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Attack of The Ancients Game Design Document Outline

AotA

Jason Eaton

David Elner

Dan Haddad

Joe Haskins

Brian McClure

Mike Sherron

Victor Tugulan




CIS 488 – Winter 2010




Table of Contents


Introduction……………………………………………………………………………….1

Game Overview…………………………………………………………………………...1

Gameplay and Mechanics………………………………………………………………...7

Story, Setting and Character……………………………………………………………..10

Levels…………………………………………………………………………………….11

Interface………………………………………………………………………………….12

Artificial Intelligence…………………………………………………………………….12

Technical…………………………………………………………………………………13

Game Art…………………………………………………………………………………13

Secondary Software………………………………………………………………...……15

Management………………………………………………………………………...……15

Appendices………………………………………………………………………...….…16



  1. Section I - Game Overview

    1. Game Concept – Objective based first person shooter

    2. Feature Set

    3. Genre – First Person Shooter

    4. Target Audience

      1. First person shooter fans

      2. RPG Fans

      3. Defense of the Ancients Fans

      4. League of Legends Fans

    5. Game Flow Summary – How does the player move through the game. Both through framing interface and the game itself.

      1. Player’s decision making process



      2. How a player may join/start a game



    6. Look and Feel – What is the basic look and feel of the game? What is the visual style?

      1. Try to change the third person experience of DotA into a first person experience

        1. Third person DotA



        2. We want to zoom in to give the player a first person feeling



    7. Project Scope – A summary of the scope of the game.

      1. Number of locations

        1. There is one location/level where the battle takes place

      2. Number of NPC’s

        1. The number of NPC’s can be chosen by the host of the game.

        2. Generally, the more NPC’s, the more fun

      3. Number of weapons

        1. Each player has four weapons

      4. Primary Weapon

        1. Machine Gun that needs to wind up/down before/after firing

          1. It has a moderate firing range, but fires very fast

          2. Recharges very quickly as well

      5. Long Range Weapon

        1. Sniper Rifle

          1. Long range

          2. Slow reload

          3. One shot does more damage then machine gun

      6. Crowd Control Weapon

        1. Grenade

          1. Semi-spamable

          2. Does area of effect damage

      7. Utility Weapon

        1. Boost Boots

          1. Allows player to jump ridiculously high

          2. When player lands, surrounding opponents are stunned

  2. Section II - Gameplay and Mechanics

    1. Gameplay

      1. Game Progression

        1. As one teams gets farther down a lane, there is more room for an opponent to come up behind them for a kill

        2. This may not sound like much, but because spawn times are longer than a normal FPS, it makes a big difference and can drastically change the game.

      2. Mission/challenge Structure

        1. The mission is to destroy the other team’s Throne

        2. It is challenging because the enemies are not only trying to defend their towers, but also destroy yours.

      3. Puzzle Structure

        1. The puzzle comes in trying to counter the other team’s attack plan.

      4. Objectives – What are the objectives of the game?

        1. Main objective

          1. Destroy the other team’s Throne

        2. To achieve the main objective

          1. Destroy the towers along the path to the Throne

        3. Roadblocks

          1. The other team is trying to do the same thing as you

      5. Play Flow – How does the game flow for the game player

        1. The game will flow like a FPS until the player gets low on HP.

        2. When the player gets low HP, they should back up and maybe try to use their sniper rifle while their HP recharges.

    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.

      1. Physics – How does the physical universe work?

        1. The physics work as they do on Earth

      2. Movement

        1. General Movement

          1. WASD to move

          2. Mouse to look around

        2. Other Movement

          1. The player has a Boost ability that will launch them high into the air in whatever direction they are looking.

      3. Objects

        1. There are no objects in AotA

      4. Actions

        1. Talking

          1. There is no voice communication between players built into AotA

          2. There is text chat

          3. Chat can be broadcasted to all players or just your team

          4. Chatting with the your team is crucial in AotA

      5. Combat – If there is combat or even conflict, how is this specifically modeled?

        1. The whole game is a battle.

        2. Players have the freedom to do whatever they want, given the weapons they have in the battle

    3. Screen Flow

      1. Screen Flow Chart – A graphical description of how each screen is related to every other



      2. Screen Descriptions – What is the purpose of each screen?

        1. Main Menu Screen

          1. Lets the user choose if they want to host or join a game

        2. Join

          1. Shows a list of games that the user can join

        3. Host

          1. Shows the screen that the user can change the game’s settings on. Settings such as number of bots and difficulty.

    4. Game Options – What are the options and how do they affect game play and mechanics?

      1. Number of bots - The less bots, the slower the game will be

      2. Difficulty of bots – Higher difficulty makes the bots much better shooters

      3. Time Limit – End the game early

    5. Replaying and Saving

      1. Since this is a multiplayer game, there is no saving

  3. Section III – Story, Setting and Character

    1. Story and Narrative - Specific details like scripts and cut scenes may not be in this document but be in the Story Bible.

