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    A Rocket Powered Hippo Game

    Ascension

    The AwakeningGame Design Document

    Document Authors:

    Louie Mitchell and Christopher Begley

    Document Version: 2.7

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    Table of Contents1 Version Log ........................................................................................................................................... 72 Executive Summary ............................................................................................................................ 11

    2.1 Copyright Information ...................................................................................................... 11

    3 Product Overview ............................................................................................................................... 11

    4 Game Description ............................................................................................................................... 11

    5 Unique Selling Points .......................................................................................................................... 12

    6 Special Features .................................................................................................................................. 12

    7 Setting the Scene... ............................................................................................................................. 13

    8 Game Modes ...................................................................................................................................... 15

    8.1 Single Player ..................................................................................................................... 15

    9 Project Scope ...................................................................................................................................... 15

    9.1 Number of Levels .............................................................................................................. 159.1.1 Antare ..................................................................................................................... 15

    9.1.2 Ruins of Nyzal ......................................................................................................... 15

    9.1.3 Port of Yagomir ...................................................................................................... 15

    9.1.4 The Custodian Dunes ............................................................................................. 15

    9.2 Number of NPCs .............................................................................................................. 16

    9.2.1 Village Elder ............................................................................................................ 16

    9.2.2 Botanist .................................................................................................................. 16

    9.2.3 Engineer ................................................................................................................. 16

    9.2.4 Hunter .................................................................................................................... 16

    9.2.5 Number of Creatures ............................................................................................. 16

    9.2.6 Number of Weapons .............................................................................................. 179.2.7 Number of Items .................................................................................................... 17

    9.2.8 Number of Quests .................................................................................................. 17

    9.2.8.1 Main Quests ............................................................................................ 17

    9.2.8.2 Side Quests / Other ................................................................................. 17

    9.2.9 Objectives ............................................................................................................... 17

    10 Gameplay and Mechanics .............................................................................................................. 18

    10.1 Gameplay .......................................................................................................................... 18

    10.1.1 Level progression ................................................................................................... 18

    10.1.2 Mission / Challenge Structure ................................................................................ 18

    10.2 Mechanics ......................................................................................................................... 19

    10.2.1 Camera Mechanics ................................................................................................. 1910.2.1.1 Outdoors ............................................................................................... 19

    10.2.1.2 Aiming ................................................................................................... 19

    10.2.1.3 Crawling ................................................................................................ 20

    10.2.1.4 Crouching .............................................................................................. 20

    10.2.1.5 Indoors .................................................................................................. 21

    10.2.1.6 Climbing ................................................................................................ 21

    10.2.1.7 Running ................................................................................................. 21

    10.2.2 Movement .............................................................................................................. 22

    10.2.2.1 General Movement ............................................................................... 22

    10.2.2.1.1 Walking .............................................................................................. 22

    10.2.2.1.2 Running .............................................................................................. 2210.2.2.1.3 Strafing ............................................................................................... 22

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    10.2.2.1.4 Player Direction .................................................................................. 22

    10.2.2.1.5 Jumping .............................................................................................. 23

    10.2.2.1.5.1 Stationary ........................................................................................ 23

    10.2.2.1.5.2 During Movement ........................................................................... 23

    10.2.2.2 Other Movement .................................................................................. 24

    10.2.2.2.1 Climbing ............................................................................................. 2410.2.2.2.2 Crawling ............................................................................................. 24

    10.2.2.2.3 BASE Jumping ..................................................................................... 24

    10.2.3 Objects and Inventory ............................................................................................ 25

    10.2.3.1 Picking up Objects ................................................................................. 25

    10.2.3.2 Moving Objects ..................................................................................... 25

    10.2.3.3 Inventory Grid ....................................................................................... 26

    10.2.3.3.1 Storing Items ...................................................................................... 26

    10.2.3.3.2 Grid System ........................................................................................ 26

    10.2.3.3.3 Grid Access ......................................................................................... 26

    10.2.3.3.4 Item Icons ........................................................................................... 26

    10.2.3.3.5 Item Combination .............................................................................. 2610.2.3.3.6 Item Grouping .................................................................................... 26

