greater view of the terrain in the direction of the avatar movement. If there is an object in
which the height would exceed
the camera, the top of that object will be displayed in
with a black top. If there are internal areas that are entered by the player, the top of that
object will become opaque.


The camera keeps the player in the center of the frame by default. If the play
er is
moving and firing in the same direction the camera will pan towards that direction. This
allows for the player, greater visibility in the direction they are heading. If the player is
firing in one direction but moving in another, the camera keeps t
he player in the center
of the frame.



Scoring

Players gain points by killing enemies and capturing control points. Points will be
calculated based on who fired the killing blow on an enemy. If a player is responsible
for dealing over 50 percent damage
they will be rewarded half of the point value of that
enemy. These added points act as a bonus, and are not removed from the player that
killed the enemy. There is no bonus for killing enemies while standing on capture
points. However a point value is aw
arded to everyone standing in the capture point
when it’s taken.


Zombies: 2

Special zombies: 6

Special zombies within a swarm: 12

Alien Warrior: 10

Alien Turret: 12

Alien Assault: 15

Capture Point: 50


Enemy Health
:

Zombie: 5 health

Special Zombie: 10 h
ealth

Alien Warrior: 15 health

Alien Turret: 30 health

Alien Assault: 20 health


Enemy Damage:

There are currently two ways enemies can do damage to the player, melee attacks
(zombies utilize) and projectile based attacks (that aliens utilize) .

zombies (
Includes specials): 5

Alien Warrior: 10

Alien Turret: 5

Alien Assault shotgun: 20

Alien Assault rifle: 10


Health

Players start each level with 100 health points.




Player Death

When a character’s life drops to 0 they die. There is no way to revive during a match.
However, all players will respawn at the start of a new level with 100 health.

Objectives

Players must capture control points in order to progress through the level.

These points
all behave similarly but may have slight differences in order to add variety to gameplay.
Once the final point is captured, the player no longer controls the character and the
level will conclude by loading the level selection screen.

Mechan
ics

The game is based around traditional twin stick shooter controls. With projectiles that
the players fire comparable to ¼ the size to the smallest enemy unit. Projectiles must
move slow enough that they are capable of being avoided. While enemies will n
ot
actively avoid shots, they will constantly be mobile. With these two factors in place,
players will always have to concentrate and account for where their shots are landing.
Enemies will not be capable of interrupting or canceling out of attacks when th
ey are
fired upon
.

Power Ups (More To Be Determined)

Players can pick up power ups while playing through the game. Power ups are
presented in two basic ways, gun power ups and instant power ups. When a player
walks over a gun power up they are automaticall
y equipped with that gun. The player
will have that gun equipped until they run out of ammo for it or walk over another gun
power up (whichever happens first). If a player walks over a gun they already have
equipped, they will gain the ammo that the gun or
iginally spawns with.


Guns

Semi auto pistol (Default gun, unlimited ammo, 16 bullets per clip before reload)

Revolver (Finite ammo, instant kill with one shot, 6 shots before reload, total of 12 shots
per pick up)

Full auto rifle (Finite ammo, fires trip
le the rate of the default gun, 32 bullets per clip)

Shotgun (Finite ammo, widespread shot, 8 shots before reload, total of 16 shots per
pick up)


Wish List for Guns:

Alien Grenade Launcher (Finite ammo, fires grenade that leaves acid pool in a
small diame
ter, 4 shots before reload)

Rocket Launcher (Finite ammo, 2 shots before relo
ad)

Time
-
based Power Ups

Chainsaw: Makes player character invincible from damage, instant kill capability


Instant Use Power Ups

Health: Heals player 50 health points

Nuke: Kill all enemies in a set diameter


Wish List: for Negative Power Ups (TBD
)

Interacting in the Environment

Players will automatically pick up power ups when they collide with them. Interactable
objects in the game world will have an outline near the
m. This indicates where player
should stand in order to activate it.

Ally AI Interacting in the Environment

AI allies can pick up power ups. But only if all player characters have weapons besides
the default pistol. If that parameter is met, a 5 second
counter will appear. Once the
counter expires the AI will pick up the weapon. If the AI walks over the power up before
the counter is complete, the power up will not be picked up.


Main Menu Screen

(Image will be inserted here)

Options Screen

(Image wil
l be inserted here)

Lobby Screen

(Image will be inserted here)

Level Selection Screen

(Image will be inserted here)

Heads Up Display Screen

(Image will be inserted here)

Game Options

The game will have a single player mode which will spawn three ally AI, o
r through
multiplayer mode, which will spawn any ally AI needed to have a four player team. The
player can choose the screen resolution, the master volume, and difficulty of Easy,
Normal, or Hard. The player can also pause, however in multiplayer a vote ca
n be cast
to remove that player to be replaced with an ally AI.