      1. Back story

        1. Year 3045

        2. Humans have evolved out of our own bodies

          1. All people are now cyborgs

        3. Recently developed androids that look exactly like cyborgs

          1. Androids are stupid

        4. Can't tell if cyborg or human

        5. The Army wants to use androids for war

        6. Want to test android's ability in battle

        7. Sending less cyborgs to war = less lives potentially lost

      2. Reasons For Being There

        1. You are a cyborg

        2. In a two team battle

        3. Androids automatically spawn for both teams

        4. The Throne spawns androids

        5. Win by destroying the opponents Throne

      3. Game Progression

        1. As the game progresses, players learn the style of everyone else in the game.

        2. Then, players try to change their strategy in a way to counter the enemy’s style.

        3. The play styles also change based on where a team is on the map and the tower’s/throne’s HP

      4. Cut Scenes

        1. No cut scenes

    2. Game World

      1. General look and feel of world

      2. Area #1

        1. Secret valley in a desert like environment

        2. Desert-like

    3. Characters

      1. Cyborg

        1. Back story

          1. Human + Robot

        2. Personality

          1. Human personality

        3. Look

          1. Physical characteristics

            1. Looks like a robot, but still have human internals that cannot be seen

        4. Relevance to game story

          1. This is the character that the player controls

        5. Relationship to other characters

          1. Fight side-by-side with Androids

        6. Statistics

          1. 500 HP

          2. Regenerate 2 HP/Sec when not being attacked

      2. Android

        1. Back story

          1. Look exactly like Cyborg but do not have any human in them

          2. Can be cloned and sent into battle

        2. Personality

          1. Run to next standing tower

          2. Will attack if attacked

        3. Look

          1. Physical characteristics

            1. Look exactly like Cyborg

          2. Animations

        4. Special Abilities

          1. Easily cloned

        5. Relevance to game story

          1. The government wants to send Androids into battle rather than Cyborgs.

        6. Relationship to other characters

          1. Fight side-by-side with Cyborgs

        7. Statistics

          1. 500 HP

          2. Regenerate 2 HP/Sec when not being attacked

  4. Section IV – Levels

    1. Level #1

      1. Synopsis

        1. Secret testing grounds for the Android project

      2. Objectives

        1. Destroy the other team’s Throne

      3. Physical Description

      4. Map



        1. It is a long, not very wide map. There is a path that is elevated that the players must follow to win.

      1. Critical Path

        1. The critical path is right up the middle. If players do not follow that path, they will not be able to destroy the towers to make the Throne vulnerable

      2. Encounters

        1. Players will encounter enemies mostly along the Critical Path. The map was designed this way to keep the action alive.

      3. Closing Material

        1. When the Throne is destroyed, “Game Over” state is triggered and the game will end

  1. Section V - Interface

    1. Visual System

      1. HUD - What controls



      2. Menus



      3. Camera

        1. First person point of view

    2. Control System – How does the game player control the game? What are the specific commands?

      1. Movement – WASD

      2. Look around – Mouse

      3. Left Click – Primary Fire

      4. Right Click – Secondary Fire/Zoom

      5. R - Grenade

      6. Space – Jump/Boost

      7. C - Crouch

    3. Audio

      1. Audio comes from UT3

    4. Music

      1. Music comes from UT3

    5. Sound Effects

      1. Come from UT3

  2. Section VI - Artificial Intelligence

    1. Opponent AI – The active opponent that plays against the game player and therefore requires strategic decision making (example, Civilization or Chess, how is it to be designed?)