    10.2.4 Actions .................................................................................................................... 27

    10.2.4.1 Switches ................................................................................................ 27

    10.2.4.2 Timer Switches ...................................................................................... 27

    10.2.4.3 Conversation ......................................................................................... 28

    10.2.4.3.1 Interaction .......................................................................................... 28

    10.2.4.3.2 Quest Giving NPCs............................................................................. 28

    10.2.4.3.3 Other NPCs........................................................................................ 28

    10.2.4.4 Item Trading .......................................................................................... 28

    10.2.5 Combat ................................................................................................................... 29

    10.2.5.1 Weapon Selection ................................................................................. 2910.2.5.2 Ammunition Selection ........................................................................... 29

    10.2.5.3 Weapons ............................................................................................... 30

    10.2.5.3.1 Ancient short sword ........................................................................... 30

    10.2.5.3.1.1 Basic short sword ............................................................................ 30

    10.2.5.3.1.2 UPGRADE - Poisoned Blade ............................................................. 30

    10.2.5.3.1.3 Range .............................................................................................. 30

    10.2.5.3.1.4 Damage over Time .......................................................................... 30

    10.2.5.3.2 Altairon War Spear ............................................................................. 31

    10.2.5.3.2.1 Basic Altairon War Spear................................................................. 31

    10.2.5.3.2.2 UPGRADE - Pronged Spear .............................................................. 31

    10.2.5.3.2.3 Range .............................................................................................. 31

    10.2.5.3.3 Dragon Breath Blunderbuss ............................................................... 32

    10.2.5.3.3.2 Reload Time .................................................................................... 32

    10.2.5.3.3.3 Firing Range..................................................................................... 32

    10.2.5.3.3.4 Round Capacity ............................................................................... 32

    10.2.5.3.3.5 Rate of Fire ...................................................................................... 32

    10.2.5.3.4 Bow and Arrow .................................................................................. 33

    10.2.5.3.4.1 UPGRADE - Scoped Bow .................................................................. 33

    10.2.5.3.4.2 UPGRADE - Explosive Ammunition ................................................. 33

    10.2.5.3.4.3 Reload Time .................................................................................... 33

    10.2.5.3.4.4 Firing Range..................................................................................... 33

    10.2.5.3.4.5 Accuracy .......................................................................................... 33

    10.2.5.3.4.6 Capacity ........................................................................................... 33

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    10.2.5.3.4.7 Rate of Fire ...................................................................................... 33

    10.2.5.3.5 Weapon Damage Comparison Chart ................................................. 34

    10.2.5.4 Ammunition Counter ............................................................................ 34

    10.2.5.4.1 Reloading ........................................................................................... 34

    10.2.5.4.2 Reload Bonus ..................................................................................... 34

    10.2.5.5 Shield ..................................................................................................... 3510.2.5.5.1 Replenishing the Shield ...................................................................... 35

    10.2.6 Health Bar............................................................................................................... 36

    10.2.6.1 Health Backup System........................................................................... 36

    10.2.6.2 Damage Indicator .................................................................................. 36

    10.2.6.3 Death ..................................................................................................... 36

    10.2.6.4 Regaining Health via Items .................................................................... 37

    10.2.6.4.1 Small plant ......................................................................................... 37

    10.2.6.4.2 Large plant ......................................................................................... 37

    10.2.6.5 Hunting .................................................................................................. 37

    10.2.7 Light Mechanics ..................................................................................................... 37

    10.3 Navigation ........................................................................................................................ 3810.3.1 Compass Mechanics ............................................................................................... 38

    10.3.2 World Map ............................................................................................................. 38

    10.4 Journal .............................................................................................................................. 39

    10.4.1 Overview ................................................................................................................ 39

    10.4.2 World map and local area maps ............................................................................ 39

    10.4.3 Quest and Status .................................................................................................... 39

    10.4.4 Notes 39

    10.5 Hint System ...................................................................................................................... 40

    10.5.1 Amulet Hint System ............................................................................................... 40

