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Space Missiles - Game Design

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					                    SPACE MISSILES – SAVING ELLONNIC
                                By Dressler

The Teaser ................................................................................................................................................... 2
Genre ........................................................................................................................................................... 3
Miltiplayer Gameplay ................................................................................................................................. 3
Game Plot.................................................................................................................................................... 3
Level Breakdown ........................................................................................................................................ 6
Player Motivation for Playing ..................................................................................................................... 7
Characters ................................................................................................................................................... 7
Locations & Enson Canyon (Final Race) ................................................................................................... 9
Dialogue Trees for Enson Canyon’s Spectator/Hobbyist Area Characters .............................................. 12
Avatar ........................................................................................................................................................ 15
Launching the Game ................................................................................................................................. 17
Controls ..................................................................................................................................................... 18
Customizability ......................................................................................................................................... 19
Game Items ............................................................................................................................................... 20
Interface .................................................................................................................................................... 22
Help ........................................................................................................................................................... 24
Inventory ................................................................................................................................................... 24
Saving Conventions .................................................................................................................................. 25
Environmental Interaction ........................................................................................................................ 27
Tracking Storyline Progress ...................................................................................................................... 28
Statistics Systems ...................................................................................................................................... 28
Damage Tracking ...................................................................................................................................... 28
Controlling Difficulty ............................................................................................................................... 28
Game Enemies .......................................................................................................................................... 29
Reward System ......................................................................................................................................... 30
Play Length ............................................................................................................................................... 30
Uniqueness of Game ................................................................................................................................. 30
Development Roles ................................................................................................................................... 31
Development ............................................................................................................................................. 31
Target Audience ........................................................................................................................................ 31
The Teaser




                                                       Opening Screen


           First, climactic music begins playing with the title “SPACE MISSILES – SAVING ELLONNIC” (seen above).
 Then, we view a cinematic created using the game engine where Π, the alien character from the planet Gorgon, is seen
strapped into a holographic space-flight simulator. Here, the camra is revolving around his console, where his seat is moving
in all directions as he fights in a mock space battle. The camera then zooms out to show that he is one of 50 pilots training in
a simulator.
           Second, we see a cinematic shot of Π’s vessel transitioning from regular flight to dog-fight mode as Π flamboyantly
maneuvers his plane into the dark cave heading straight towards the planet’s core.
           Third, we see a real clip of Π in formation with other fighting vessels as they break off challenging various alien
ships to dog-fights. Here, other space vessels are seen all over in a gigantic explosive swarm of explosions, projectiles, and
jets. In the background is the mother alien ship, which is pouring out smaller space crafts and settlement probes directed at
various planets.
           Finally, we see a shot of Π walking down an extremely creepy corridor - scarcely able to breathe. Suddenly, the
little light available goes out (along with the music). Π hears a thud and starts whispering in panic “Oh my god, oh my god,
oh my god …” When he finally turns on his flashlight, he finds he’s staring face to face with the most horrific site
imaginable – On top of a robotic head and a robotic torso lies a disfigured head of one of his fellow citizens – which has been
assimilated by the enemy as a spare-part.
           The flashlight suddenly goes out again and the audience hears a chilling shriek. Then the exit screen (identical to
the opening screen) appears.




Genre
          Space Missiles is a PC game that offers a blend of several genres – flight simulator, FPS, and RPG. Whenever Π is
not in his flying vessel (flight simulator), he is on the ground either fighting with his hand-held weapons (FPS), or exploring
and chatting with surrounding inhabitants (RPG). Although the player is often free to do what he or she pleases, at times
there are bottlenecks where the player must complete certain tasks to advance in the game. This genre blend is designed to
give the player a great deal of freedom to counteract the linearity of the storyline.




Miltiplayer Gameplay
          Upon loading the game, a player must select a saved character. This character can be a brand new character, or a
character saved from a previously saved game.
          In the case that two individuals wish to play cooperatively (played on a split screen), they each load their selected
character before starting the game. At this point, the game starts both players at the last saved spot of the player who is
furthest behind in the quest tree. The game also begins with those quests already completed that the player who is furthest
behind has already completed. The player who is further ahead temporarily has the ability to re-complete old quests, but gets
only credits for them (no items).
          When a quest is completed by one player alone, only that player gets the rewards for completing that quest. If the
person who is behind wishes to get the reward for the completed quest, they must save, reload, and participate in re-
completing the quest
          In cooperative games, player 2 plays as Π’s close friend ЙЦ. These two characters, at least from a gameplay
perspective (not a title perspective), are exactly alike. Their only differences are in their credit accounts and vessels/vessel
equipment, which are distinctly separate and thus stored as part of a character’s save file.




