Nemesis

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					Nemesis
Nemesis Destroyer

Game documentation for students from the
International Academy Design and Technology school

Wailani, Derek, Chris and Ken
4/20/2011
                                     NEMESIS
                                    Game Documentation
                                     As of 04/20/2011
1. Title Page
   1.1. Game Name – Nemesis Destroyer. This is still unsure at this moment.

   1.2. Copyright Information – Students of International Academy Design &
        Technology GAM420 Mr. Richard Greco, Game Designer – Instructor International Academy
         Design & Technology

   1.3. Version Number, author, date – Version 1.0 Nemesis 03/23/2011. Version 1.1
        Nemesis 04/06/2011.




                          GAM420 Mr. Richard Greco, Game Designer - Instructor
     2                       International Academy Design & Technology
                                NEMESIS
                               Game Documentation
                                As of 04/20/2011
2. Table of Contents –
   2.1. Using websites as additional references
       2.1.1. www.3dbuzz.com/;
       2.1.2. forums.epicgames.com › UDK › Support;
       2.1.3. youtube.com




                     GAM420 Mr. Richard Greco, Game Designer - Instructor
    3                   International Academy Design & Technology
                                      NEMESIS
                                     Game Documentation
                                      As of 04/20/2011
3. Design History –
   3.1. Version 1.0 Nemesis 03/23/2011.
       3.1.1. Rough draft creation of mothership in UDK engive version March 2011;
       3.1.2. Rough draft creation of weapons in UDK engine version March 2011;
       3.1.3. Rough draft creation of players ship in UDK engine version March 2011;
       3.1.4. Rough draft creation of enemy weapons in UDK engine version March
            2011;
       3.1.5. Rough draft creation of platforms in UDK engine version March 2011.
       3.1.6. Website thought process
   3.2. Version 1.1 Nemesis 04/06/2011.
       3.2.1. Mother ship hanger entry changed from the back of the ship to the side of
            the ship to show the whole ship;

         3.2.2. Player start view from UDK engines version March 2011 default character
              changed to another character as player start for our custom Nemesis game;

         3.2.3. Torrent objects will follow the player with bullets;

         3.2.4. A player input script was written, but the issue is the will not move the
              player ship up and down on the Z axis. Player ship will move right to left on
              the X and Y axis;

         3.2.5. UDK will not export player ship as a skeletical mesh in ActorX (still
              researching information or other colleagues. Was able to use a temporary
              ship from a borrowered website just for testing, importing worked fine;

         3.2.6. Importing of platform into the UDK engine version March 2011 Nemesis
              game good;

         3.2.7. Player space ship glides sideways, resolution unresolved;

         3.2.8. Camera views added and being tested;

         3.2.9. Objects importing from 3ds Max 2011 issue in UDK engine version
              March 2011.

         3.2.10. Process of website building in works. Rough draft being produced.




                           GAM420 Mr. Richard Greco, Game Designer - Instructor
     4                        International Academy Design & Technology
                                    NEMESIS
                                   Game Documentation
                                    As of 04/20/2011
4. Section I - Game Overview
   4.1. Game Concept – create space game where you select one of the four alien
        characters to travel from one location to another location.
   4.2. Feature Set – space environment with floating platforms, gravity objects floating
        and flying towards you or in your direction or nearby. Survive through space to
        get a the mother ship where you will complete level one.
   4.3. Genre -
   4.4. Target Audience – all ages appropriate.
   4.5. Game Flow Summary – vertical scroll forth up and down or left to right motion.
   4.6. Look and Feel – your floating with gravity in space to survive the many objects
        in your way of getting to the mothership to take over the ship. You will fly
        through the space avoiding dying from enemy objects, enter the hanger side of
        the mothership, destroying everything in your path, while figuring out the way
        through the mother ships many paths and floors.
   4.7. Project Scope –
       4.7.1. Number of locations
           4.7.1.1.space air/environment
           4.7.1.2.mothership
                4.7.1.2.1. hanger
                4.7.1.2.2. 5 floors to travel through
                4.7.1.2.3. Front of mothership
   4.8. Number of levels
       4.8.1. Number of NPC’s (aka Non fictional character)
           4.8.1.1. Five.
       4.8.2. Number of weapons –
           4.8.2.1. Five




