Bret Linne Virus UI Spec
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Transcript of Bret Linne Virus UI Spec
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XBOX Live Game
Bret Linne
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A game where you are an invading hacker entering a computer, that fliesthrough conduits and energy pathways, shooting in a 3rd person fashion atsecurity entities.You collect weapon pickups that change your ability to fight the security
elements. Two weapons can be stored and swapped as the active one atany time, changing the strategy of the gameplay. A story will be deliveredthrough minimal spoken dialog and secret pathways to other levels canreveal a different ending if the player is clever and skillful. After the endof the game, the player can see score statistics on secrets found, enemiesdestroyed, weapons picked up, and compares it to last game. Has XBOXLive Achievements based on scores.
Target User:T for Teens. This would be targeted toward the shooter crowd, fans of sci-fi and space shooters.
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Single Player 3rd Person Shooter
Player Avatar Enemies Weapon Pickups allow player to store a reserve gun that can
be swapped out strategically at will. Score system tallies players Kill Rate, Lives Remaining,
Weapon Pickups, and Secrets found, and records to theirXBOX Live profile for comparison on subsequent play-thru. Secrets can be uncovered which open up hidden levels and a
secret ending Achievments tie in with scoring system and secret system
Player has limited lives and continues, making the gamechallenging Story is delivered in voice over Two Endings, dependent on secrets found
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1.0. Title screen
1.1. User starts game.
1.2. User selects Options. 1.3. User exits to XBOX dashboard.
2.0. Options
2.1. User can choose difficulty.
2.2. User can select number of lives.
2.3. User can adjust the sound levels.
2.4. User can set Normal or Inverted steering controls.
2.5. User can adjust brightness.
3.0. Player Controls
3.1. User presses up , player ship moves up [Normal Mode]. 3.2. User presses down , player ship moves down [Normal Mode].
3.3. User presses left , player ship moves left.
3.4. User presses right , player ship moves right.
3.5. User presses X, ship shoots standard gun.
3.6. User presses A, ship fires active weapon slot.
3.7. User presses L or R triggers, weapon slots swap.
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4.0. Enemies
4.1. Enemies fly at player.
4.2. Enemies shoot at player. 4.3. Enemy dies, may drop a random weapon pickup.
5.0. Player Health
5.1. Enemy shoots player, health depletes.
5.2. Enemy collides with player, health depletes.
5.3. User collides with environment obstacles, health depletes.
5.4. If health bar empty, player dies.
5.5. Continue if continues remain. Gameover if not.
5.6. Health restored at start of new level
6.0. Weapon Pickups 6.1. If player collides with pickup, its auto equipped in active slot.
6.2. If player has two weapons already, the active one is discarded for the new.
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7.0. Concept Art and Design 7.1. Player assets 7.2. Enemy assets
7.3. Boss assets 7.4. Environment assets 7.5. Weapon Pickup assets 7.6. UI element assets 7.7. Ending sequence
8.0. Animation
8.1. Player ship 8.1a. Player flies up 8.1b. Player flies down 8.1c. Player flies left 8.1d. Player flies right 8.1e. Player shoots default weapon 8.1f. Player shoots active weapon
8.1g. Player takes damage 8.1h. Player dies
8.2. Enemy 8.2a. Enemies move 8.2b. Enemies attack 8.2c. Enemies take damage
8.2d. Enemies die
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8.3. Bosses 8.3a. Bosses move 8.3b. Bosses attack
8.3c. Bosses take damage 8.3d. Bosses die
9.0. Audio 9.1. Music 9.1a. Title theme 9.1b. Option theme
9.1c. Level themes 9.1d. Continue/Gameover theme 9.1e. Score Tally theme
9.2. SFX 9.2a. Move selection reticule 9.2b. Confirm
9.2c. Cancel 9.2d. Player default gun shot 9.2e. Weapon pickup SFX 9.2f. Player hit 9.2g. Player dies 9.2h. Enemy hit 9.2i. Enemy death SFX
9.2j. Boss SFX 9.2k. Boss death SFX
9.3. Voice9.3a. Player voice clips9.3b. Enemy voice clips
9.3c. Player narration clips9.3d. Boss voice clips9.3e. Ending voice overs
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A1. Game title
A2. Selection reticule
A3. Start game text
A4. Selection reticule positions
A5. Options text
A6. Exit to XBOX Dashboard text
A7. Title controlsa. Press up moves selection reticule upb. Press down moves selection reticule downc. Press left moves selection reticule up
d. Press right moves selection reticule downe. Press X confirm selectionf. Press A confirm selectiong. All others n/a
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B1. Health Bar changes from blue, to violet, to red as player takes damage
B2. Icon for active weapon
B3. Weapon name text
B4. Weapon ammo count
B5. Active weapon slot
B6. Reserve weapon slot -
B7. Gameplay area main visuals of game
B8. Pause text
B9. Message window for story
B10. Gameplay Controlsa. Press up player flies up [Normal Mode]
b. Press down player flies down [Normal Mode]c. Press left player flies leftd. Press right player flies righte. Press X player shoots default gunf. Press A player shoots active weapong. Press L/R trigger swap active weaponh. Press start pause
i. All others n/a
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C1. Difficulty Selection
C2. Selection Reticules
C3. Lives selection
C4. Control Mode
C5. Options text
C6. Y button exit prompt
C7. Brightness selection
C8. Sound settings
C9. Option Controlsa. Press up Move selection reticule upb. Press down Move selection reticule down
c. Press left Move selection reticule leftd. Press right Move selection reticule righte. Press X confirm selection/activate sliderf. Press A confirm selection/activate sliderg. Press Y - exith. All others n/a
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D1. Secrets found
D2. Enemies destroyed
D3. Score graph image
D4. Weapon pickupsD5. Fighters remaining
D6. Y button exit prompt
D7. Score Controlsa. Press Y - exitb. All others n/a
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E1. Background image
E2. Continue/Gameover text
E3. Flavor text
E4. ContinueE5. Quit
E6. Selection reticule
E7. Continue/Gameover Controlsa. Press up, moves reticule upb. Press up, moves reticule up
c. Press X/A, confirm selectiond. All others n/a
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