Game Plot
                                                               Π

          Π is an alien from the Andromeda galaxy, which is 2.2 million light years away from the Milky Way. He is a short,
green alien called a Ginklin who lives on the planet Gorgon. Π grew up as a normal Ginklin in a culture not so different from
Humans on Earth, although far more technologically advanced. When he was just an infant, he loved virtual flight simulator
video games. At one point during his teenage years, he decided to learn how to fly a space vessel and race it as a hobby (as
Humans sometimes do with go-karts). His loving parents gave him the funds he needed to design and build his own craft and
finally get started in vessel racing.
          Now Π is at his first race. Here is where the control transfers to the game-player. The player begins at the entrance
to the raceway and is allowed to explore, chat to people, and purchase what parts he can afford with 400 credits before
starting the race. Each pre-racing area in Space Missiles is always packed with spectators, X-drivers, vessel
hobbyists/enthusiasts, swindlers, and translucent air tents of various sizes merchandise and other displays.
          At each race, Π is given some time to look around before the race begins. Once the time has come, an announcer
says that all racers should enter their vessels and prepare to race, at which point the player should make his or her way
towards their vessel and hop in, or else they miss the race, do not get a refund for the automatic race registration fee, and
suffer the absentee racing placement position for that race. Finally, the race starts, and based upon Π’s ending time and
placement position, he earns a certain amount of credits which he can collect at one of the tents in the pre-racing area. The
award money he earns allows the player to upgrade the primitive vessel in the pre-racing area and pay the registration fee to
enter a more important race.
          The player must complete a minimum of 46 races across the galaxy in total to finally enter the Galactic Space
Olympics, at which point the best pilots from around the galaxy compete for credits and bragging rights. The player must
then win this final race to progress to the next chapter of the game. Since there are tiers of races preceding the Olympics, the
player may or not progress to the next tier if he or she does not achieve a minimal placement, in which case he or she must
re-enter other less-rewarding races until they can redo the race.
          Although piloted races are considered by residents of Andromeda to be somewhat primitive (since almost all real-
world flights are done by AI), this suddenly becomes an invaluable skill. Immediately after winning the Galactic Space
Olympics, another Ginklin named Clangorith, who lives on a small planet called Ellonnic approaches Π with a very serious
problem:
           “Π, let me introduce myself. My name is Clangorith and I live on a planet about 50,000 light years away called
Ellonnic. Statisticians have over the past two years noticed a sharp incline in disappearing inhabitants – Sharp as in 1500%
(fifteen times more than normal). Now everyone knows that sometimes people just go missing. Children run away from
home, intoxicated gluttons jump into uncharted rivers, the list of incidents of such stupidity goes on and on. However, no
amount of coincidence explains the 1500%. Our planet has changed very slowly over the centuries, and this marks that
something is seriously wrong. I implore you to come and visit me on my planet to see the remainder of the problem yourself.
I am an extremely rich man, Π, and if you are as good a pilot as we all hope you are, not only will you too be rich, but you
will become a living legend.”
            After some further questions, Clangorith tells Π how to use a nearby wormhole to skip to a coordinate near his
planet. After some final days of preparation, the player is to navigate to Clangorith’s home on the planet Ellonnic and find
his way to Clangorith’s ‘tree’ docking bay. Π’s first impressions of planet Ellonnic were those of total awe. It appeared to
be paradise. The planet seemed to be smothered in massive trees that appeared to be taller than 100 story skyscrapers. On
the forest floor were luscious fields of green grass with crystal clear pools of water emanating from nearby springs scattered
throughout. At this point it should be clear to the player what Clangorith meant by ‘tree’ docking bay - in one of these trees
lives Clangorith and his family.
           Naturally, Π’s HUD told him which docking bay was Clangorith’s. Once Π was settled in a bit, Clangorith
continued, “About five years ago, the people of this area woke up one morning to find something absolutely astounding; a
gigantic bottomless hole was found about 200 meters in diameter plummeting straight down into the ground. This was a very
strange phenomenon indeed. However, since nothing more followed, for three years we ignored it as some rare geographic
phenomenon. Some even suggested it was an inner core vent for building subterranean pressure. Well, once the statisticians
released their percentages, I felt that we all needed some answers. Being that I am, well …, quite a wealthy man and
probably one of the few capable of funding private research projects, I personally hired some geologists to figure out as much
as possible about the hole. Using seismograph bombs, they discovered that the hole leads down about 800 meters and then
scatters into multiple sub-passages. These passages vary in diameter and shape, but the most important fact uncovered was
that these passages are slowly growing. We cannot really explain why at this point. About a year ago, I brought this
information to the attention of Ellonnic’s ruling council. They did nothing but bicker. They said that they have already
stationed cameras on the site to scan for any abnormal activity. If the growing percentage of missing people were linked to
these holes, there would have to be at least some activity. So far, those cameras have been in place for four years and
apparently they have had nothing but false alarms. They see no reason to spend millions investigating a non-threatening
volcanic air vent.”
           “You might be asking yourself why I don’t agree with them. Well, I’ve had reports from my house-cleaning parties
of paranormal activity near the tips of my tree’s root system. In fact, one worker that used to work the night shift has simply
disappeared. He’s now one of the 1500%. Now, I don’t want to jump to conclusions. Although he worked for me for eight
years, I admit I really didn’t know him all that well – hell he worked the night shift! But still, that’s unlike someone that’s
worked for you for eight years. This was the last straw for me. I want answers.”
           “The Ellonnic ruling council hasn’t been completely useless, however. After some stubborn threats of doomsday,
they finally agreed to start me off with 3,000,000 credits to figure out as much as possible, on the condition that I bring to
their attention whatever I find. Using this money, and quite a bit of my own, I have hired 30 of the galaxy’s top minds to
work on any equipment necessary to explore this hole. They have already developed the bare essential - that being a portable
system that can be installed on almost any space vessel which makes it almost immune to gravitational fields. You see, the
reason why no vessel has been able explore the hole is because no other jet can fly slowly enough to navigate through all of
its twists and turns going strait down into the earth. Conventional planes will simply plummet down out of control and smear
the walls with plane guts. Now, my scientists have evolved a revolutionary technology into a practical application.
However, they are still have no means of communicating with a space vessel deep underground, hence the demand for a
piloted spacecraft. So, up until now, all I needed was pilot, and now, before me stands the best pilot in the galaxy.”
           Throughout the game, video footage of everything the player does in his space vessel is returned the Ellonnic
Counsel. This is necessary because the Counsel agreed that all pilot mercenaries will be compensated for the amount of
damage inflicted upon the hostile alien civilization providing they have some form of proof. Now, that every action is being
recorded, a computer immediately estimates the amount of reimbursement he or she will reap.


            Main Plot Outline for Space Missiles:
                o Chapter 1 – Planet Gorgon
                     Win Tier 1 – Home Derby Races (15 races on Gorgon)
                     Win Tier 2 – Minor Races (15 races across sub-galaxy)
                     Win Tier 3 – Major Races (15 races across entire galaxy)
                     Win Tier 4 – Galactic Space Olympics Races (1 race)
            o Chapter 2 – Planet Ellonnic
                     Gather video evidence of alien activity (destroy airlocks and investigate)
                     Destroy burrowing machines
                     Destroy alien dirt guns (for firing condensed earth into orbit) to halt further alien expansion
                     Rescue captured inhabitants that are still one piece
                     Find and destroy the breeding room for spare body parts
                     Find and destroy all centers for alien intelligence after downloading
                     Find and destroy the parts manufacturing plants.
                     Halt attempted alien surface invasion by destroying communication structures and enemy
                      fighters
            o Chapter 3 – Assault on the Mother Ship
                     Follow supply package (an escape vessel in this case) to the mother ship
                     Perform united sneak attack against mother ship
                     Infiltrate docks with ship
                     Protect landing squat team
                     Rescue captured inhabitants that are still in one piece
       Side Plots:
            o Chapter 2 – Planet Ellonnic
                     Take basic weapons training (hologram room)
                     Take aeronautical special weapons training (simulator)
                     Dog-fight challenging space pilot
                     Clear Clangorith’s root system of alien activity
                     Rescue Clangorith’s daughter from an attempted abduction
                     Clear inhabitant x’s root system of alien activity
                     Clear inhabitant y’s root system of alien activity
                     Destroy enemy root taps sucking energy from the trees
                     Rescue underground Zephradec civilization from alien attack
                     Converse with a maimed enemy and return it the home base
                     Repulse the aliens infiltrating inhabitant z
                     Capture an alien/cyborg
                     Capture a spiderbot
                     Recruit gunners for side turrets
                     Examine/purchase weapons technology offered on nearby planet of Fallops
                     Recruit sidekick pilots
                     Exchange information with other mercenary pilots
                     Aid mercenary pilot Jinkins
                     Drop timed bombs throughout passageways
            o Chapter 3 – Assault on the Mother Ship
                     Destroy outgoing autopiloted probes
                     Infiltrate early into secret bay and disarm primary mothership weapons
                     Reverse cyborg transformations of ginklins on MotherShip
                     Reprogram mothership robot as a bodyguard
                     Reprogram mothership robot as a sabatoge viroid




Level Breakdown
         Space Missiles is broken up into three distinct chapters and each chapter is associated more or less with a location.
Chapter 1 focuses on racing and is mostly on Π’s home planet. Chapter 2 focuses on attacking the underground viral enemy
establishment and this takes place on the Planet Ellonnic. Chapter 3 focuses on attacking the mother ship in space where an
elaborate space stations serves as the community for which Π must explore and learn from before the primary assault. The
majority of this paper will focus on the final race of chapter 1, Enson Canyon.




