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					Game Design Treatment
  By Sean Kavanagh
Table of Contents
Introduction                   ………………………………………………...                                 2
Story – Prologue               ………………………………………………...                                 3
Gameplay                       ………………………………………………...                                 3
 Primary Gameplay Mode         ………………………………………………...                                 3
   Setting                     ………………………………………………...                                 3
   Perspective                 ………………………………………………...                                 3
   Interaction Model           ………………………………………………...                                 4
   Challenges                  ………………………………………………...                                 4
   Actions                     ………………………………………………...                                 4
   Mechanics                   ………………………………………………...                                 4
 Secondary Gameplay Modes      ………………………………………………...                                 6
   Wars                        ………………………………………………...                                 6
   Politics                    ………………………………………………...                                 7
 Internal Economy              ………………………………………………...                                 7
   Resources                   ………………………………………………...                                 7
   Balance                     ………………………………………………...                                 9
   Positive Feedback           ………………………………………………...                                 9
   Victory and Loss Conditions ………………………………………………...                                 9
Level Design                   ………………………………………………...                                11
 Sample Levels                 ………………………………………………...                                11
User Interface                 ………………………………………………...                                14
 Hardware Usage                ………………………………………………...                                14
 Screen Layout                 ………………………………………………...                                14
Artwork                        ………………………………………………...                                16
Miscellaneous                  ………………………………………………...                                16
Concept Art                    ………………………………………………...                                18



Introduction
        The Purified World is a single-player, PC strategy game set in futuristic outer
space. In this game you must manage the International Space Station. This will be similar
to a SimCity game, but be set in space. You must take care of the human race and make
sure they are happy and reduce the disasters that my happen to them. The game is very
challenging and fun to play. This game design treatment covers the gameplay, level
design, user interface, and graphics.




                                           2
Story – Prologue*
        The year is 2222 AD. Earth is now mostly a nuclear wasteland. After World War
XXVIII in 2200, most forms of life on Earth (including over one trillion people) were
completely destroyed and the Earth became uninhabitable for many years. Luckily, the
International Space Station (ISS) was not harmed in the war. The ISS contained about
1,500 people and animals at the time of the war, and everything on the ISS was preserved.
The few survivors were devastated by the loss of over a trillion lives at first but then soon
realized that it was not all bad—everyone would get a fresh start. They could once again
live in a purified world where there was no overpopulation, no pollution, no out-of-
control diseases, no crime, no wars, and no hate. Everyone decided that it would be best
to not live on the Earth again anytime soon, as the nuclear radiation was still very strong
and could still cause rapid mutations. They instead decided to live on and expand the ISS
and make that their new ―Earth‖. It was decided that the dead planet of Earth would only
be used to gather the raw materials still remaining on the planet to help expand and build
the ISS. However, most of the materials and other resources would be originated from
other planets. The people were very optimistic about the future of the ISS and the human
race at first. Unfortunately, things did not go according to plan. Many disasters starting
occurring rapidly, and management of the ISS started to crumble. The fate of the entire
human race was in the hands of one person, the International Space Station Supreme
Master. Can he build and manage an ISS that is an enjoyable place to live and work, as
well as make sure the human race grows and stays healthy and alive? Or would he fail in
his attempt to stop evil from destroying the human race and universe as we know it?

*To not spoil the rest of the story right now, it is at the end of the Level Design section.




              Gameplay
Primary Gameplay Mode
Setting

        Most of the game will take place in The International Space Station, starting with
the year 2222 AD, and going on until the player stops playing (in Sandbox mode), or
until 5000 AD (in Campaign mode). The ISS will consist of various rooms and tunnels.
Certain parts of the game (war mode) will take place on other planets, including the Earth.

Perspective

       The game’s perspective will be a combination of 2D and 3D (also known as 2.5D).
The backgrounds will be 2D, while the objects and the characters will be 3D. The
spaceship walls will be cut away when the camera is over them, so the player can see


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inside. The view will be 3rd person and aerial, specifically isometric. The camera can be
rotated every 90 degrees and there will be ten zoom levels. The zoom levels will range
from showing the entire spaceship to showing the inside of one of the resident’s
bedrooms, for example.

