zondag 5 juni 2011

Game Design Document: The station (with Gerd Jan van Hagen & Richard Pesh)


The Station

1.      The station

1.1.Overview

The station is a 2.5D horror game designed and developed as a school project. In 6 months, our team has to design and develop an entertainment game for whatever platform we choose.
Due to our past experiences, we have chosen to make our game using Actionscript 3/Flash.

The goal of the game is to escape from a zombie-filled space station. The twist is that there are no weapons in the game. The player can only run away from the zombies and gain time by closing doors behind him.

In order to find the exit, the player must take a look at the maps that can be found across the station. He has to memorize the path because there is no way you can take these maps along with you.

Grim colors and sounds should create a tense atmosphere which gives the player an exciting experience.

1.2.Vision Statement

The player should be delivered the following experiences:

·         An exciting experience – The player will be thrilled by the game.
·         Unique gameplay – There are no other games that play like this game
·         Freedom, you decide how you want to escape from the station.

1.3.Branding Choices

Our game should suggest that it is a dark unique horror-themed game. It should primarily appeal to gamers that are looking for a thrilling game.


2. Core Gameplay:
2.1.:  Character.        
The players character will be crew member of a space station. After a zombie attack he needs to find his way out of the station. The player can move around with the arrow keys, so he can move up, down, left or right. Besides the movement keys he will also have to use the spacebar to open or close doors. To open doors the player will have to unlock it by filling in a special code. This code will exist out of digits and letters, so the player will be using almost all of the keys from the keyboard. The player can use the F button to use the flashlight.
2.2: Enemies.
The Enemies are zombies that are taking over the space station. These zombies will have an artificial intelligence so that they will attack the player if they see him. They will hunt down the player until they get him.
2.3: Other Not Playing Characters.
On the spaceship you will find another crew member that is telling the player about what happened and what he should do. This other crew member won’t come with you because he will be attacked by zombies after he has told you the information.
2.4: Basic Controls.
Movement keys:
Left arrow key: Move left.
Right arrow key: Move right.
Up arrow key: Move up.
Down arrow key: Move down.
Other Keys:
Spacebar: The action bar, interacts with objects.
F: Flashlight on/off.

2.5: The player’s goal.
The player’s goal is to reach the escape pod without getting killed by the zombies. Because the player doesn’t have any weapon the only thing he can do is run. The player will find zombies on his way to the escape pod, so the player will have to think fast and play smart to survive. The player will be able to outsmart the zombies by closing doors, this won’t be easy though because the doors can only be closed by using a code. The player will see the code as he gets close to the door, the player won’t have much time to fill in the code because the zombies will be hunting for him.
2.6: Items.
During his search for the escape pod the player will be able to get a flashlight. The flashlight won’t be easy to find because it will be hidden in a room on the spaceship. This way only the players that will search each room will get the flashlight. The flashlight will provide you with more light, this way you can see the zombies a bit earlier. If you use the flashlight close to a zombie it will blind him for 2 seconds. If the zombies is blinded he won’t be able to follow you. The flashlight will have a battery that will drain if the player is using it. If the battery is empty the player won’t be able to use the flashlight again. The player can put the flashlight on and off by any given time by using the F button.
2.7: Fog of War.
The player will have a Fog Of War surrounding him. This Fog of War will make the whole level dark except for the place where the player is standing.  This way the player can only see the doors or zombies when he gets closer to them. The player can only see in a 5x5 tiles circle around himself. The rest is either dark or grayed out, depending on whether the player has explored those tiles or not.








3.      Environments

3.1. Components

3.1.1.        Doors

Doors are used to gain time while running away from zombies. In order to close a door, you need to use the action key at the console near the door. Each door has 2 consoles, one on each side.
When using the console, you get to see 3,4 or 5 digits/letters (depending on the level) which you have to press in order to close the door.
A closed door can keep the zombies busy for 15,10 or 5 seconds, depending on the level, after that, the door will break and the zombies will continue to follow you.

3.1.2.        Zombies

Zombies are your enemies in this game. They chase you around the station as the greedy scum they are. If a zombie touches the player, the player will have to restart the level.
Zombies come in various shapes and forms.
The relatively intact human-zombie will be the zombie the player will encounter the most. It is slightly faster than the player.
The other zombies will be slower than the player and will mostly hinder the player in going into a certain direction. These zombies might be torn in two or lost a leg which denies them the ability to run.
It is impossible to ‘kill’ a zombie.

3.1.3.        Generators

Generators are used to activate the object the player needs to use in order to move to the next level. This could, for example, allow an elevator to be used or the blast doors to the escape pod to be opened.
Generators also allows the player to retrieve information about what caused the zombie outbreak.  This information can be found in the lab, the bridge or other notable locations.
It is not mandatory to retrieve this information, although it is entertaining to read.

3.1.4.        Batteries

Batteries are used to refuel the flashlight. Batteries can only be found in ‘unimportant’ rooms like living rooms. The player will have to decide either to take a detour and search for the batteries or to go on without extra light.

3.1.5.        Elevators.

Elevators are the portals to the next level, they can only be used when the generator on that level is activated.








3.1.6.        Escape Pod.

The last level doesn’t have an elevator but instead has the escape pod. Its function is the same, the only difference is that it’s the end of the game.

3.1.7.        Maps
Maps can be found in hallways. By pressing the action bar while facing the map, you will be shown a layout of the station. The game continues to run in the background, forcing the player to think quick else the zombies would reach the player.



4. Structure.
4.1 Levels.
The game will exist out of 3 levels, these levels are basically 3 floors in the spaceship. You will start on floor 3, the highest floor on the spaceship. And you will have to search your way down to floor 1 were the escape pods are. Each level will exist out of hallways with rooms attach to it. It’s the players choice to get into a room or not. Some rooms will help you a lot but sometimes you will find a zombie inside a room.  As you get further through the levels you will notice that it will be harder to survive. On floor 1 you will find more zombies then on floor 3 so it will be a real challenge to get to the escape pod. If you die for example in level 2 you will have to start over from the beginning of level 2. In each level you will have to search for the generator, if you have turned on the generator the player will be able to use the elevators and the escape pod. The elevators will bring you to the next level. The player can also search for the bridge to get more information about what happened. On the bridge you will find computers with in and out coming messages that will give you more information about the situation.


5. Audio

5.1.            Table of Sound Effects

Sound effect
Situation
Notes
Walk
Sound made when walking through the metallic halls.
An echoing *tang* *tang* you get from walking on metal.
Flashlight
Made when you turn the flashlight on/off.
*click*
Zombie grunt #1
Zombie grunts when he first spots you
Zombie grunt
Zombie grunt #2
Zombie grunts when he’s nearly reached you
A different grunt
Zombie grunt #3
Zombie grunts when walking against a door
Disappointed or Angry grunt
Screaming man
When the zombie has caught the player
Painful cries from a person
Sound of mechanical door opening/closing
When the door opens/closes
Mechanical sound
Sound of elevator
When an elevator is used

Generator humming
When the generator is activated
Humming sound
Zombies clawing against door
When zombies try to break through a door
Screeching sound and thumping sounds
















Geen opmerkingen:

Een reactie posten