Difficulty

The game will offer three difficulty modes; Easy, Normal and Hard. The only difference
between the modes are the amount of health that the enemies have and the damage
the players
take. Difficulty is selected by the host of the game.


Easy Mode: Doubles the damage that each player does. Halving the damage that they
take from enemies. Halves the score points for each enemy/capture point.


Normal Mode: Default mode, all stats that
are written in the doc are based around it.


Hard Mode: Halves the damage that each player does. Doubling the damage that
players take. Doubles the score points for each enemy/capture point.

Saving

The game will save whenever the player completes a
level. Once a player restarts the
game they will be able to select a new level. Players will not be able to save the game
during the level. Players can join any online match.

Cheats and Easter Eggs (Wishlist)

Section III
-

Story, Setting, and Character

(J
ump to
Table of Contents
)

Story and Narrative

Humanity was infected by a zombie outbreak by an unseen alien force in current day.
Half of humanity was instantly infected causing them to transform into zombies. The
infec
tion hit all parts of the world evenly, which resulted in humanity’s infrastructure to
collapse in under a month. Twenty years pass, marking the return of the aliens. Instead
of remaining unseen, they land and begin procedures to mine the earth of all of i
ts
minerals.

The player will not have this story revealed directly, as this would cause a narrative
dump that will not appeal to the target audience. Instead the story will be portrayed
through the game’s atmosphere and art direction. Due to the quick des
cent from society
there isn’t major signs of militaristic warfare throughout the levels. The damage done to
the environment will be caused by overgrowth in vegetation from lack of upkeep, and
remnants of small groups making their way through environmental
obstacles.

Character Backstory

The group of characters met shortly after a fire burned away Gloria Harris’ farm. The fire
ended up killing many survivors and attracted numerous zombies to swarm towards that
area. The four meet while fighting a few swarms

and decide to stick together. As they
move away from the fires, they find a dead carrier pigeon. The bird had a report of an
incoming alien army. The four decide they must fight the aliens head on.





Gloria Harris



Sex: F



Race: Caucasian



Age: 65



Height: 5’
6



Build: Average



General Skills: Exceptional Cook



Key Personal Events (Before the Collapse): A southern belle who spent
her childhood competing in the beauty pageant circuit. She married young
to an elderly dairy farmer. As her looks faded so did her husba
nd’s heart,
leaving her to tend to the farm on her own.



Key Personal Events (Post Collapse): Gloria’s farm was a safe haven for
nearly a decade. However as the population grew, so did the inner turmoil
and politics. Eventually she was voted out of power, a
nd left sharing a
barn with the livestock. The farm was eventually overrun by zombies,
ending with the barn catching flame. Gloria still questions herself as to
whether or not she caused the fire.



Description: Still takes time to apply makeshift makeup. S
he doesn’t
slather it on though. She also takes time to tailor her clothes, leaving her
the cleanest looking out of the four.



Quirks: Cocky




Miguel Torres



Sex: M



Race: Mexican



Age: 35



Height: 5’9



Build: Heavy
-
Set



General Skills: Knowledge of Basic
Mechanics



Key Personal Events (Before the Collapse): As a young teen, Miguel was
a day laborer who followed a traveling carnival. While he never made
much money, most of his basic needs were filled. He fell in love with a
young mechanic Jak and the two beg
an an affair that would be illegal in
most states.



Key Personal Events (Post Collapse): Miguel and Jak joined a militaristic
group right after the collapse, but it quickly became clear that the group
was anti
-
gay, which caused them to go hid their relation
ship. It was rare
that the two were able to be intimate with one another, so whenever the
opportunity came, they took it. Their group eventually took up guarding a
small farm. The two took advantage of this and often stole away in one of
the barns. During
one of these instances they knocked over a candle
which caused the barn to burn to ash. When the group found the two,
Miguel blamed Jak for the fire which led to Jak’s execution.



Description: Militaristic cloths (though not a uniform) that are tattered
bec
ause of zombies attacks.



Quirks: Obnoxious




Franklin Jones



Sex: M



Race: African American



Age: 62



Height: 6’3



Build: Slender



General Skills: Very articulate and multilingual (English, French)



Key Personal Events (Before the Collapse): As a child Franklin was fat
-

very fat. His weight led him to fall victim to Type II Diabetes. This was a
great shame to his family, and often a point of ridicule towards young
Franklin. This led him to spend most

of his time studying the human body,
and eventually led him to cure his Diabetes. He wrote a self
-
help book
entitled
Lose Yourself with Dr. Franklin
.