Player Motivation for Playing
          Π’s mission keeps growing in importance throughout the game. First, his goal is to win races. Then he is paid to
only to investigate the situation on Ellonnic. Then, if he fails to clear Clangorith’s root system of alien activity, he must then
rescue Clangorth’s daughter from abduction, who he then comes to love. From this heart wrenching experience, Π becomes
bent on ridding the world of the hostile aliens. However, he later finds that the true source for all of this evil is a gigantic
mother ship, which he must destroy. Unfortunately for Π, the games ends with him realizing that his home planet has been
infiltrated for years. This opens the opportunity for a sequel game.
          As the player experiences a new life through Π, the threat of this civilization to the entire galaxy becomes more and
more apparent. First, Π is to investigate – to simply understand what is causing the problem. Then, Clangorith’s daughter is
abducted practically before his eyes (who he can save). After this encounter, his goal is to save the planet from the hostile
alien race. Then, he realizes that its not just the planet that is in trouble, it’s the entire galaxy. The intereset of the player is
maintained through presenting more and more important and bizarre mysteries to be solved.

         Mysteries to solve:
                  What sort of civilization is underground (robotic/cyborgs)
                  To make a hole, requires moving earth from the hole to somewhere else. Where is all the dirt going
                      (dirt cannons fire condensed earth into the planet’s orbit)
                  What is making the tunnels bigger (tunneling machines)
                  Why are people being abducted (energy [food], research, and spair bodyparts)
                  Where are these robotic civilizations originating from (mother ship)
                  How are they getting their supplies to expand their ship (supply vessels moving at mach 3 out of the
                      hole at night)
                  How did Π’s father get on the mother ship (supply vessel - another alien civilization has been under
                      construction on his home planet for years)


         Clearly, the player’s motivation for playing is largely dependent upon his or her involvement in the game’s story
line. However, another interest is that there are always more ways to obtain more powerful weapons and improve the space
vessel, and to do this the player must destroy lots of aliens and alien structures or solve sub-plots.




Characters

Character List
         Characters in Enson Canyon – the site of the Galactic Olympics
                 Friendly (see Locations at Enson Canyon below for the corresponding locations of these characters)
                         o Π – Player 1
                         o ЙЦ – Player 2
                          o Clangorith – Bureaucrat on Planet Ellonnic who approaches Π about the Ellonnian problem
                          o Mezgore – Mechanic 1 – Part shop 1
                          o Ю – Mechanic 2 – Part shop 2
                          o ЊД – Mechanic 3 – Part shop 3
                          o Flarknok – Race Security – Patrol
                          o Flektok – Race Security – Patrol
                          o Fikefnok – Weapons Specialist – Weapons show tent
                          o Argento – Gamble Tent Master
                          o Gertyeque – Information Tent Coordinator
                     Rival Racers
                          o Orok – Gamble tent
                          o Bz – Gamble tent
                          o Cap-ut-thon – Gamble tent
                          o Begie – Gamble tent
                          o Meosaz – Partshop
                          o Glublor – Weapons shop
                          o Zeenet – Antique vessel show tent
                          o Bejgnet – Angtique vessel show tent
                          o Torii – Weapons show tent


Dialects

        In order to appeal to the public as much as possible, the more humanoid the character, the more likely it is to speak
plain English. Naturally, Π and all other Ginklins speak flawless English. The pitch in which they speak varies just as they
do between humans. Other aliens vary from English dialect, to foreign languages, to grunts, chirps, and silence.



Backstories

          As mentioned before, Π had a farily typical upbringing for a Ginklin. His childhood stood apart from others only in
that he was mechanically gifted. For example, he built and installed his own afterburner fuel-mix enhancement system onto
his parent’s vessel successfully at the age of 13. Whenever school was out and Π’s friends were unable to play, he would
indulge in the pleasures of videogames and designing parts for his dream space vessels. Using these designs, he would later
develop his own space vessel and tweak it as a high-performance racer. Unfortunately, much of the equipment he needed to
further upgrade his vessel was beyond his financial reach. Π finally realized that he could make money far more quickly if he
could win local races using his designs. He envisioned after winning multiple races, he could then make even more money
by auctioning off his part designs.
          ЙЦ, Π’s closest friend, grew up a few living quarters down from Π. Although less of a mechanic, ЙЦ showed a
nearly equaling talent for action video games, which he attributes to the hours upon hours that he and Π spent dueling
together. ЙЦ focused more of his attention on scholastics. In his early schooling years, he took a special interest in
biological computer programming. He aspired to eventually earn a research award. Despite his yearning for academic
excellence, he simply could not resist the prodding of his friend Π forever. After Π allowed him to ride the vessel he built,
ЙЦ was hooked. Being a naturally competitive person, ЙЦ took upon himself a special interest in being the best only to be
the best (not the money). Together, ЙЦ and Π would push each other to become the best pilots in the galaxy.
          Clangorith was born on Ellonnic, which explains his slight accent. Ellonnians differ in appearance from Ginklins on
Gorgon by their obvious affinity for food. Clangorith himself weighs out at 90lbs, which is quite a mass for a Ginklin. After
graduation from phase I school with degrees in biological mechanics and political psychology, he married and for a term
served as governor of the region in which he lived. He served his full three terms and is known for greatly increased
scientific development in the genetic engineering of angiosperms. He then decided to spend the remainder of his life off the
public stage. Today he is a scientific and mechanical enthusiast. He enjoys hiring scientists to build his dream machines. To
Clangorith, Π is a hero mercenary, but also a mortal who can be bribed into doing his bidding. Clangorith, as well as the
entire planet of Ellonnic, will soon invest all their hope into this one being.