    10.5.2 Tutorial Hint System ............................................................................................... 40

    10.6 Artificial Intelligence ......................................................................................................... 4010.6.1 Human AI ................................................................................................................ 40

    10.6.2 Creature AI ............................................................................................................. 40

    10.6.2.1 Neutral AI .............................................................................................. 40

    10.6.2.2 Hostile AI ............................................................................................... 40

    10.7 HUD Overview .................................................................................................................. 41

    10.8 Items 42

    10.8.1 World Items ............................................................................................................ 42

    10.8.2 Weapon Upgrade Items ......................................................................................... 42

    10.8.3 Weapons and Key Items ......................................................................................... 43

    10.9 Enemies / Creature ........................................................................................................... 44

    10.9.1 Grak 44

    10.9.2 Stalker .................................................................................................................... 45

    10.9.3 Zoamvore ............................................................................................................... 46

    10.9.4 Tyragor (Grak Alpha) .............................................................................................. 47

    10.9.5 Zektar ..................................................................................................................... 48

    10.10 Creature Stats ................................................................................................................... 49

    10.11 Screen Flow ...................................................................................................................... 50

    10.11.1 Main menu screen flow ............................................................................... 50

    10.11.2 Screen Descriptions ..................................................................................... 50

    10.11.2.1 Main Menu .......................................................................................... 50

    10.11.2.2 Options Screen .................................................................................... 50

    10.12 Game Options ................................................................................................................... 51

    10.12.1 Saving / Loading ........................................................................................... 51

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    10.12.1.1 Quicksave ............................................................................................ 51

    10.12.1.2 Saving .................................................................................................. 51

    10.12.1.3 Loading ................................................................................................ 51

    10.12.1.3.1 From Main Menu ............................................................................. 51

    10.12.1.3.2 In-Game............................................................................................ 51

    10.13 Replay Value ..................................................................................................................... 5110.13.1 Audio Drops ................................................................................................. 51

    10.14 Easter Eggs ........................................................................................................................ 51

    11 Aesthetics / Styles .......................................................................................................................... 52

    11.1 Art Competitive Analysis .................................................................................................. 52

    11.1.1 Red Faction: Guerrilla ............................................................................................. 52

    11.1.1.1 Overview ............................................................................................... 52

    11.1.1.2 Similarities ............................................................................................. 52

    11.1.1.3 Why Ascension: The Awakening is Unique ........................................... 52

    11.1.2 Borderlands ............................................................................................................ 53

    11.1.2.1 Overview ............................................................................................... 53

    11.1.2.2 Similarities ............................................................................................. 5311.1.2.3 Why Ascension: The Awakening is unique ............................................ 53

    11.1.3 World of Warcraft .................................................................................................. 54

    11.1.3.1 Overview ............................................................................................... 54

    11.1.3.2 Similarities ............................................................................................. 54

    11.1.3.3 Why Ascension is Unique ...................................................................... 54

    11.2 Other Inspiration .............................................................................................................. 55

    11.2.1 Magic the Gathering .............................................................................................. 55

    11.2.1.1 Overview ............................................................................................... 55

    11.2.1.2 Similarities ............................................................................................. 56

    11.2.1.3 Why Ascension: The Awakening is Unique ........................................... 56

    11.2.2 Dune 5711.2.2.1 Overview ............................................................................................... 57

    11.2.2.2 Similarities ............................................................................................. 57

    11.2.2.3 Why Ascension: the Awakening is Unique ............................................ 57

    12 Competitive Analysis ...................................................................................................................... 58

    12.1 Fallout 3 ............................................................................................................................ 58

    12.1.1 Overview ................................................................................................................ 58

    12.1.2 Similarities .............................................................................................................. 58

    12.1.3 Why Ascension: The Awakening is Unique ............................................................ 58

    12.2 Uncharted 2: Among Thieves ........................................................................................... 59

    12.2.1 Overview ................................................................................................................ 59

    12.2.2 Similarities .............................................................................................................. 59

    12.2.3 Why Ascension is Unique ....................................................................................... 59