    2. NPC Creeps (Friendly and Enemy)

      1. Objective AI

        1. Navigation

          1. Simple, path-based navigation

          2. Bots do not know how to use the boost

        2. Objective AI

          1. Objectives (towers & thrones) may have a list of other objectives that must be destroyed before them

          2. Objectives ignore damage if previous objectives have not been destroyed

      2. NPC’s AI

        1. Primary objective is to destroy enemy towers/throne

          1. Capable of selecting the correct objective to attack

          2. Capable of retasking when the current objective is destroyed

          3. Little interest in other players (human or bot)

          4. Only use the default weapon.

        2. If a friendly tower is attacked, nearby bots will move to the tower to defend.

        3. Bots will temporarily patrol near the tower.

        4. After a couple minutes, bots will resume normal activity

    3. Towers

      1. Towers continually check for players within a specified radius and attack hostile players.

      2. Capable of identifying nearby hostile players (human and bot).

      3. Capable of notifying friendly bots if attacked.

      4. Projectiles are fired at all nearby hostiles until they leave the area or are destroyed.

  3. Section VII – Technical – This may be abbreviated with most in the Technical Bible.

    1. Target Hardware

      1. Windows Vista 64 SP2

      2. 2.0+ GHz multi-core processor

      3. 8 GB System RAM

      4. NVIDIA 8000

      5. 4 GB of HDD space

    2. Development hardware and software

      1. We each used our personal computers and all met the “Target Hardware” listed in section 10.1

    3. Development procedures and standards

      1. We used an iterative development procedure. We have a list of requirements and would implement one at a time. Then test after each feature is implemented.

    4. Game Engine

      1. Unreal Development Kit

    5. Scripting Language

      1. Unreal Tournament 3 Scripting Language

  4. Section VIII – Game Art - This may be abbreviated with most of the content in an Art Bible.

    1. Concept Art

      1. Machine Gun



      2. Sniper Rifle



      3. Shotgun (Didn’t get implemented)



      4. Ultimate Attack (Didn’t get implemented)



    2. Style Guides

      1. We used DotA as guidance for AotA

      2. We tried to match player’s HP and damage to the average DotA Hero

      3. We also tried to match the tower’s/Throne’s HP and damage

    3. Characters

      1. Cyborg

        1. Player controlled character

        2. Long respawn time

      2. Androids

        1. Look like Cyborgs

        2. AI controlled NPC

        3. Shorter respawn times

    4. Environments

      1. A hidden valley in a mountain range

    5. Equipment

      1. Four weapons as mentioned in Sections 4.7.4 – 4.7.7

  5. Section IX - Secondary Software

    1. Editor

      1. Unreal Development Kit Editor

      2. Microsoft Visual Studio 2008 w/nFringe and Vault plugins

    2. Installer

      1. Advanced Installer by Caphyon will be used to create the installer for AotA Gold Release

    3. Source Control

      1. Sourcegear Vault

  6. Section X - Management

    1. Detailed Schedule

    2. Budget

    3. Risk Analysis

Risk

Probability 1 – 5

Mitigation

Not meeting all the requirements

5

Prioritize the requirements to make sure we get the most important ones implemented first

Unreal is not capable of meeting a requirement

4

Modify the requirement so it can be met or drop the requirement completely

Team member drops the class

1

We made teams after the drop date, so this is still possible, but not likely




    1. Localization Plan

      1. Built into the UDK there are Localization Files

      2. As of now, AotA is only formatted for English

    2. Test Plan

      1. Everyone was supposed to play test every time there was an update on source control. Not only the newly implemented feature, but also the old things to make sure the new did not break the old

      2. The last week we have to work on AotA is also devoted to testing. We wanted to make sure we implemented everything we could into the game. During the last week, we play test and balance the weapons, recharge times, and the hit points.

  1. Appendices

    1. Asset List

      1. Art

          1. Model and Texture/Animations/Effects

            1. Enforcers.upk

            2. Redeemer.upk

            3. SniperRifle.upk

            4. Stinger.upk

          2. Interface List

            1. InGameHud.upk

            2. ChrisBLayout.upk

      2. Sound

        1. Environmental/Weapon Sounds

          1. Weapon.upk

          2. BulletImpacts.upk

          3. Enforcer.upk

          4. Sniper.upk

          5. Stinger.upk

      3. Music

        1. Ambient/Action

          1. Music.upk

          2. Music_Room.upk

        2. Victory

          1. Default

        3. Defeat

          1. Default


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