Key Personal Events (Post Collapse): Franklin was in the middle of a book
tour when the outbreak hit. Luc
kily the mall he was in ended up being the
perfect safe haven. Through the years many other survivors gained
access to the mall, leading the mall to be overrun. Franklin eventually
decided to leave, hoping to find a small group to stay with.



Description:
Wears a formal tie along with survivor gear.



Quirks: Shy




Mi Sun Park



Sex: F



Race: Korean



Age: 19



Height: 5’2



Build: Tiny



General Skills: Most adept at using weapons, fantastic hunter



Key Personal Events (Before the Collapse): Not valid



Key Personal
Events (Post Collapse): This is her world, she never knew
another. Humanity was always broken, and anyone could be killed by one
foolish mistake. She spent most of her childhood disguised as a young
boy. Not remembering who gave her the advice, but knowing

that they are
probably dead.



Description: Clothes are extremely bright, as most of her outfits are child
sized.



Quirks: Existential

Cutscenes (TBD)


Section IV
-

Levels and Scripted Events

(Jump to
Table of Contents
)

Suburban

-

J. Parr

Scripted Events:



#1: Approaching the area of the second capture point, the players will enter the
section of the map which is the construction site/ruins of an old apartment
complex. When the players move closer to the site, a sectio
n and/or support wall
of the complex will fall and crumble. (Camera shakes and vibrations for effect? If
possible.)



#2: When the players enter the area of the map with the old mansion and the 3rd
capture point, the characters, in the seemingly very quiet a
nd abandoned
property, will be alerted by the mass moaning of the oncoming zombie swarm.
This zombie swarm will erupt from the mansion’s doors and come after the
players while they are attempting to secure the capture point. NOTE: Since the
zombies come ou
t of the mansion, this means the building will be blocked off for
player entrance.



#3: The players will witness their first signs of the Alien invasion. After securing
the last capture point, and starting to make their way to the end of the
level/transitio
ning point into the second level, either a small sight of an alien ship
crash will be present, or the sight of an alien/aliens will provide more cause for
the characters to want to advance into the next level.


Level Path:


○ The level path will go in a
counter clockwise flow.



Start: House in the end of a cul
-
de
-
sac



Follow street through the neighborhood (Maybe a couple houses could be
enterable if possible, some backyards could be as well. Pick ups or
weapons could be hidden

here, as well as scattered enemy encounters in
this section).



The streets will guide the players to the first capture point; in the wooded
area.



Capture point A



Continue through the woods, to the other side, back onto the streets
(Note: Section of street
from beginning of dirt trail into the woods, to the
police station will be blocked off from players, to guide them to Capture
point A.)



Streets will then lead to the police station. Powerups will be provided
inside.



If players continue to the school (this
section is optional) there could be a
possibility for a special weapon, power ups, or some melee weapons.
Story elements will be provided here, mainly hints pointing towards the
alien invasion. (Explanations of how the zombie outbreak virus started
too?)



T
he Road to capture point B is in sight. This is the apartment complex
ruins are, as well as scripted event #2.



Capture point B



Players follow the south road, and encounter an impassable obstruction



Branching off to the west will be a dirt path to the mansi
on/Capture point C



Once enemy swarms are defeated, the ending of the level and
transitioning to the next level will be in the SouthWest corner of the map



Scripted Event #3


Park

-

J. Jansma

Scripted Events:



#1:Capture Point Ferris Wheel will trigger an inc
reased flow of aggressive
zombies near the capture point portion of the level. Music will also trigger to
denote an event.



#2: Capture Point Spinning Tea Cup Ride will trigger an increased flow of
aggressive zombies near the capture point portion of the le
vel.



#3: Capture Point Roller Coaster will trigger a significant amount of hovering
aliens to spawn along the track.


Level Path:


○ The level path will X.



Start:



Scripted Event?



Capture point A



Scripted Event?



Capture point B



Scripted Event?



Capture
point C


Mall

-

D. Perzan

Scripted Events:



#1:



#2:



#3:


Level Path:


○ The level path will X.



Start:



Scripted Event?



Capture point A



Scripted Event?



Capture point B



Scripted Event?



Capture point C


Subway

-

F. Cerises

Scripted Events:



#1:
Horde of
enemies that originate from the beginning of the level and swarm the
tunnel.