    12.3 Borderlands ...................................................................................................................... 60

    12.3.1 Similarities .............................................................................................................. 60

    12.3.2 Why Ascension is Unique ....................................................................................... 60

    12.4 Final Competitive Choice .................................................................................................. 61

    12.4.1 What is Different? .................................................................................................. 61

    13 Controls .......................................................................................................................................... 62

    13.1 Control Nuances ............................................................................................................... 63

    14 Story Overview ............................................................................................................................... 64

    14.1 The Present Day................................................................................................................ 65

    14.2 Game Breakdown ............................................................................................................. 66

    15 Characters ...................................................................................................................................... 68

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    15.1 Azaer (Player Character) ................................................................................................... 68

    15.2 Barnoth (Village Elder) ..................................................................................................... 70

    16 Levels .............................................................................................................................................. 72

    16.1 Antare (Level 1) ................................................................................................................ 72

    16.1.1 Antare Overview .................................................................................................... 73

    16.1.2 Antare Walkthrough............................................................................................... 7316.2 Antare Concepts ............................................................................................................... 74

    16.3 Ruins of Nyzal ................................................................................................................... 75

    16.3.1 Ruins of Nyzal Overview ......................................................................................... 76

    16.3.2 Ruins of Nyzal Walkthrough ................................................................................... 76

    16.4 Ruins of Nyzal Concepts ................................................................................................... 78

    16.5 Ruins of Nyzal 2 ................................................................................................................ 79

    16.6 Ruins of Nyzal Part 2 ......................................................................................................... 80

    16.7 Port of Yagomir ................................................................................................................. 81

    16.8 Port of Yagomir Overview ................................................................................................ 82

    16.9 Port of Yagomir Walkthrough........................................................................................... 83

    16.10 Port of Yagomir Concepts ................................................................................................. 8516.11 The Custodian Dunes Final Level .................................................................................... 86

    16.11.1 Custodian Dunes Overview .......................................................................... 87

    16.11.2 Custodian Dunes Walkthrough .................................................................... 87

    16.12 Temple Concepts .............................................................................................................. 89

    17 60 Second Gameplay Example ....................................................................................................... 90

    18 Concept Art..................................................................................................................................... 91

    19 Staffing and Roles ........................................................................................................................... 96

    19.1 Christopher Begley ........................................................................................................... 96

    19.2 Louie Mitchell ................................................................................................................... 97

    19.3 Sam Owen......................................................................................................................... 98

    19.4 Adam Khoury .................................................................................................................... 9819.5 Stephen Rhodes ................................................................................................................ 99

    19.6 Steven Matthews.............................................................................................................. 99

    19.7 Additional Skills and Knowledge .................................................................................... 100

    20 Figure List ..................................................................................................................................... 101

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    1 Version LogVersion

    Number

    Date Modified Description of

    Changes

    Author(s) Verified Distributed

    to Team?

    1.0 24th July 2009 Overview

    The document was

    created with a draft

    cover and

    placeholder

    Introduction and

    Product Overview.

    Copyright

    Information was

    included but not

    filled out until

    further research on

    the subject has

    been undertaken.Headings outlining

    the rest of the

    document were

    created waiting to

    be filled in next

    refinement.

    Louie Mitchell

    Christopher Begley

    Yes Via Dropbox

    1.1 5th August 2009 Sections added

    Game description

    (first draft).

    Unique Selling

    Points.

    Special Features.

    Number of Levels.

    Number of NPCs.

    Number of

    Weapons.

    Number of Quests.

    Louie Mitchell Yes Via DropBox

    1.2 30th Sept 2009 Sections added

    Weapon mechanics

    (first draft),

    Louie Mitchell Yes Via Dropbox

    1.3 8th Oct 2009 Sections addedWeapons

    mechanics

    (Complete draft).

    Began movement

    mechanics.

    Louie Mitchell Yes Via Dropbox

    1.4 14th Oct 2009 Sections added

    Items.

    Plants.

    Upgrades.

    Item combinations.