Interaction Model

        The player will be the International Space Station Supreme Master, the most
powerful and important member of the human race. Even though the player will also be a
character in the game, he will never be seen on the screen. The interaction model for this
game will therefore be mostly omnipresence, because the player can act in many places
in the world.

Challenges

        For this game, the challenges are of the economic type. The player must acquire
resources, minimize disasters, and efficiently manage the ISS to accomplish Campaign
goals. There will be many different types of resources and disasters, and Campaign goals
during the course of the game. The game will start out very easy, but will get gradually
harder, up to the point of being extremely challenging.

Actions

         The player has many tools and methods to defeat the challenges. Sometimes there
will be only one way to defeat a challenge and other times the player will get to decide
what they think will be the best way to defeat a challenge. Most of the time there is no
―best‖ choice as many actions have pros and cons. The player can allow funding for
research to help discover new items, construction materials to build the ship, vaccines,
weapon technology, and so on. The player must build and expand the ISS in order to fit
increasing numbers of humans, and build the facilities they need to live and survive
(including houses, stores, farms, restaurants, schools, hospitals, police stations, research
facilities, parks, night clubs, strip clubs, movie theatres, casinos, and so on). The ISS
must also be maintained (to prevent it from corroding and falling apart) by the employees.
The player will also be able to talk and make deals and compromises with leaders of
other planets and space stations. This will (hopefully) allow them to acquire more
resources (if the leaders are honest). The player can also declare wars on aliens which
will allow the player to acquire certain resources if they win.

Mechanics

       Disasters will create major challenges for the player. These will happen randomly
in Sandbox mode and in Campaign mode but will mostly will occur at pre-determined
times (by the level designers) in Campaign mode. However, some may occur in both
modes when the rating scores get low, based on how well the player is doing. For
example, if no research has been done for vaccines, and the population is very unhealthy
with low amounts of food, it is very likely that an epidemic will occur. Some disasters



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will happen beyond the player’s control (such as meteor showers). Players will find that
while they can’t initially control this kind of disaster, they can eventually find out a way
to control it. In the meteor shower example, the player could fund research until a meteor
detector machine is invented, which will show local meteor showers on a radar, so the
player will know where not to navigate the spaceship. The disasters will include the
following:

        Epidemics  If not many vaccines are available, and the health score is low, and
there is a shortage in food and water, an epidemic will likely occur. If this happens, many
people will start to get sick and die. In the most extreme cases, this could wipe out the
entire population. Diseases can be genetically inheritable, sexually transmitted,
communicable, or a combination of all three. A good player would confine every infected
person to a certain part of the ship, and do tests to find out whether or not the diseases are
genetically inheritable by forcing two infected people to reproduce and testing their
children for the disease. If they are genetically inheritable or sexually transmitted, the
player would need to order all of them to go to the hospital for genital mutilation or
removal, in order to not allow the disease to spread. If this is not done, the disease will
spread, since all the people have ―free will‖ and reproduce automatically. If the disease is
communicable, every infected person must be completely separated from every healthy
person. This disaster can usually be reduced from occurring with the use of vaccines, but
it is sometimes unavoidable.

        Meteor Showers  Depending of the severity of the shower, these can destroy
only a little bit of the ship (more common) or almost all of the ship (extremely rare).
Once the ship is in a meteor shower, it can be steered to avoid the meteors, but this
should only be used as a last resort. Less expensive spaceship construction materials
break very easily, while more expensive materials are much harder to break. The most
expensive are unbreakable. This disaster can’t be avoided early in the game. The
researching scientists first have to find a way to invent a meteor shower detector machine,
which requires metearthinol to run (a substance found only on the planet Metius).
Whether or not parts of the ship will break is also determined by the amount of
maintenance being done on them. The player can control the amount of maintenance
funding, maintenance employees, and must choose when to repair a destroyed part of the
ship, which will of course cost additional money. Sometimes the construction materials
will only need to be repaired, but occasionally they will need to be entirely replaced if the
damage is bad enough.