Locations & Enson Canyon (Final Race)

Enson Canyon’s Spectator/Hobbyist Area

          Π must complete many races in Chapter 1, but the Galactic Space Olympics at Enson Canyon (See Enson Canyon
Raceway) is the climax of these. Here Π races in broad daylight and clear skies against nine other top racers in the galaxy for
a 50,000 credit reward and the title of Top racer of the hecade (100,000 hours). As in all races, Π begins three feet in from
the entrance and is allowed to explore for 15 minutes. Once the time limit is up, an announcement is heard from speakers
located on top of the tents that the racers should make their way to their racing vehicles. Π and the rest of the racers begin the
race once announcer has said ‘go’ and the tethers holding the racing vehicles in their starting positions have been released. If
Π loses this race, he forfeits the 1000 entrance fee and also must enter another 1000 until he wins. Naturally, if Π cannot
afford this fee, player 1 must either reload the game or go back and win less competitive races for the reward money to re-
enter. Finishing first place in this race allows Π to progress to Chapter 2. Immediately after finishing the race, Clangorith
appears in the Spectator/Hobbyist area searching for Π. If Clangorith sees Π (if there is an unobstructed path from
Clangorith’s eyes to Π), Clangorith will immediately run towards Π and engage him in a conversation (see the section on Plot
for details). Following this conversation, Π may leave the racing area and Proceed to chapter 2, which begins by his traveling
through a space wormhole.
          Below is the outlay of the pre-racing area for Enson Canyon. Inside this area, the floor is nothing but earth, and the
tents are large and translucent so as to let light freely in. The information tent contains a bunch of steel tables arranged in a
circle with officials inside the circle doing paperwork and prepared to answer questions. Talk to any and they will redirect
you to the person in charge (see the dialogue trees).
          The gambling tent is small. It contains slot machines (which you can play for 5 credits each), and various card
tables. One of which is a poker and blackjack table which the player may join. Here are many of the top racers which will be
on the raceway later as opponents.
          The Food & Drink tents, Restroom tent, and Children’s Rides tents are merely decorative. The player may not enter
these tents. The Food and Drink tent has a bunch of people that can be clearly seen selling drinks and making food. The
Children’s Rides tent has lots of children within enjoying the various child rides, which are futuristic in appearance.
          The Weapons Show tent contains lots of separate tables hosted by various individuals. Behind most of the tables
here are scientists showing off their weapons on dummies. Most of the scientists here will redirect you to Fikefnok assuming
you want to buy weapons.
          The Part shops are privately owned tents (hence the two Part Shop owners in the dialogue trees). The individuals
who own these tents are true mechanics. Behind their table (which the player may not pass over) are lots of inventions and
jets under work by sub-mechanics. On the walls are various unique parts for sale. The one wall contains specialty upgrade
parts, which are the only things in the tent purchasable by the player. Naturally, the player must consult with the head
mechanic at the front table to engage a deal.
          The Antique Vessel Show tent contains lots of ancient vessels on display which the player may walk around. Talk
to people looking at the various antique vessels and they will reply wish a single passage describing what they remember
about the particular vessel. Some of this information is useful information for later part choices and weapons upgrades.
Inside this tent in total are 40 space vessels on display divided among the 3 stories inside the tent (steel stairs take the player
from one steel floored story to the next).
                                                         Figure 1
                                    Top view of Enson Canyon’s Spectator/Hobbyist Area




Enson Canyon Raceway Description

          Enson Canyon Raceway has been carved out by water over millions of years, hence the walls are made of hard rock.
Around Enson Canyon are luscious trees and plants typical of a tropical environment. As mentioned before, racers may at
this point have acquired projectiles that they can fire during races and during race-time is the only time which projectiles can
be fired in chapter 1. The only effect that these projectiles have upon the raceway is that they temporarily scorch the rock
walls of the canyon (recall that there are no plants actually inside the canyon). Rock scorches gradually fade away over the
period of a minute.
          The first of Enson Canyon’s obstacles are the massive boulders. These boulders appear to break off of the sides of
the canyon walls and some appear to be falling into the valley from the top of the canyon itself. These boulders are of
various shapes and bounce off the rocks and then cross the raceway. These boulders then fall into a steep bottomless pit
across the raceway. The boulders themselves are never really break off the sides of the canyon. This is just an illusion. This
way the canyon never gets wider. Getting hit by a boulder causes 20 bludgeoning damage to the vessel.
          The waterfall obstacles spread across the raceway. Going through a waterfall will take the player through a tunnel.
The player must trust that there is not a wall on the other side. Note that this gives the player limited time to react to
obstacles within the tunnel.
          Later, some kids are on the top of the canyon throwing rocks down at the jets passing by. The children have good
aim, but the damage caused is minimal (5 bludgeoning damage per hit). The rocks travel relatively slowly compared to what
they do on Earth. This is so that the player has some ability to dodge them.
          All of the tunnels that the player must pass through are lit by occasional breaks in the ceiling where rays of light
pierce the tunnel fog. These create enough ambient light in combination with the torches that the player can see within the
cave.
          The giant predatory bats swarm around their corner nest. When they see a jet approaching, many break away from
their hive to attack the intruding jets. The bats try to swoop at the jets intending to hit them so hard in their dive that the jet is
blasted into the side of a wall (50 bludgeoning damage). Sometimes the bats will attempt a direct assault and try to bit the jet
(20 piercing damage). Dodging nearby attacking bats is the key to passing this area of the raceway alive.
          The powerful air vents along the sides of the canyon walls are there because of the pressure caused by the
hydroelectric damn. If a vessel flys through the stream of air, it will be quickly thrown into the opposing wall unless the
player maneuvers out of the stream quickly. Being jettisoned into the wall will cause 50 bludgeoning damage.
          The strong drafts that lie in certain areas of the racetrack are strong enough to throw the vessels forward at a velocity
of +20 meters per second. Handling the vessels in enclosed areas such as the canyon at these velocities can be quite a
struggle for survival. Careful navigation and forward planning are key.
          There are two giants that live in a dead-end cave in the side of the canyon. On the second lap of the race, the giants
come out and begin passing a ball between themselves. The jets flying by are as annoying as gnats. They therefore swat
furiously at the annoying passers by. If they hit a jet, the jet is knocked out of the air into a canyon wall, where the jet
receives 50 damage.
          Although the number of laps varies for each racetrack, Enson Canyon only requires two complete laps. To keep the
space vessels from cheating, if they fly above the height of the canyon (marked off by wires with balls strung upon it for
increased visibilities), the player is placed back at a checkpoint. The checkpoints are rings with the diameter of 3x the size of
the default space vessel the player starts with. These rings are magnetically floating above the ground. Passing through one
of these rings will immediately make it explode as a firework display to show that the player has indeed passed through it.
The function of these rings is as follows: if the player’s vessel is later destroyed somehow, they will respawn just after the
checkpoint which they traveled through last.
                                        Figure 2
                        Top view of the Enson Canyon Raceway

                      NOTE: Passing through a checkpoint ring
                 means that if the player mortally crashes, their jet will
                        respawn at the most recent checkpoint




Dialogue Trees for Enson Canyon’s Spectator/Hobbyist Area
Characters
Avatar
         The gameplay is 3D, and although there are default perspectives, namely 3rd person when Π is in his space vessel
(the avatar is his space vessel) and 1st person when he is on foot, the settings menu will allow the player to use first person or
third person play-style in either case.
            The space vessel will by default will be 1/5 the length of the screen. The type of space vessel displayed depends on
the vessel item that the character currently possesses (see Game Items). One of the player’s customizability options is to
modify the distance between the camera and the jet. Seen below is the default distance. The camera is always located behind
the jet, but offset by a predefined constant when it is turning as in the below example.