    Help system

    (Amulet).

    Mission structure.

    Louie Mitchell Yes Via Dropbox

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    Began enemies.

    1.5 17th Oct 2009 Sections refined

    Number of levels

    based on level

    design refinements.

    Formatting

    Completely refined

    and updated

    document

    formatting. All

    correct fonts and

    styles.

    Sections added

    HUD.

    Game flow chart

    v1.

    Controls (firstdraft).

    Christopher Begley Yes Via Dropbox

    1.6 22nd Oct 2009 Sections refined

    Camera System.

    Strafing.

    Player direction

    Jumping.

    Climbing.

    BASE Jumping.

    Objects and

    inventory.

    Inventory Grid.Ammunition

    Counter.

    Shield.

    Health.

    Several smaller

    sections refined.

    Sections removed

    Mechanics

    - Binoculars.

    - Traps.

    - Several weapon

    upgrades

    Louie Mitchell

    Christopher Begley

    Yes Via Dropbox

    1.7 14th Nov 2009 Comments

    Added updated

    control layout and

    nuances.

    Updated

    production info,

    USPs and special

    features. Updated

    item information.

    Added copyrightinformation.

    Updated entire

    Christopher Begley Yes Via Dropbox

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    documents

    formatting and

    edited each section

    with new naming

    conventions. Added

    info on Dune.

    1.8 15th

    November Comments

    Went over the

    entire document

    and edited each

    section to bring the

    document up to

    date, full enemy list

    and stats, items

    layout. Filled out

    art competitive

    analysis with World

    of Warcraft and

    Magic theGathering.

    Louie Mitchell Yes Dropbox

    1.9 2.0 22nd

    November Comments

    Went through the

    whole document

    and inserted

    diagrams that were

    previously made

    and added ones

    that were missing.

    General

    housekeeping and

    updating. Data intotables where

    appropriate.

    Louie Mitchell Yes Dropbox

    2.0 2.2 27th

    November Comments

    Added the figure

    list, boss creature

    overview, captions

    to pictures and

    some general

    formatting. Left a

    section open for

    60-second

    walkthrough.

    Louie Mitchell Yes Dropbox

    2.3 28th November Comments

    Completed a full

    and up to date item

    list. Continued

    housekeeping.

    Added graphs for

    creature

    comparisons and

    redid the graph for

    weapons.

    All text aligned toheaders.

    Louie Mitchell Yes Dropbox

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    Staffing and Roles

    from Production

    Document added.

    2.3

    2.7 30

    th

    November10

    thDecember

    Comments

    Fixing images.

    Housekeeping.

    Updating maps.

    Level Overviews.

    Louie Mitchell Yes Dropbox

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    2 Executive SummaryAscension: The Awakening is a project belonging to six University of Salford students. The project is

    part of final year studies on a BSc (hons) Computer and Video Games course. The game is a total

    conversion using Cryteks Sandbox 2 editor and Cry Engine 2.

    2.1 Copyright InformationAll work within this document remains the property of Rocket Powered Hippo and the University

    of Salford. Use of any of this document for personal gain without a license is strictly

    unauthorised.

    A more detailed view of copyright issues and contact details for Ascension: The Awakening can be

    found in the projects production Document.

    3 Product OverviewName of Product: Ascension: The Awakening

    High Concept: One mans awakening is the key to survivalGenre: Adventure / Survival

    Players: Single Player

    Main Camera: 3rd

    Person (Over the shoulder)

    Platform: PC

    Target Audience: 16+

    Violence Level: Mild, fantasy

    Environments: 4 levels, linear with small open areas

    4 Game DescriptionA world torn apart by disaster, a civilisation on the brink of

    extinction; welcome to Aurora.

    To save your home, a perilous journey lies ahead. Its up to you

    to explore the abandoned, hostile wastelands below Antare.

    Gather the tools to take down the vicious creatures that have

    overcome the planet below and learn how to survive in the

    harsh environments. What will your journey uncover? Can you

    solve the puzzles that hide the secrets of the world?

    One mans awakening is the key to survival. Aurora is depending

    on you.