        Solar Flares  Solar flares are similar to meteor showers, in that they destroy the
ship, but there are a few differences. Solar flares are much more severe, however they are
less common. They melt and destroy more of the ship than a meteor shower would, and
damage the affected areas beyond repair. Therefore, all material affected by a solar flare
must be replaced. With enough research, a solar flare detector can be invented.

       Alien Invasions  Aliens may invade the spaceship by entering from either
another spaceship or a planet. Usually aliens will come aboard the ship and start shooting
everyone. The spaceship will require security guards to kill them. Some aliens will



                                              5
disguise themselves as humans and trick everyone, including the player. They may take
over the navigation employees and guide the ship into a meteor shower, or even worse, a
black hole. Aliens can spread disease, either by coughing or regurgitating, or by
contaminating the food in the farms with their excrements, or by feeding it to the
livestock. The number of aliens invading the ship during this disaster can vary from just
one to thousands. Hiring more security employees and installing more security devices
will greatly reduce the chance of an alien invasion, but they will be unavoidable in some
cases. When an alien invasion gets extremely severe, a war may start.

        Black Holes  The navigation system will always show when there is a black
hole present and where it is. Warning signs and sirens will always go off when the
spaceship is anywhere near a black hole, giving the player an advance notice. If the
player fails to steer the ship away from the black hole in time, the ship will get sucked
into the black hole and the game will end. There are no second chances with black
holes—once you get sucked in, the game is over. The only thing the player can do is re-
load an old saved game.

        Resource Deficiency  A different disaster can happen from a loss of any
resource. If people start to die, there will be fewer scientists and other employees, and if
people continue to die, the entire human population could be wiped out entirely. Lack of
money means the player can’t buy certain items to help the population live and survive. It
also means that employees may be laid off, quit, or go on strike due to them not being
able to be paid anymore. Without enough oxygen, everyone will suffocate. Without
enough food, everyone will starve. Without enough gravity, (now a physical resource),
everything in the ship will start to float around, become unusable, and may break. People
will also having trouble moving around and doing their job. Lack of vaccines will cause
people to get diseases. Lack of employees will cause other disasters and loss of other
resources. Lack of research will not allow new vaccines, construction materials, and other
items to be invented.

       Wars  When an alien invasion gets bad enough, or when a political deal goes
bad, and a leader declares war on the ISS, or the player declares a war on them, a war
may start. Wars may also start if everyone’s mood is very low, as they may get very
angry with each other and start a civil war. When any of those conditions occur, the
player will enter one of the secondary gameplay modes. Sometimes there will be small,
minor wars, and these will be considered riots. These may occur after a sporting event.
For more information about wars, see the Secondary Gameplay Modes section.

Secondary Gameplay Modes
Wars

       This gameplay mode will be an action mini-game, presented in a 2D top-down,
 rd
3 person view, where the player must shoot all of the enemies that appear. The player
will be a soldier in this gameplay mode. There will be power-ups for health, running
speed, shooting accuracy, invincibility, and ammo. The weapons will include a pistol, a


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shotgun, a machine gun, a rocket launcher, a laser gun, and more. The aliens will be able
to use the same types of weapons that the player can use. New weapons can be acquired
by winning wars, or discovering them with research. To vary the difficulty, aliens can be
slow or fast, weak or strong, accurate or inaccurate, and cautious or aggressive. The
aliens can attack from all directions, so the player will need to be fast and accurate. The
setting will usually take place in a spaceship, but sometimes will take place on a
terrestrial planet or moon. In addition to the alien enemies, there will sometimes be
environmental dangers that can also reduce the player’s health, or kill them. This may
include things like lava and volcano eruptions, mounted laser guns, or bottomless pits. If
the player loses the battle, at least one disaster will happen. The number and severity of
the disasters is determined by the total speed, strength, accuracy, aggressiveness of all of
the enemies of the war, and how fast the soldier dies. If the player wins, they will get a
reward of some kind (money, new items, new technologies, a substance such as
metearthinol, etc.) and their war victory score will increase. If they lose, they may lose
some resources, and the player’s war victory score will go down. Each war will last
anywhere from about three to fifteen minutes of real life time, depending on the player’s
speed of battling and the number and difficulty of the enemies.