                         GAM420 Mr. Richard Greco, Game Designer - Instructor
     5                      International Academy Design & Technology
                                     NEMESIS
                                     Game Documentation
                                      As of 04/20/2011
5. Section II - Gameplay and Mechanics
   5.1. Gameplay
       5.1.1. Game Progression
           5.1.1.1.Flying through space
           5.1.1.2.Surviving the floating platforms of enemies to kill you so you can not
                  pass them
           5.1.1.3.If successful pass the flying objects and platforms, enter the side of the
                  mother ship on a open hanger
           5.1.1.4.Survive the mothership with enemies, objects for non-accessible staff
           5.1.1.5.Take over the mothership
       5.1.2. Mission/challenge Structure –
           5.1.2.1.Flight
           5.1.2.2.Fight
           5.1.2.3.Land
           5.1.2.4.Survive
           5.1.2.5.Take over the mothership
       5.1.3. Puzzle Structure
           5.1.3.1.The mothership floors will have different paths to take
       5.1.4. Objectives – What are the objectives of the game?
           5.1.4.1.Survive the space, platform, enemies and mothership paths
       5.1.5. Play Flow – How does the game flow for the game player
           5.1.5.1.Shooting enemies and objects hindering you to move pass them to get
                  to the next section of the game
   5.2. Mechanics – What are the rules to the game, both implicit and explicit. This is
        the model of the universe that the game works under. Think of it as a simulation
        of a world, how do all the pieces interact? This actually can be a very large
        section.
       5.2.1. Physics – How does the physical universe work?
           5.2.1.1.Gravity in space; you’ll float within boundaries given flying in a
                  player spaceship
           5.2.1.2.After landing in the hanger, you’ll be able to walk on the ground of the
                  mother ship
       5.2.2. Movement
           5.2.2.1.General Movement
               5.2.2.1.1. When player ship is moving, you’ll be able to move up and
                        down, and left to right
               5.2.2.1.2. When you walk, you’ll be able to move with arrows keys or
                        keyboard assigned keys up, down, left and or right
           5.2.2.2.Other Movement
               5.2.2.2.1. None.
       5.2.3. Objects
           5.2.3.1.Picking Up Objects
               5.2.3.1.1. You’ll be able to walk over weapons, ammo, health
           5.2.3.2.Moving Objects

                          GAM420 Mr. Richard Greco, Game Designer - Instructor
     6                       International Academy Design & Technology
                                 NEMESIS
                                Game Documentation
                                 As of 04/20/2011
    5.2.4. Actions
    5.2.5. Flying
    5.2.6. Shooting
    5.2.7. Walking
        5.2.7.1.Switches and Buttons
            5.2.7.1.1. none
        5.2.7.2.Picking Up, Carrying and Dropping
            5.2.7.2.1. Weapons, health
        5.2.7.3.Talking
            5.2.7.3.1. none
        5.2.7.4.Reading
            5.2.7.4.1. Yes, to help guide the player start point of each section and end
                     point
    5.2.8. Combat – If there is combat or even conflict, how is this specifically
         modeled?
    5.2.9. Economy – What is the economy of the game? How does it work?
5.3. Screen Flow
    5.3.1. Screen Flow Chart –
        5.3.1.1.Everything will be space environment. Gravity and containment.
    5.3.2. Screen Descriptions – What is the purpose of each screen?
        5.3.2.1.Main Menu Screen
            5.3.2.1.1. To know what kind of game you’ll be playing and the people
                     whom created this game
        5.3.2.2.Options Screen
            5.3.2.2.1. Selection of what character to use when in Play mode.
        5.3.2.3.Etc.
            5.3.2.3.1. none
5.4. Game Options – What are the options and how do they affect game play and
     mechanics?
5.5. Replaying and Saving
    5.5.1. Yes, this will be an option after game ends.
5.6. Cheats and Easter Eggs
    5.6.1. none