          As for playing on foot in 3rd person mode, Π is about 1/4 the height of the screen. He always wears a red kilt when
he is not in any armor (player 2 is in a blue kilt). He can hold two different guns (even two different types) at once. These
guns are fired using the left and right mouse button respectively. Note that guns do not have to reload.
Launching the Game
         Upon loading the game, the opening screen (see The Teaser above) has just three menu option buttons located in the
center of the screen.

        Single Player
        Cooperative
        Options

When selecting single player or cooperative via the mouse, a new screen will pop up requesting that the player select the file
with their desired character. If the players have not already created a character, they use the default character file. Note that
player 1 and player 2 can select the same character.
         The character they choose will dictate their starting location. As discussed earlier, if the player is just starting the
game, he or she will begin with the default character at the main entrance of the first race. Otherwise, they begin exactly
where they were when they last saved. Also mentioned earlier, if the character selected by one player is more advanced in
the game than a character selected by another player, they will both spawn up at the last save location of the player who is
further behind.
                                                   Character Load Screen


        The options menu takes the player straight to the customization screen (but lacking the tabs described below under
Customization). Pressing escape on the options menu will return the player to the above screen.




Controls

Space Vessel

          The location of the mouse cursor on the screen direction tells the jet which way to go. The greater the distance the
mouse is from the center of the screen, the greater the change in direction. Naturally, a mouse cursor in the upper right
corner of the screen will by default tell the jet to both bare right and to increase the incline of the jet.
          The right and left mouse buttons will fire the right projectile type and left projectile type respectively. Note that
some items are always equipped (infinite ammo-ed weapons) and some must be equipped into one of the two mouse buttons.
Therefore, pressing the left mouse button might fire the machine gun and auto-turret machinegun, but since the charged pulse
cannon is equipped for that button, the charged pulse cannon will also fire. Since 10 items can be equipped for a single
flight, any of those items can be toggled into the left and right mouse buttons respectively by pressing the number key of the
weapon and then hitting the desired mouse button to associate it with. Note that pressing F1 through F10 will launch just a
single weapon of that type (no assignment to the mouse buttons needed). Running out of a weapon type will not
automatically select a different weapon type. This must be done manually.
          The ‘w’ key increases velocity, where the ‘s’ key decreases velocity. If breaks are equipped, those are defaulted as
the spacebar key. Note also that special steering equipment will allow the player to use the ‘a’ and ‘d’ buttons to assist
steering controls.
          To leave the space vessel (only possible when the vessel is stationary on an object, usually the ground), the player
hits the ‘Ctrl’ button.


On-Foot controls

          Moving the mouse will only change the direction of the avatar, not a cursor on the screen (unlike the space vessel).
The ‘w’ key moves the avatar forward and ‘s’ key moves avatar backward. The ‘a’ key strafes the avatar left and the ‘d’ key
strafes the avatar right. The spacebar causes the avatar to jump and the shift key causes the avatar to crouch.
          Meanwhile, the camera is always stationed at a fixed distance directly behind the avatar. If an obstacle (not an
enemy) is positioned between the camera and the avatar, that obstacle will disappear (transparent walls). The weapons are
changed and accessed the same way on-foot as they are when in the space vessel.
          To enter into the space vessel, the player only needs to walk into the area of the vessel near the cockpit. After a very
brief cinema using the game engine of the player hopping into the jet, the game will automatically transition from the on-foot
GUI and controls to the space vessel GUI and Controls




Customizability
           All of the customization is done through the customization screen (press ‘Esc’ during game play or select Options
from main menu), which is divided in two halves; one half for Vessel Controls and another half for On-Foot Controls.
           Here, specific buttons can be mapped to certain keys. This is done by clicking the area next to the appropriate
command and then pressing a new keyboard button. If a new button is not selected within five seconds, the value is reset to
the default.
           Item Slots can be filled here as well. This is done by clicking the dropdown, which shows a list of all of the possible
equipment available from the player’s inventory (more on this under Inventory). Note that this dropdown is not available
(arrow is absent) unless the jet is docked.
           1st or 3rd person view is also specified. Clicking the appropriate box will change the setting. Note that for 3 rd
person, if a viewing distance is not specified, there is always a default value.
           Finally, the GUI itself can be tailored to the preferences of the player. The player is free to move any graphical
display item around in the mock user interface provided. Any changes to this interface will be reflected in the corresponding
view immediately (upon pressing ‘Esc’ to exit). Selecting a graphical display item and hitting delete will send the item back
to the list immediately to the right. The player may also hit the arrow facing right. Selecting a graphical display from the list
on the right and then clicking the left arrow will place the graphical display item in the center of the mock user interface. It is
therefore the responsibility of the user to move it to the appropriate position.
           Observe that there is also a Save Game tab and a Load Game tab. These will be discussed in more detail under the
topic of saving conventions.
                                                    Customization Screen




Game Items
           As mentioned earlier, there are item slots, and these item slots are accessed via F1 through F10 and 1 through 0 (1,
2, 3, … , 9, 0) on the keyboard. Depending on the item, it may or may not have a limited number of uses. The only way to
refill them is to go back to a friendly port and purchase more. The list of items available in the game is below. Notice that
shields are considered a special item. They typically do not run out, but do have a limit to the damage they can withstand and
require time to recharge to full strength (the duration of which depends on the shield). Detailed descriptions of each item and
its effect upon the space vessel’s statistics (if any) can be found in the game’s user’s manual.