Politics

        The other secondary gameplay mode will involve political dealings with (usually)
nice aliens. This gameplay mode may be initiated at any time by clicking the ―Politics‖
icon in the user interface. This will be made up of simple 2D text boxes, an animation of
the character talking that the player is currently dealing with, and a set of choices. The
aliens will display their business deals in the text boxes, and a set of choices will be
shown for the player to choose from. For example, spaceship owner X may propose a
deal to pay the player for letting spaceship owner X dispose of their garbage on the
player’s ship. The player will be able to accept or decline. This will work similar to the
deal system in SimCity 3000, but there will usually be much more than two choices.
Almost every deal will have pros and cons. Some deals will require certain resources
(such as money) to accept. While the game will have many good deals, players must trust
no one and be on the lookout for political conspiracies, scams, hoaxes, cheating, and theft.
Efficient business dealings will be very beneficial to the player.

Internal Economy
Resources

       The game will require that the player has enough resources. This will be a very
important component of the game. The following is a list of the resources.

       Construction Materials  Construction materials used to build the ship are raw
materials from Earth, or other planets. The spaceship will need to navigate to the planets
and smaller construction gathering pods will be used to gather the materials by separating
from the rest of the ship, landing on the planets, gathering the material with special
scoopers, and then returning to the ship.


                                             7
        Money  Money will be in the form of Cosmic Currency (or CC), the only
surviving form of currency used by humans. For value comparison purposes, one CC
equals about pi US dollars today, or $3.14. The player earns CC by charging taxes on the
humans, charging rent from the residents of the living facilities, and may also acquire CC
from political deals. Stores, restaurants, casinos, and other forms of profitable businesses
will also bring in money. Money will be used for building and expanding the ship,
research, paying for resources, paying employee salaries, and political deals.

       Oxygen  Sufficient oxygen (which initially requires plants) is required for the
humans to survive. Therefore, plants not used for food must be maintained and
periodically replanted, since plants die eventually, and oxygen depletes over time. With
enough research however, an oxygen production machine can be invented.

        Food  Food is also required for the humans to survive. This can be in the form
of traditional food consumed by the mouth, pills, or injections. Traditional food is the
most expensive, but makes the mood rating of the humans the highest. Food in a pill form
is cheaper, but does nothing to the mood rating. Food injections are the cheapest, but can
sometimes cause side effects (ranging from the regurgitation of stomach acids, to
becoming too aggressive and starting fights with other people). The player can choose a
combination of all three forms of food if they want. Food pills and injections are
produced by employees in the food labs. Traditional food is produced by the farmers in
the farms.

       Gravity  Gravity is another resource that must be produced and maintained. It is
produced by a device called The Gravitation Station which produces gravity. The device
runs on gravozyne, a substance found only on the planet Gravius.

       Vaccines  Vaccines are another important resource, since they can prevent most
diseases. Research and plants are required for each vaccine. Doing more research will not
only increase the quantity of vaccines but also the quality.

        Employees  Humans that are not too diseased, too old, or too young, will be
eligible for employment. There are many types of jobs available, and the player may
assign specific salaries and duties of each individual employee, or a group of employees.
The jobs include scientist, security guard, janitor, doctor, police officer, hotel owner,
restaurant owner, casino owner, spaceship navigator, farmer, food production specialist,
waste regulator, soldier, and many others that exist in a city today. In war mode, the
player will actually be one of the soldiers, but will be the only one on the screen. Most
jobs will require a place to work or a certain item. For example, a restaurant owner needs
a restaurant, and a scientist needs a computer.

       Research  Scientists will do research, which will lead to more and better
resources. These may include things like teleportation tunnels to improve travel times in
the spaceship or solar flare detectors, for example.




                                             8
        Time  Another resource is time. Time management is also a factor in this game,
because there will be times when the player has a lot to do but can’t do it all at once, so
they may want to slow time down. Also, the player may want to speed up the game if
things are going well. Therefore, the player will be able to speed up or slow down the
time. There are six speed settings. Time Freeze pauses the game clock (which displays
the date), Snail is the slowest speed, Cheetah is the default speed, Mercury’s Orbit is fast,
Speed of Light is faster, and Big Speed Bang is the fastest. If the player does not
complete the game in Campaign mode before the year 5000, the universe will explode.