    Figure 1: Concept of Azaer, the

    main character in Ascension: The

    Awakening

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    5 Unique Selling Points Explore a planet that has been untouched by humans for centuries. Ravaged by war, strange

    gravitational anomalies have suspended a world in the process of destruction.

    Combat creatures each with their own strengths and weaknesses. Knowing your enemycomes down to using the right weapon for the job.

    Delve deeper into the game world and story through the many missions and side quests. Uncover remnants of the people who lived a millennia go via audio communications littered

    around the games four levels.

    Using the power of an ancient amulet, the player can protect themselves from many of thedangers in Aurora. Recharging the shield is only possible when near ancient technology left

    in the abandoned world.

    Live to fight another day thanks to a health backup system that gives players an evenstanding against even the strongest hoard of enemies.

    Communicate with your home village; players receive hints and advice from their father andother key characters during gameplay.

    6 Special Features A main quest spanning four unique levels. Explore the remains of a once thriving society with its own secrets. Four unique weapons to master each with their own upgrades. Dynamic combat thanks to an over the shoulder camera system. Take part in exhilarating BASE-jumping sequences.

    Figure 2: Concept of the bridge in Antare

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    7 Setting the Scene...This is an extract taken from the Narrative document that puts all gameplay into context. For further

    narrative reference, please see the Ascension: The Awakening Narrative Document. Alternativley,

    click here for theStory Overviewor see Page 64.

    As the devastation reigned down upon Aurora, millions perished, society degraded as

    people just tried to survive the destruction. Without the guiding hands of the Custodians,

    people panicked and order was lost within minutes, within 24 hours, civilised culture had all

    but vanished.

    One settlement was different however, hidden within a mountain range, the peaceful city of

    Antare managed to endure the destruction wreaked upon by the sundering. The custodian

    of Antare had remained in his home due to illness when the council was called to the temple

    and so when he felt the earth shattering destruction, he immediately made plans to attempt

    to save his people.

    Although the Miran super weapon had struck the planet, the Altairon energy field hadmanaged to absorb 60% of the weapons destructive force before collapsing, the weapon

    which should have ripped the planet apart simply struck the surface and caused enormous

    amounts of tectonic movement and shifting. Although still devastating to the people of

    Aurora, it meant that their planet would not die and them along with it.

    As the only remaining custodian gazed upon the destruction, he formulated a plan which

    would save his people and preserve their way of life. The ground around Antare began to

    crack and groan with the increased tectonic pressure, soon the ground would erupt and

    swallow the settlement killing all who dwelled there. The Custodian used what technology

    he could and his ability to command it and tore the settlement out of the ground, the

    immense energy lifted the settlement into the air and away from the danger of earthquakesand lava eruptions.

    As it gained altitude, the

    momentum slowed until the

    enormous chunk of rock and

    earth would not rise any

    further. The settlement was

    high in the air, people were

    able to look past the

    mountain range which once

    surrounded and looked downupon their small building. As

    the custodian remained

    focused on holding the

    village in the air, the

    townsfolk rushed to create

    great chains with which to

    anchor their village to the

    mountains.

    With the chains completed

    and the anchors burroweddeeply into the mountains,

    Figure 3: Aurora after the Sundering

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    the custodian lowered the power on the Altairon gravity system and rested. With their

    homes safe from any immediate danger, the Malakai had to sit and watch from a distance as

    the rest of their civilisation tore itself apart through inner turmoil and survival instincts

    taking over. Week after week the fires and earthquakes lessened and the people of Antare

    attempted to communicate with the other settlements but none responded.

    The survivors were grief stricken at how many of their brothers and sisters had perished in

    this horrible event. As a sign of respect to the dead they renamed themselves the Eridani

    meaning the survivors, to show to the world that they were once part of a much greater and

    larger society until this moment when nearly all was lost.

    Figure 4: An early concept of what the houses could look like after being rebuilt.