        Space Vessels:
             o Standard Models – Selected from at the beginning
                      Vessel Ginkle Model v4.322 –
                        Acceleration=2, Breaking=3, TopVelocity=2, MinVelocity=3, Armor=2, Maneuvering=3
                      Vessel Ginkle Model v4.534 – Slow but turns quickly
                        Acceleration=5, Breaking=2, TopVelocity=2, MinVelocity=2, Armor=1, Maneuvering =3
                      Vessel Chaqures Model v39.3737 – Medium turning and
                        Acceleration=2, Breaking=1, TopVelocity=4, MinVelocity=1, Armor=4, Maneuvering =3
             o Specialty Models – Available in Chapter 2
                      Vessel Revka Model v2.832
                        Acceleration=5, Breaking=5, TopVelocity=5, MinVelocity=5, Armor=2, Maneuvering =3
                      Vessel Chokken Model v4.44
                        Acceleration=4, Breaking=6, TopVelocity=3, MinVelocity=4, Armor=3, Maneuvering =6
       Note on vessel statistics: Each Stat Element – acceleration, breaking, topVelocity, minVelocity, armor, and
       maneuvering – range from 1 to 10, with 10 being the best. In the case of MinVelocity, a rating of 5 means that
       the vessel can travel at a steady altitude at a slower speed than a vessel with a rating of 4 (or less). Each Stat
       Element is balanced such that an increase in one is just as useful to most players as an increase to another Stat
       Element. These stats can be further improved with space vessel upgrades (below)

   Armor
        o Static Electricity Armor
        o Standard Laser Armor
        o Impact Armor
        o Kevhar anti-Piercing Armor
        o Light Standard Armor
        o Heavy Standard Armor
        o Structural Armor
        o Cold Armor
        o Heat Armor
   Handheld Items:
        o Burn Kit
        o Frostbite Kit
        o Artificial Tissue Regeneration Kit
        o Assault Rifle
        o Sniper Rifle
        o Flasheet Gun (pins instead of bullets)
        o Pulse Laser Ray Gun
        o Grenade Launcher
        o Sonic Pistol
        o Burst Gun (timed plasma explosions)
        o Shoulder Flack Cannon
        o Shoulder Auto-turret machinegun
        o Flame Thrower
        o 16 mm Rifle
        o Razor Disk Flinger
        o Flasheet Minigun
   Space Vessel Upgrades:
        o AI Upload – Verticle Auto-Looping Control
        o Heat Protector Plating
        o Impale Protector Plating
        o Air-to-Ground mini Missile launcher
        o Air-to-Air mini Missile Spray
        o Auto-aiming Orbiting turrets
        o Ramming Head
        o Headlights
        o Light amplifier Display
        o Infrared Display
        o Sonar Display
        o Anti-gravitational system
        o Burst Acceleration
        o Machinegun
        o Auto-turret machinegun
        o Static Electricity Shield
        o 32 mm Diamond-Shell Rifle with Auto-Locking
        o 100 mm Armor Piercing Shell Cannon
       o    Pulse Laser Ray Gun
       o    Explosive Chemical Ray
       o    Flasheet Minigun
       o    Auto-turret Flasheet Minigun
       o    Projectile-Kick Balance Control
       o    Rear Stabilizers
       o    Wing Stabilizers
       o    Laser Locking Missiles
       o    Auto-guided Mini-missiles
       o    Air-blast Breaks
       o    Air-blast Acceleration
       o    Air-blast Strafing
       o    Flack Shield
       o    Mini-turbo Afterburner
       o    High-Octane Jet Fuel
       o    Turbine Engines
       o    Manned side turrets
       o    Manned top turret
       o    Auto-side turrets
       o    Chaffs
       o    Auto Chaff Control
       o    Napalm Spray
       o    Timed Mini-bombs
       o    Burst Cannon (timed plasma explosions)
       o    Diving Package
       o    Torpedoes
       o    Auto-guided Mini-torpedoes
       o    Swimming Depth Charge Torpedoes
       o    Ink Cloud
       o    Remote Control Hologram Station
       o    Cloak Control
       o    Charged Pulse Cannon
       o    Condensed Equipping Technology (equip 2 more weapons)
       o    Spider-bot Mechanic
       o    HUD Auto-threat highlighting
       o    Rear-view camera auto-threat fielding with infrared (centers on the area with the most threats out of view)




Interface
          The default screen consists of everything the player needs to know about the condition of the space vessel he or she
is flying. Everything else is accessed by pressing the ‘Esc’ key. This is necessary because clicking the mouse buttons is
what fires the weapons.
          The vast majority of the screen is consumed by the viewing area, which is where the player will see enemies, his or
her avatar, scenery, obstacles, etc.
          In the upper left-hand corner are two symbols representing the two different types of weapons (top and bottom) that
can be fired using the left and right mouse buttons respectively. Some weapons, such as the Explosive Chemical Ray above,
can only be used a finite number of times. For such finite weapons, the number appearing to the right of the symbol which
represents the weapon in use is the number of remaining uses for that particular weapon. The primary weapon is fired using
the left mouse button. The secondary weapon is fired using the right mouse button (see Controls).
          The yellow beads along the right side of the screen show an estimate of how much more damage the space vessel
can take before it will be un-flyable (which includes exploding). Note that some space vessel models are more susceptible to
damage than others. For example, Vessel Ginkle Model v4.322 pictured above can take a great deal of damage to the wings
because they have no rudders. As long as they remain intact, the vessel is virtually unaffected. On the other hand, the rear is
very open to damage. Not only are these engines delicate pieces of machinery, in this particular model, steering is dependent
upon their swiveling. Therefore, since the amount of damage to particular parts of the plane may be more important than the
overall life, in the bottom right-hand corner is a color-coded display of the top and bottom perspectives of the vessel. They
attempt to show the degree of damage to the various parts of the plane. The more red the part is, the more damage it has
received (and the harder it is to repair).
          In the center bottom of the screen is the rear view mirror.
          To the left of the rear view mirror is the 3D compass. The small colored blob (green at the rear and blue in front)
always points towards due north.
          In the bottom left-hand corner are three pieces of information. The top-most is the altimeter, which represents the
height above sea-level in meters. Below that is the velocity. That is the absolute speed of travel in meters per second.
Below the velocity is the engine power bar. The further the little green arrow is towards the red, the more power that is given
to the engines.
          When playing on foot (as apposed to being inside the space vessel), the bottom tools (which apply only to the space
vessel) disappear completely to allow more viewing area.
          All of the information displayed on the interface can be customized in terms of location on the screen. Using a
system similar to the dragging of toolbars in many software packages today, a player can drag a certain element of the display
to a different portion of the screen when inside the options menu.




Help
         The only way to receive help is to read the manual which comes with the game. There is no built in help system.