Balance

         The difficulty of the game will be easy at first but will get increasingly harder as
the game progresses. Lack of resources can create disasters, and resources are difficult to
acquire. Micro and macro-management and required to achieve resources. The game will
let the player have many choices—some that effect large things and others that effect
little things. For a macro-management example, the player may decide to not fund
research to find a vaccine for the current epidemic. If the player decides to not fund
research, they will save money but many of the humans will die. If they do decide to fund
research for a vaccine, it will cost money but will save many lives. For the
micromanagement example, players will be able to choose what type of bed is in a certain
house. If they choose a cheap bed, they will save money but the person sleeping in it will
have a lower mood rating. If the player chooses an expensive bed, it will cost more but
the person sleeping in it will have a higher mood rating. There will be many
micromanagement choices that the player can make. They can choose how many strips of
bacon will be on a certain sandwich in a certain restaurant. Having less strips will save
money but won’t satisfy a human’s hunger rating as much. Having more strips will cost
more, satisfy the human’s hunger rating better, but will reduce their health rating. Once
again, there are pros and cons to almost every choice.

Positive Feedback

       The positive feedback is being able to acquire resources and is controlled by them
being difficult to acquire. For example, when the player gets enough money and research
to invent and buy a meteor shower detector, it will make it easier since meteor showers
can more easily be avoided.

Victory and Loss Conditions

        In Campaign mode, the player can win by successfully completing all of the
scenarios. If this is done, there will be perfect utopia on the ISS, and the human race will
live happily ever after. The player may lose the game if the spaceship gets sucked into a
black hole, or if all of the humans die. This will be the end of the human race and the
game will be over. If the player does not complete the game in Campaign mode before
the year 5000, the universe will explode and the game will be lost. If the player loses the
game, they must re-load an old saved game. Saving will be able to be done at any time,
and there will be unlimited save slots. Each scenario will go on until the player loses the



                                             9
game, or wins the scenario. If they win, the game will go on to the next scenario, until all
the scenarios are beaten. Between each scenario, there will be a full motion video
sequence, which will progress the story and will use real live actors. All of the scenarios
must be completed in the linear order, and can’t be skipped. Once the player beats the
game, an easy-to-use Campaign Editor will be unlocked. This will allow players to create
their own sceneries and play them, share them with their friends, or upload them to the
Internet for others to download and play. Victory and loss conditions will be defined
according to elements of the internal economy. For example, some scenario goals will
require a certain number for the population, some will require a certain amount of money
that the player earned, some will require a certain mood rating for the whole population,
and so on. In Sandbox mode, the player can accomplish whatever goals they want and the
game will have no victory condition. In both modes, the player will be able to see
feedback on how they are doing by looking at a series of ratings, which will be graphed.
They will always be able to check the ratings and they will be constantly updated.

        Here is an outline of how the rating breakdown weight might work. The ratings
could be displayed as points from 0 to 100. The following chart just has percentage points
to show how the breakdown would go. This would allow the player to determine what
they are doing wrong if their overall rating is low, by looking at all the sub-ratings, their
sub-ratings, and so on. Each rating would be able to be displayed in a chart as well as a
graph.



   Overall Human Mood                             40%
      Health                                       10%
      Hunger                                       10%
      Intelligence                                 10%
      Happiness                                    10%
   Spaceship Quality                              30%
      Comfort                                      10%
      Safety                                       10%
         Police Coverage                             5%
         Security                                    5%
      Facilities                                   10%
         Residence                                   3.3%
         Entertainment                               3.3%
         All Others                                  3.3%
   Reputation with Political Figures              15%
   War Victories                                  15%
Overall Rating                                 100%




                                             10
     Level Design
         Each level will start with a five to ten minute introduction movie. After that, a box
of text will appear, containing the instructions for the scenario, and the goals. This can be
re-checked at any time, from the user interface. As the player completes each goal, they
will be checked off on the goal screen. The first level will be a tutorial level, which
teachers the player the basics of how to play The Purified World. The game might have
about 25 levels total. The following are some samples of what some of the levels might
be like.