#2:
The player hears a train screech down the tracks behind a large pile of rubble. There
is a crash and dust blasts out from the gaps.




#3:
While capturing the last point the
players activate a forklift to remove an obstacle.


Level Path:


○ The level path will X.



Start:



Scripted Event?



Capture point A



Scripted Event?



Capture point B



Scripted Event?



Capture point C


Downtown

-

D. Rolling

Scripted Events:



#1:



#2:



#3:


Level
Path:


○ The level path will X.



Start:



Scripted Event?



Capture point A



Scripted Event?



Capture point B



Scripted Event?



Capture point C


Docks

-

E. Sponaugle

Scripted Events:



#1:
While all players/main characters are standing on the indicated platform
--
a
makeshift raft
--
the rope tying it to the nearby fixed platform can be cut. This causes the
platform to move, drifting along a fixed path (indicated on my map) until it reaches the
path’s end. As they drift along, the players will have to defend themselves against the
nearby turret, then from an ambush by three Alien Warriors.



#2:
When a player crosses the indicated line, an alarm sounds. The three nearby
disabled Aliens are enabled,

and so attack the players. They may be the vanguard of a
larger enemy wave.



#3:
Within the indicated region, the water level oscillates between a fixed low point and
high point. At its highest point, it will only reach a PC’s waist. High water levels won’
t
directly affect the players, they simply obscure any submersible platforms in the area,
making navigation more difficult.


Level Path:


○ The level path will X.



Start:



Scripted Event?



Capture point A



Scripted Event?



Capture point B



Scripted Event?



Captu
re point C


Bridge

-

K. Welch

Scripted Events:



#1:



#2:



#3:


Level Path:


○ The level path will X.



Start:



Scripted Event?



Capture point A



Scripted Event?



Capture point B



Scripted Event?



Capture point C

Section V
-

Enemies

(Jump to
Table of Contents
)

Zombies

One zombie is not dangerous. It’s slow, dumb, and easily dispatched. The danger in zombies is
found in their massive numbers. When a zombie notices a player it becomes activated. Once
activated
it will walk straight towards the player. If an object gets between the zombie and the
player, the zombie will path around it when possible. If an activated zombie walks by a non
-
activated zombie, that zombie will become activated as well. Groups of these
type of zombies
are called Swarms. There will be a maximum of ten zombies per swarm. Swarms may merge
with one another, but the number of zombies per swarm may never exceed ten.

There are different zombie types found within the game. Once again, these indi
vidual zombies
are not a danger on their own. They become dangerous once they join a swarm. When a
special zombie joins a swarm, that swarm picks up the latent attributes of that special zombie
type. If a special zombie is killed within a swarm, the swarm
loses that ability.

Special zombie types can be readily identified by a special colored texture that matches the
color of the ring at that zombie’s feet, and because they are visually larger than the typical
zombie. Zombies in a swarm will inherit the colo
r of the ring of the special zombie.

If the swarm has multiple power
-
ups of special zombies, there will be a designated ring color for
the multiple effects. Instead of overlaying multiple rings, any zombie with two or more effects will
use this special mul
tiple effects ring. Zombies do not target aliens, but if an alien gets in the
way of a zombie attack it will take damage.


Zombie Variants:



Base Zombie (all Zombies before joining a swarm)



Zombies with Increased ability to Damage



Frenzied Zombies with
faster movement (controlled through a public variable)



Zombies with Increased Health


Note: Zombie power ups stack on top of one another, however redundancy in these power ups
will be ignored, not multiplied on top of one another.


Aliens

Aliens are proj
ectile enemies that do not follow the swarming behavior. Aliens target players,
though their shots can damage zombies. The weapons aliens wield share the same stats as
the weapons that players can wield. Alien weapons will have different models and weap
on trail
effects. Aliens will attempt to keep their distance from players while staying close enough to
have their shots land.


Alien Variants:



Alien Warrior: Basic unit. Lower Health, projectile
-
based attack, equivalent to human
pistol.



Alien Turrets
-

destructible
-

fires assault rounds, is stationary.



Alien Assault
-
Heavily armored aliens with shotgun or assault rifle (infinite bullets).



Wishlist: Commander Aliens, high health, equiped with alien launcher



Wishlist: “Flying Saucer” Enemies that fly low
enough to shoot? Possibly scripted.
Simple movement such as patrolling. Height can be scripted.*

Section VI
-

Game Systems

Ally AI

See Alien note.