Inventory
          As mentioned before in Characters, there are some characters from which you can purchase items. Below is the
Merchandise Exchange screen. Clearly, selecting an item from either the Vessel Item Name list or the On-Foot Item Name
and clicking Sell Item will reduce the # by 1 and even delete the item from the list if the item quantity of that item is 1, and
then it places the item into the inventory of the Merchant. It also increases the Available credit account by the amount
specified under Offered. On the other hand, selecting an item from the Merchandise Item Name and then clicking the Buy
Item button will place that item into the players inventory (if it’s not already)in the appropriate list. Naturally, if that item is
already in the list, it will increase that item # by one. Else, it is added to the list with the default value of 1. Note that these
items can be equipped at a friendly dock/station via the Customization screen.
          Merchants sell a predefined list of items and at a predefined price throughout the game, which is only changed when
items are sold TO the merchants. They keep the items indefinitely and will conceptually sell it back for 150% of what it was
originally sold to them for. However, note that other different merchants may have different lists and different prices for
their items.
                                                Merchandise Exchange Screen




Saving Conventions
         Each saved character is stored as a *.sav file under the SpaceMissiles/SavedGames/ directory. The player is capable
of saving (thus either creating or updating one of these files) whenever player 1 (in single player) or both players (in the case
of cooperative play) meet the following two conditions are met:

         1) Not currently in a race.
         2) There are no enemies in range of visibility
         3) There are no enemies within 200 meters when in the space vessel and 100 meters when on foot.

         To save, the player only has to press ‘Esc’. Naturally, the options screen pops up with the customization screen as
the default. The player only needs to click the Save Game or Load Game tab to access the appropriate screen. The load
game screen we have already seen for cooperative games under Launching the Game. In the case of single player play, the
screen will only have the upper portion of information, but spread out over the entire screen. The Save Game screen appears
as follows for Cooperative:
                                                      Save Game Screen



          In the case that the player wishes to create a new save slot, they simply need to click the New Save Slot button on
the Save Game screen. This in turn causes a text box to appear below, and if text is entered, the Save Character button is
available.
          Note that in the Save Game screen above, player one has selected a save spot but player 2 has not. This is why
player 2 does not see the Save Character button. Once both players have selected (or entered) a save slot and clicked this
button, then this screen disappears and the game continues.
                                                      Load Game Screen

           Note that the Save Game screen and the Load Game screens (under Launching the Game) are very similar in that on
the left is a list of Space Missile character files. In the case of the Load Game screen, once both players have clicked the
Load Character button, the game will launch again in the way specified in the section under Launching the Game. Not that in
this example, only Player 2 has selected a save file in the default directory on the hardrive, and thus the Load Character
button appears. Player one has not selected a character yet and so the button has not appeared. The Saved Character
Description is the statistics of the jet, the location of character in the plot, and other basic information concerning that
particular saved game.




Environmental Interaction
          Players are generally unable to pick up objects. The only valuable items in the game are credits and technology
(equipment). These are not typically found lying about, but sold or given by NPCs. In some special circumstances, an item
may be picked up, but it does not go into the inventory. It is merely stored in the program as having been picked up. This
item would be recognized in the save file as well. Upon returning to the appropriate NPC, a reward would be given for the
item which was presumed to have been picked up.
          Weapons have no effect on the surrounding world other than scorches. Scorches remain for approximately a minute
(random 0.5 – 1.5 minutes) before finally fading away. Enemies that are destroyed are treated like scorches. Once their
shattered bodies have settled to the ground, the count down begins until they fade into oblivion.
          In some cases, going into certain areas will trigger certain effects. All triggers are automatic. For example, walking
directly into the player’s space vessel will result in him climbing into the vessel. The only exception is when the player once
to exit the vessel (see Controls). Walking into a door will cause the door to open (and a very brief cinema using the game
engine of the player opening the door).
Tracking Storyline Progress
          The mechanism used to track storyline progress is in the form of data in the character file. Since each character can
have a specific location in the game and a different status in the storyline, it must be stored and restored upon loading the
character. The actual means of moving the storyline along will be implemented as an undirected graph data structure. This
will allow the player to merge storylines at places in the game, as well as divert to side plots when desired. Each character
file then need only contain a node in the graph.




Statistics Systems
           One statistics system used throughout the game is the system for managing the behavior of the space vessel.
Naturally, this is needed because each character’s jet may have different equipment onboard (see Game Items for specific
vessel statistics). If the current space vessel has an acceleration value of 5, then equipping a burst acceleration item changes
this stat from 5 to 7. Programming-wise, these stats are implemented as constant multipliers; change the constant and the
resulting multiplied value will be effected proportionally to the constant. See Damage Tracking for damage statistics.




Damage Tracking
          When a player on-foot takes damage, the character reacts in accordance to the physics engine; in most cases, this has
the effect of suddenly pushing the character at that spot (Not enough to fall over of course). Depending upon the weapon
type, the area of impact may even appear scorched.
          A player always begins with a maximum level of 100 health and enemies also have a fixed amount of health – the
amount of which depends upon the particular enemy. The projectile that hits a target will cause an amount of damage in
accordance with the shield or armor of the victim. Shields and Armor reduce damage by a certain percentage in accordance
with the type of armor or shield being used. There are several different types of damage.

        Piercing
        Bludgeoning
        Heat
        Cold

The type of damage inflicted depends upon the sort of enemy or weapon that caused the damage. Naturally, a shield that
provides 90% protection from piercing damage and 40% protection from bludgeoning will not help against flame throwers or
lasers which cause only heat damage.
          Each weapon inflicts a certain amount of damage when hitting a target. The amount of damage and the type(s) of
damage inflicted depends upon the weapon. The primary means of recovering from damage is to return to a friendly dock.
Oftentimes certain inhabitants will offer to repair the vessel and offer medical aid. Unless a certain item is equipped that
repairs flesh or repairs the space vessel, a player cannot recover from damage while in hostile territory.




Controlling Difficulty
          There are no settings that affect the difficulty. The beginning races tend to be easier whereas the ending races tend
to be difficult. Naturally, the advanced the player is in the racing hierarchy, the more difficult the competitors he or she is
racing against. What makes the racers more proficient with their vehicles? They are better at cutting corners closer to
obstacles and are better at choosing the easiest route to follow at divisions in the raceway. They also have overall better
vessels.
          Once the player progresses to chapter 2, the difficulty becomes easy again. This is because the player now needs to
master weapons and not just navigation. Naturally, the enemies grow harder as the game advances (see Enemies).