Sample Levels
Level Name: A New Beginning

        The first real level will be easy and involve starting to build and manage the ISS.
The starting funds for the game will be 50,000 CC, and the population will be 1,000. No
disasters of any kind will occur during this level. All the player needs to do is efficiently
accomplish the three goals. The goals for the level will be:

    Increase the population of 1,000 to 1,500
    Build areas for everyone to live
    Build a farm, restaurant, research facility, movie theatre, and a school

Level Name: Expansion & Prosperity

        Now that the population of the ISS is growing, and running with some basic
living facilities, it is time to start to expand. As the population increases, the player must
add more living areas. The player will also need a source of income, in order to be able to
fund for expansions, purchases, and pay the employees. Also, the player will need some
employees to run the businesses, and some scientists. Building a casino will dramatically
increase income. The player should make sure the odds are not set to favor the house too
much or the casino will not be popular, making it unprofitable. The player should also
make sure they do not favor the humans too much or the casino will not be profitable.
Again, no disasters will occur in this level.

      Add enough living areas to accommodate all of the newly born humans
      Build a profitable casino
      Hire enough employees to run all of the current businesses, as well as scientists
      Continue to build the ship and make sure everything is connected with tunnels

Level Name: What Could Go Wrong?


                                             11
        Things have been going very, very well for the first two levels. The humans are
living in peace and happiness, and the ISS is making money. What could go wrong? Out
of nowhere, there is an epidemic outbreak. Many people get sick and some die. The
player will need to fund enough money to have scientists research to discover a vaccine
for the disease. Also, the player will need to make repairs to anything that gets damaged
during a meteor shower, and hire janitors to clean up after the sick people, and build a
hospital to take care of them.

      Discover a vaccine for the disease
      Make any repairs to the damaged parts of the ship
      Hire janitors
      Build a hospital

Level Name: Unpredicted Chaos

         This is the level where choices become a big factor. Things are going to get even
worse for the ISS. In addition to more meteor showers, solar flares may occur on this
level. A political deal is given by Nazdar, the leader of the Nazdarian aliens. He says he
will pay you 25,000 CC to dispose of his garbage. Do you take the deal? Will you take
the deal and then declare war on him, risking the loss of 1,000 lives and 85,000 CC, or
will you win the war and take all his money plus have a place to dispose of all your
garbage (his spaceship)? It all depends on how well you play the optional war sequence
in this level. Meanwhile, the restaurant workers and scientists are going on strike because
they say they are not getting paid enough. Will you lay some of them off in order to pay
the remaining employees enough? Will you pay them more and risk losing all your
money? Will you build a bank for yourself and take out a loan (which you will have to
pay back eventually)? The choice is up to you. While all of this is going on, a black hole
is lurking closely and may suck the entire spaceship up if you are not careful to avoid it.

      Avoid the solar flares and make necessary repairs
      Avoid the meteor showers and make necessary repairs
      Make a decision on Nazdar’s garbage deal
      Decide if you will declare war or not
      Take care of the strike
      Avoid the black hole!

Level Name: All Hell Breaks Loose

        Try and stop the alien invasion by hiring security guards and telling them to guard
the entrances. If enough aliens invade the ship, a war will start. This will be an extremely
hard war to be won with the player’s current arsenal of weapons but it can be done. It
would be wise to wait until the player has some more powerful weapons though. In
addition, this war will take place on Mars on the polar ice caps. It will take place during a
heat wave on Mars, so the ice will be soft in some places and the player can fall though,
drown, and lose the war very easily. The soft places will look extra slushy. Solar flares,



                                             12
meteor showers, and black holes are still a problem, as well as another strike. The
employees now want paid vacation time. This will of course cost more money. Will you
build another casino, or increase the tax rates? Either way, the ISS will need a much
larger population if the player wants to make any money. Also, the citizens want a
basketball stadium built on the ISS. First, you must earn enough money to buy one. Then,
you must hire enough security for the event, in case a riot breaks out. If a riot happens
and goes out of control (which is extremely likely without sufficient security), not only
will there be many damaged items in the ISS that will need to be repaired, but the player
will also loose all the ―reputation with political figures‖ points. The spaceship quality
ratings and human health ratings will also go down significantly. Also, after all this stuff
goes on, the humans will be very depressed. Make sure to keep their overall mood rating
above 70 points and the spaceship quality rating above 50 points to complete the level.