                      GAM420 Mr. Richard Greco, Game Designer - Instructor
 7                       International Academy Design & Technology
                                     NEMESIS
                                    Game Documentation
                                     As of 04/20/2011
6. Section III – Story, Setting and Character
   6.1. Story and Narrative - Specific details like scripts and cut scenes may not be in
        this document but be in the Story Bible.
       6.1.1. Back story -
       6.1.2. Plot Elements -
       6.1.3. Game Progression – traveling from flying in space, to survive the enemy
             army to take over the mastership
       6.1.4. License Considerations
           6.1.4.1.None at this moment, beta testing
       6.1.5. Cut Scenes -
           6.1.5.1.Cut scene #1 -
               6.1.5.1.1. Actors
                   6.1.5.1.1.1.none
               6.1.5.1.2. Description
                   6.1.5.1.2.1.none
               6.1.5.1.3. Storyboard
                   6.1.5.1.3.1.Flying through space
                   6.1.5.1.3.2.Fighting objects, enemy army on platforms and in space
                   6.1.5.1.3.3.Surviving the enermy army and objects in the mothership
               6.1.5.1.4. Script
                   6.1.5.1.4.1.Yes scripting will be copied and attached here or a link to
                              the documentation online will be given here.
           6.1.5.2.Cut scene #2 –
               6.1.5.2.1. none
           6.1.5.3.etc.
               6.1.5.3.1. none
   6.2. Game World
       6.2.1. General look and feel of world
           6.2.1.1.Looks like any space environment, metal/steel walls, floating rocks,
                  enemy army killing those that try to pass them
       6.2.2. Area #1
           6.2.2.1.General Description
               6.2.2.1.1. Floating platforms with objects and enemy army attempting to
                        kill anyone trying to pass their section/area.
           6.2.2.2.Physical Characteristics – selection of four character on main menu
                  screen of Nemesis game
           6.2.2.3.Levels that use area
               6.2.2.3.1. Mothership will have hanger section with many floors.
                        Entering the middle section of the mothership has two floors you
                        can walk and or survive to get to the main cabin area
           6.2.2.4.Connections to other areas
       6.2.3. Area #2
           6.2.3.1.etc.
   6.3. Characters
       6.3.1. Character #1
                          GAM420 Mr. Richard Greco, Game Designer - Instructor
     8                       International Academy Design & Technology
                                 NEMESIS
                                 Game Documentation
                                  As of 04/20/2011
           - mech




                                    NOTE: temporary picture until designer finishes
         this section.
        6.3.1.1.Back story
        6.3.1.2.Personality
        6.3.1.3.Look
            6.3.1.3.1. Physical characteristics
            6.3.1.3.2. Animations
        6.3.1.4.Special Abilities
        6.3.1.5.Relevance to game story
        6.3.1.6.Relationship to other characters
        6.3.1.7.Statistics
    6.3.2. Character #2
    6.3.3. etc.




                      GAM420 Mr. Richard Greco, Game Designer - Instructor
9                        International Academy Design & Technology
                                    NEMESIS
                                   Game Documentation
                                    As of 04/20/2011
7. Section IV – Levels
   7.1. Level #1
       7.1.1. Synopsis –
           7.1.1.1. flying through space to get use to the flight of the game
       7.1.2. Introductory Material
           7.1.2.1.Focus and aim to shoot enemies approaching on platforms that you’ll
                  pass or objects flying in your direction.
       7.1.3. Objectives
           7.1.3.1.Survive the platform and flying
       7.1.4. Physical Description
           7.1.4.1.Fly a spaceship
       7.1.5. Map
           7.1.5.1.Beginning of the Nemesis game
       7.1.6. Critical Path
           7.1.6.1.Avoid dying by enemy army trying to destroy you so you can not pass
                  them to get to the next level
       7.1.7. Encounters
           7.1.7.1.Objects unable to import with texture/materials or as static meshes.
       7.1.8. Level Walkthrough
           7.1.8.1.You’ll get the feel of what you need to do, the game only lets you go
                  towards one direction for playing.
       7.1.9. Closing Material
   7.2. Level #2
   7.3. etc.
   7.4. Training Level
   7.5. Level #3
       7.5.1. Hanger Version 1.0 March 2011




                         GAM420 Mr. Richard Greco, Game Designer - Instructor
   10                       International Academy Design & Technology
                               NEMESIS
                              Game Documentation
                               As of 04/20/2011
7.6. Version 1.1 Nemesis 04/06/2011.




        - middle section where most of the floors have rooms to play through




                    GAM420 Mr. Richard Greco, Game Designer - Instructor
11                     International Academy Design & Technology
                                   NEMESIS
                                  Game Documentation
                                   As of 04/20/2011
            - another huge room between the floors and main




            - front main mothership




8. Section V - Interface
   8.1. Visual System
       8.1.1. HUD - What controls
       8.1.2. Menus
           8.1.2.1.Main menu
           8.1.2.2.Option/selection

                        GAM420 Mr. Richard Greco, Game Designer - Instructor
   12                      International Academy Design & Technology
                               NEMESIS
                              Game Documentation
                               As of 04/20/2011
        8.1.2.3.End/restart your level
    8.1.3. Rendering System
    8.1.4. Camera
    8.1.5. Lighting Models
              - space lighting from stars and environment
              - mothership lighting from light fixtures and outside window
8.2. Control System – How does the game player control the game? What are the
     specific commands?
     - PC using keyboard arrows or alpha keys specified;
              - shoot;
              - movement left, right, up and down;
              - jump
     - gaming console
              - shoot;
              - movement left, right, up and down;
              - jump
8.3. Audio
8.4. Music
     -Main menu;
     -Option menu;
     -Restart/end menu;
     -Credits
8.5. Sound Effects
     - objects that shoot one another will have sound effects
     - movement of the space ship as if the exhaust is moving the spaceship
8.6. Help System
     yes, it'll take you back to your Main Menu for additional help.