Game Enemies
           Once an enemy is destroyed, it is destroyed permanently. Due to the structure of the levels, there should be no
problems in finding new enemies to earn credits from.
           The difficulty of the enemy depends upon the type of enemy. The more advanced in the game the player is, the
more difficult types of enemies they encounter. What differentiates easy enemies from difficult enemies? Difficult enemies
are more cunning in their attacks. Sometimes they will hide in areas that suit their color so that they are more difficult to
spot, and when they are close enough to the player, they then launch their attack. More difficult enemies also tend to use
group-coordinated tactics such as diversions and flanking in attempts to make the player perform a lethal error. More
difficult enemies can sometimes have substantially more health or use shields. Also, the more difficult the enemy, the more
likely it is to use projectiles. Difficult enemies particularly enjoy attacking from the rear and sides where they are out of the
field of vision. Difficult enemies also tend to move faster and know when to retreat (health bar is below a certain point).

         Categories of Enemies
              Land Walkers
              Land Vehicles
              Air Vehicles
              Water Enemies
              Defensive Turrets

         The land walkers appear as robotic simulations of living organisms. The ides is that when the aliens assimilate
another being with a particularly effective biological design, they frequently either steal it by creating a mechanical version,
or physically use the organism’s parts to assemble a cybernetic organism – half biological, half mechanical. Land walkers
frequently have to come into physical contact with the enemy they are attacking in order to inflict damage. For some
examples of land walkers, the colossus is a 10 meter tall robot that somewhat resembles the mechanical form of a gigantic
human and is more than capable of swatting the player’s aircraft out of the air. There are also Spiderbots which literally build
webs to catch incoming ships. Worm-like structures along some of the walls resemble sea anemone tentacles. Giant
dragonfly-like robots attempt to bite off pieces of the space vessel. Cat-sized wasp robots swarm the space vessel while
attempting to inject toxic gases into the cabin. Walking ant-like beings maintain much of the caretaking of spare body parts.
Mandits wait motionless for passers by. Also, giant biomechanical bats wake and attempt to throw the space vessel into
walls using sonar screams.
         Most land vehicles are work horses; they typically do things like move freight and position structural beams.
However, there are also many which are capable of firing projectiles and shooting laser beams. They can be either manned or
unmanned and armed or unarmed. For example, the alien race has about five different kind of tanks. One of which are quite
small (perhaps the size of a riding lawn mower) and have electric coils on top. Depending on how they position themselves,
they can fire a combined current of electricity at anything in the vicinity. Quick moving dune tanks carry auto-aiming turrets
which fire at anything suspicious. Goliath tanks are massive treaded battleships (perhaps the size of a house) and are
designed for large scale land assaults.
         Air vehicles include any type of unnaturally designed flying mechanical device. For example, tiny helicopter bombs
sometimes swarm towards a target and explode in a chain reaction. Some flying alien spacecrafts attempt to establish air
superiority by using intense firepower to nock intruders out of the air. Others are light and use hovering to maneuver. These
frequently use sniping techniques to take out intruders rather than brute force. Most air vehicles are unmanned, but those that
are manned are usually very difficult because something with a large degree intelligence is therefore in control.
          Water enemies only appear in instances where the plane must dive underwater. These enemies either use natural
body undulation techniques or unnatural prop techniques for propulsion. Unlike land and air units, these enemies can be
native to the planet. Water enemies normally do not fire projectiles. They more frequently attempt to physically do damage
to the ship. Giant fish lie in wait looking like rocks until an intruder comes too close. At this point, giant jaws will easily rip
any space vessel in half. Eel-like creatures chase after the jet and try to attack it from behind. Enormous water worms open
their trapdoors to reveal their gaping jaws. Manned vessels charge the ship and attempt to saw it in half using a high-speed
electric saw. Hungry sharks lust for the ship with so many electric fields being emitted.
          Defensive Turrets are unmovable projectile firing structures. Examples of these include cannons, gigantic electric
coils that will electrocute anything nearby. Turrets can fire just about anything and in some cases, they can use magnetic
fields to attempt to destabilize intruding vessels.
          Approximately 75% of the enemies are of a random type and random position. Of course, certain enemies are far
more likely to appear in certain areas. The remaining 25% are of a predefined type and predefined placement. These are
placed such that they offer special challenges. For example, at one point the player will have to defeat an entire room full of
screaming biomechanical bats.
          Another special feature of enemies is that they can be neutral – being just as likely to attack enemy aliens as Π.
Some such neutral enemies can have preferences. For example, a heavily shielded plane is not as desirable as a on-foot
biological being.




Reward System
         In the game, the player is normally rewarded financially for his or her achievements. For every enemy item
damaged, the player receives a certain number of credits depending on how much damage was dealt and how difficult the
enemy was. In most cases, these credits can be used to request development on a certain technology from Clangorith. In
other cases, items may be purchase from other inhabitants. In yet other cases, weapons or weapon technology may be given
as a reward for completing a quest.




Play Length
         The estimated time to completing the game is about 100 hours.




Uniqueness of Game
         There are few games that have smoothly blended air and foot attack combat. Most games that have attempted this
have involved tournament style FPSs. For the first time, this game introduces a few aspects of an RPG, namely, a true plot
involving a single game world. Also, chatting with local inhabitants is an essential, as it not only allows the player the
connections necessary to acquire weapons and upgrades, but to learn about new quests. Furthermore, the player can have the
experience of visiting multiple planets and exploring multiple alien civilizations, while making friends and foes along the
way.
         The other key ingredient of this game is the style of gameplay. The implementation of the space vessel offers a
particularly classical style of gameplay, specifically the memorable feel of those old side-scroller space shooter games. As
the player advances through the game, the player’s ship grows progressively more powerful. This is because he or she
becomes capable of firing both more weapons simultaneously and weapons with greater power, all while improving the
vessel’s performance. Thus the player becomes capable of inflicting more and more destruction upon enemies as the game
progresses. However, like a side-scroller space shooter, when the vessel is damaged these weapons frequently malfunction
and thus temporarily reduce the player’s power.
         Another unique style about the gameplay is that the space vessel is practically immune to gravitational fields. This
means that the player can fly just as naturally upside-down as he or she can upright. Additionally, most fighting takes place
within large rooms or hallways, thus that vast majority of flight-time indoors!




Development Roles
         Item Effects Designers x5
         Level Designers x20
         Enemy Designers x3
         NPC Designers x1
         Dialogue Tree Writers x3
         Physics Engine Developers x3
         Music Composers x3
         Sound Effects Designers x3
         Menu/Screen Designers x4
         Cinematic Designers x3




Development
         Language: C++ & UT scripting
         3D Technology: Direct3D
         Other Needed Applications:
                 UT2004 Game Engine
                 Photoshop
                 Sound Forge
                 Cakewalk
         Platform: Microsoft Windows (95 or later) running on an Intel x86-compatible processor




Target Audience
         Males of age 16 through 25. Particularly, those who enjoy any of the following:
             Lengthy games with well developed plots
             First person shooters with vehicles

				
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Description: College Final Paper for MultiMedia class. Features the design specification for a video game (only the first level is included).