      Try and stop the alien invaders before they start a war
      If a war starts, try and win
      Make any necessary damage repairs from the meteor showers or solar flares
      Avoid the black holes!
      Increase the ship’s population to at least 15,000
      Build another casino or increase the taxes to earn more money
      Give the employees enough paid vacation time to stop the strike
      Earn enough money to build a basketball stadium and have enough left over
       money (at least 100,000 CC total)
      Build the basketball stadium
      Make sure to have enough security at the game in case a riot breaks out (the
       security rating MUST be at least 95 points or a riot WILL break out)
      If a riot happens, keep it under control, and arrest all the naughty people
      Make any necessary damage repairs after the riots
      Keep the overall human mood rating above 70 points
      Keep the spaceship quality rating above 50 points

        Since the game gets gradually more difficult, the first three sample levels would
most likely be in the beginning of the game, the fourth would be in the middle, and the
last one would be closer to the end of the game. Once the player beats the game, they will
unlock the Campaign Editor. It will allow them to create their own levels, adding endless
replayability to the game.

The Rest of the Story

        At first, things go very well, but not long after, everything turns into a disaster.
All of the disasters happen eventually and things get extremely hectic. Things gradually
get worse and worse and the fate of the human race is in jeopardy for almost 3,000 years.
Eventually, the International Space Station Supreme Master devises a series of plans to
reverse all of the evil that has been terrorizing everyone in the ISS. He successfully does
this, and the humans safely live happily ever after on the ISS. Things become happy
again by the year 5000, when the ISS is big enough to support the large populations of
happy humans, and a very safe place to live.



                                             13
User Interface
Hardware Usage
        The mouse will be the primary input device in this game. It will be used to move
the cursor around the screen to click on menu items, dialog boxes, icons, objects, humans,
or parts of the spaceship. Most of the time, the left mouse button will be the primary
control to select items, control them, move them, or manipulate them in some way. The
left mouse button will also be used in the menus, dialog boxes, and interface icons. If the
player clicks on an individual human with the left mouse button, it will show their
information (mood ratings, comments, job information, etc.).The right mouse button will
be used for shortcuts. For example, for a right click on a human, a shortcut menu will pop
up. The player will be able to right click a character, and then click items like ―fire from
job‖ on the shortcut menu. The mouse will be used in the main gameplay mode, as well
as the political gameplay mode.

        For the war gameplay mode, the keyboard may be used, but a joystick or gamepad
is highly recommended. The directional pad will let the soldier walk up, down, left, and
right, as well as diagonally. Button 1 will fire the weapon, Button 2 will make the soldier
run, and Button 3 will change the current weapon. However, the buttons can be
customized in the options menu.

Screen Layout
Primary Gameplay Mode

       On the bottom left hand side of the screen there will be picture icons for the
following functions:

      Scenario Goals
      ISS Construction
      Building Living, Employment, and Recreational Facilities
      Business Management
      Interior Spaceship Decoration
      Humans
      Ratings
      Politics
      Wars
      Main Menu Icon (used for saving, loading, options, etc.)




                                            14
        When the player hovers the mouse over each icon, a tooltip label will appear,
indicating what each icon does. There will also be a place showing the current date,
which will have the speed controls (discussed in the Internal Economy section). This will
be on the bottom middle of the screen.

       The bottom right hand portion of the screen will display the following:

      Population
      CC (cosmic currency)
      Overall rating score
      Current disasters
      A news-ticker, displaying briefs on how well the ISS is doing
      Current political proposals

Secondary Gameplay Modes

       The political gameplay mode will be in a dialog box that will not cover up the
whole screen, so the primary gameplay mode will still be visible. The political mode
elements will basically just be the text, animation of the character talking, and a set of
choices (clickable buttons).