How much damage does the AI do? ½ damage

How much damage does it take?1/4 damaged compared to player
characters

How does it walk around the environment? Follows player that’s closes

Can it aggro zombies? Yes

Can Friendly AI die? Yes, stays consistant with new rules.

Can players take over AI after a player dies? No

Can AI pick up power ups? Make it clear h
ow if they actively go after the power ups or not.
When a power up appears on screen, a counter will instantiate. When the counter ticks down to
0, the AI will grab the power up. If the player doesn’t have any weapon besides their default, the
ai won’t pic
k up the weapon.

Can you order allies to do anything (Follow other player, defend area, etc) no

Friendly ai ignores capture points.

Weapon Damage

Reference Weapons and Power
-
Ups stat sheet

Spawning

Spawn points will be placed throughout each level.
Spawners should keep track of the number
of zombies that are currently active, and never exceed set limit.

Variable 1 When player enters maximum range the spawners activate.

Variable 2 When player enters the minimum range they stop spawning. Whether or no
t it
permanently spawns

Variable 3 Special zombie spawn rate percentages.

Variable 4: ato agro

Variable 5: How many zombies spawn per second.

Variable 6: How often does a special zombie spawn

Capture Points

Won’t be capturable when zombies are in it.

The

higher number of players/ai characters in a capture point, the faster the point is

captured.

Section VII
-

Management

(Jump to
Table of Contents
)

Milestone Deliverable Schedule

Prototype: 02/05/13

First Playable: 02/2
8/13

Alpha: 03/28/13

Beta: 04/18/13

Final: 05/02/13

Risk Analysis

To prevent failure to complete project objectives, the scope is limited and accounts for
all members’ hours required for a 3 credit cour
se.


Team

Technical Director:

James Justin

Associate P
roducer:

Daniel Perzan

Project Lead:

Maureen Perzan

Programming:

Jordan Barrett*
-

Technical Lead, Ally AI, & Capture Points

Nick Ferri
-

Base AI & Waypoint Objects

Rodrick Lekey
-

HUD, GUI, Menus, & FSM Support

Maureen Perzan*
-

Project Lead & Networking

Cody Robinson
-

Zombie AI

Alex St. John
-

FSM

Jason Jorgenson
-

Custom Scripts

Jeff Rosenberg
-

Player Character & Controls

Darryl Sterne Jr.
-

Alien AI & Score System

Dustin Rodda
-

Powerups, Spawning, & Weapons

Design:

Jillian Parr*
-

Design Lead & Suburb
an Level

Finnen Cerises
-

Subway Level

Daniel Perzan
-

Associate Producer & Mall Level

Daniel Rolling
-

Downtown Level

Zachary Snader
-

UI Design

Eric Sponaugle
-

Flooded Docks Level

Kenneth Welch
-

Bridge Level

Jonathan Jasma
-

Amusement Park Level

Art:

J
eff Rosenberg*
-

Modeling, Rigging, Texturing

Scott Robbins
-

Modeling

Benjamin Harris
-

Modeling

Fatima Mekkaoui
-

Texturing

Bianca Gelli
-

Animating

Audio:

Zachary Snader*
-

Primary Audio

Nick Ferri
-

Unity Implementation


Section VIII
-

WISH LIST

(Jump
to
Table of Contents
)

Guns:

Alien Grenade Launcher (Finite ammo, fires grenade that leaves acid pool in a small
diameter, 4 shots before reload)

Rocket Launcher (Finite ammo, 2 shots before reload)


Power Ups:

Negative
Power Ups


Cheats and Easter Eggs:

TBD.


Alien Variant:

“Flying Saucer” Enemies that fly low enough to shoot? Possibly scripted. Simple
movement such as patrolling. Height can be scripted.


Friendly AI:

Different aggression levels depending on the characte
r.

Saving:

Unlockable levels. Players can join any online match, regardless if the they have
reached that level on their own
.


Player Health:

Players can pick up "Health Pack"

power ups in levels, which act as Lives. Players start
the game with one health pack. If players die fully within a level, they restart the level
with one health pack. If a player dies fully while they have at least one health pack, a
health pack is consu
med to instantly revive the player without restarting the level or
reverting to a checkpoint.


Player death
--
Judged through play testing
--

When a character dies, they go into a downed state. While downed their health is set to
a fixed amount. If the player

loses all health from enemy attacks, the character dies fully
and then spawns again in the next level. Downed characters can slowly heal through
tapping a button which will reinstate a certain amount per button tap.. Once their health
is full, they revive
. Ally AI simulate this by steadily healing by a fixed amount.