                    GAM420 Mr. Richard Greco, Game Designer - Instructor
13                     International Academy Design & Technology
                                     NEMESIS
                                    Game Documentation
                                     As of 04/20/2011
9. Section VI - Artificial Intelligence
   9.1. Opponent AI –
        - scripting/coding
   9.2. Enemy AI – Villains and Monsters
        - none
   9.3. Non-combat Characters
        - none
   9.4. Friendly Characters
        - none
   9.5. Support AI
       9.5.1. Player and Collision Detection
                - certain items will have collision detection that stay static, like walls,
             building. But most of the objects moving and shooting can be destroyed by
             shooting.
       9.5.2. Pathfinding
                - Map option




                          GAM420 Mr. Richard Greco, Game Designer - Instructor
    14                       International Academy Design & Technology
                                    NEMESIS
                                   Game Documentation
                                    As of 04/20/2011
10. Section VII – Technical – This may be abbreviated with most in the Technical Bible.
    10.1.      Target Hardware
               -




                                   ,
   10.2.      Development hardware and software
              - Using UDK engine version March 2011




              - Using 3ds Max 2011 and 2010




                         GAM420 Mr. Richard Greco, Game Designer - Instructor
   15                       International Academy Design & Technology
                                 NEMESIS
                                 Game Documentation
                                  As of 04/20/2011
     - Using Adobe Photoshop




     - Using Adobe Flash




     - Using Adobe Illustrutor




     - Using Microsoft Word




10.3.      Development procedures and standards
           - game documentation template
10.4.      Game Engine




           -
10.5.      Network
           - none for building
           - testing yes
                      GAM420 Mr. Richard Greco, Game Designer - Instructor
16                       International Academy Design & Technology
                            NEMESIS
                           Game Documentation
                            As of 04/20/2011
10.6.   Scripting Language
        - UDK version March 2011
10.7.   etc.
        - none




                 GAM420 Mr. Richard Greco, Game Designer - Instructor
17                  International Academy Design & Technology
                                    NEMESIS
                                   Game Documentation
                                    As of 04/20/2011
11. Section VIII – Game Art - This may be abbreviated with most of the content in an Art
    Bible.
    11.1.      Concept Art
               3ds max 2010 and 2011
    11.2.      Style Guides




   11.3.      Characters
              - optional characters to select from Main Menu option;
   11.4.      Environments
              - somewhere in space
   11.5.      Equipment
              - Player space ship
   11.6.      Cut scenes
              - Different menus
                      - Main Menu;
                      - Option Menu;
                      - Retry/exit menu;
                      - Ending credits
   11.7.      Miscellaneous
              - none




                         GAM420 Mr. Richard Greco, Game Designer - Instructor
   18                       International Academy Design & Technology
                                   NEMESIS
                                  Game Documentation
                                   As of 04/20/2011
12. Section IX - Secondary Software
    12.1.      Editor
               - none
    12.2.      Installer
               - none
    12.3.      Update software
               - none




                        GAM420 Mr. Richard Greco, Game Designer - Instructor
   19                      International Academy Design & Technology
                                    NEMESIS
                                   Game Documentation
                                    As of 04/20/2011
13. Section X - Management
    13.1.      Detailed Schedule
               -
    13.2.      Budget
               - student learning, none given. Every student works their own pace, turns
        progress assignments to
    13.3.      Risk Analysis
               -
    13.4.      Localization Plan
               -
    13.5.      Test Plan
               - weekly schedule with Team Leads




                         GAM420 Mr. Richard Greco, Game Designer - Instructor
   20                       International Academy Design & Technology
                                   NEMESIS
                                  Game Documentation
                                   As of 04/20/2011
14. Appendices
    14.1.       Asset List
        14.1.1. Art
            14.1.1.1. Model and Texture List
            14.1.1.2. Animation List
            14.1.1.3. Effects List
            14.1.1.4. Interface Art List
            14.1.1.5. Cut scene List
        14.1.2. Sound
            14.1.2.1. Environmental Sounds
            14.1.2.2. Weapon Sounds
            14.1.2.3. Interface Sounds
        14.1.3. Music
            14.1.3.1. Ambient
            14.1.3.2. “Action”
            14.1.3.3. Victory
            14.1.3.4. Defeat
        14.1.4. Voice
            14.1.4.1. Actor #1 lines
            14.1.4.2. Actor #2 lines
            14.1.4.3. Etc.




                        GAM420 Mr. Richard Greco, Game Designer - Instructor
   21                      International Academy Design & Technology

				
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