        The war gameplay mode will have a simple layout. On the top of the screen will
be a health bar, an ammo bar, the number of enemies left to be killed, and an icon of the
current weapon being used.

The Main Menu

       The main menu will have the following selections:

      Campaign Game
      Sandbox Game
      Save Game
      Load Game
      Options
      Level Editor
      Play Custom Level
      Credits
      Quit

        The level editor and play custom level selections will be dimmed and un-clickable
until the player completes the Campaign game. Both Campaign games and Sandbox
games can be saved at any time, and there are an unlimited number of save slots.




                                           15
                 Artwork
        The presentation style of the 2D graphics will be very detailed and realistic. The
game will be displayed in an extremely high resolution and use millions of colors. The
pixels on the textures will be almost microscopic. Curved surfaces of the 3D objects will
be very smooth and each 3D object will contain millions of polygons. The faces of the
humans will be photorealistic. Just about everyone will look different, because the game
will use a random face generator. It will take for example, a database of 1000 noses, and
randomly mix those with a database of 1000 mouths. The random generator will do this
with every part of every face, so the combinations are virtually endless. Sizing variables
will also be random (some people will be fat, some skinny, some with long legs, some
with short arms, etc.) The space backgrounds may be computer generated pictures of
nebulas, stars, and planets, or they may be actual photos of those elements. The same
goes for backgrounds of the terrestrial planet battlefields. The aesthetic style of the
graphics is very futuristic and space age like. A lot of black, blues, and reds will
primarily be used in the color palette, but the game will not be too dark. The game will
have a bright and colorful appearance to show the high details, however it will have a
very dark and dreary mood (flickering lights, dark metallic spaceships, creepy looking
aliens, bloody wars). The graphics and fonts of the user interface will go along with the
dark, futuristic, metallic theme. The game’s menus and icons will look like they are
actual futuristic spaceship controls on the ISS. They will even sound like spaceship
controls when you click them (loud clicks, beeps, and futuristic mechanized screeches).
The full motion video movies will look very realistic since they will use live actors and
the movies will play full screen and be extremely clear and smooth (60 frames per
second).




Miscellaneous
Music

        The game’s music would play constantly and be very varied. The music would be
a mix between instrumental, techno, and sci-fi, and go along with the theme of the game.
The music would change depending on the situation. When a disaster occurs, it would get
very upbeat and anxious—similar to music in a suspenseful part of a horror movie. It
would be like this in the war mode also, with a more military sound to it. As the overall
score rating gets higher, the music would gradually become happier. As the overall score
rating gets lower, the music would gradually become sad and depressing.


                                           16
Sound Effects

        The game would have tons of sound effects. When you move around in the game
world, you would be able to hear what you see on the screen. If you scrolled over to a
restaurant you would hear things like the washing of dishes, over a farm the mooing of
cows, over a casino the beeping of slot machines, and over a bedroom certain noises of
snoring or of pleasure and reproduction. The humans in the ship would speak in a
gibberish, Sim-style language. The actual political characters would all speak English and
read the text for you with very alien-sounding accents. The scenario briefings and goals,
and all of the narration would be voiced by James Earl Jones, since his voice would go
perfectly with the theme.

Movie Sequences

       Each new level would start with a five to ten minute movie sequence. All of the
movie sequences would also use well known actors and would be in live full motion
video. They all would be very exciting, funny, and worth watching. The player would be
able to skip them by pressing the spacebar, but that is strongly discouraged since they
would be so entertaining to watch, and a way of telling the story. The introductory movie
(plays when the game is first begun) would be about 20 minutes long, and the final movie
(plays when the game is won) would be about 30 minutes long.

Concluding Thoughts

        Once again, the game would offer many choices when it comes to micro and
macro-management. The game would be very funny and contain many hidden jokes. The
game would most likely be rated T, for teen. The development cycle would last however
long it would take to complete the production of the game. The game would not be
released until it is finished, so therefore the release date would always be ―when it’s
done‖.




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