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    8 Game Modes8.1 Single PlayerAscension: The Awakening features only one gameplay mode known as story mode. In story

    mode the player takes part in the main plotline by travelling through the world of Aurora,

    surviving the harsh environments and creatures, solving its puzzles and uncovering the dark

    secrets.

    9 Project Scope9.1 Number of Levels

    There are four individual levels in Ascension: The Awakening.

    9.1.1AntareHome to the main character Azaer, Antare is a floating island in the sky. The island is alsohome to all the main NPCs in the game including Barnoth and Galen.

    The Antare Level can be viewedhere, or on page 72.

    9.1.2Ruins of NyzalBelow the floating island of Antare are the

    ruins of Nyzal. The region contains a solar

    energy field as well as access to two of the

    games levels, the Port of Yagomir and the

    Custodian Dunes.

    The Ruins of Nyzal Level can be viewed here,

    or on page 75.

    9.1.3Port of YagomirAn area once busy with sea trade has now

    fallen into darkness. Dangerous creatures

    roam the streets of Yagomir at night looking

    for prey. The post has a lighthouse and mayors

    office to explore.

    The Port of Yagomir Level can be viewedhere,or on page 81.

    9.1.4The Custodian DunesBeyond the Custodian Dunes lies a huge

    temple known as the Aiur. This level builds up

    to the temple with a dangerous trek through

    the temples grounds.

    The Custodian Dunes Level can be viewed

    here, or on page 86.

    Figure 5: A few plants that can be found around the

    environments in Aurora

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    9.2 Number of NPCsThere are four main NPC characters on Antare the player can interact with. Each main NPC has

    their own building in which they reside.

    To read an overview of the main characters, please clickhereor go to page 68.

    To view some character concept art, please clickhereor go to page 91.

    9.2.1Village ElderThe Village Elder makes the important decisions about how Antare is run and makes sure the

    peace is kept. The elder also has access to documentation and secrets left behind from

    centuries ago.

    9.2.2BotanistThe botanist runs a large greenhouse in Antare providing food for villagers without rooftop

    gardens. She also provides knowledge on natural herbs and medicines.

    9.2.3EngineerThe techie runs all of the left over and pieced together machinery on Antare. He can provide

    upgrades to weaponry for hunters and fix any technical difficulties around the village.

    9.2.4HunterThe hunter kills the flying creatures that have become widespread since the attacks centuries

    ago. The meat can be shared between the villagers. The hunter is also the only person to have

    access to weapons on the island.

    9.2.5Number of CreaturesThere will be 6 main creatures that the player will encounter in Ascension: The Awakening.

    Grak Grak Alpha Stalker Zoamvor FLYING TO CHANGE Boss Creature

    A more detailed look at the creaturescan be foundhereor on page 44.

    Figure 6: Concept of a Grak found on Aurora's surface

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    9.2.6Number of WeaponsThere are four weapons available to the payer in Ascension:

    The Awakening. They are as follows:

    A Ancient short sword A Altairon war spear A Dragon breath blunderbuss A Hawk string bow

    Each weapon has at least one upgrade detailed later in the

    game mechanics section.

    For a more detailed look at the weaponry available in

    Ascension, pleaseclick hereor go to page 30.

    9.2.7Number of ItemsThe player has a handful of items at their disposal. There is a

    main healing plant and two plants that add additional

    abilities to weapons. Players also locate quest specific items and audio drops that give the

    player the worlds history from the perspective of one individual.

    For a full list of items found in Ascension, clickhereor go to the Items Overview on page 42.

    9.2.8Number of Quests9.2.8.1 Main QuestsThere are 8 main story quests in Ascension. These can be found in the Levels section of thedocument.

    9.2.8.2 Side Quests / OtherThere are 4 side quests that take players away from the main storyline to find out about

    Aurora and its history. More details can be found in the Levels section of the document.

    Please see the Game Breakdown section for more details on Ascensions quests. It can be

    found hereor on page 66

    9.2.9ObjectivesThe main objective of Ascension: The Awakening is to locate a new power source for Antarewhich is located on the ruined surface of Aurora. As the game progresses, the player uncovers

    secrets which will dramatically change the objectives for the remaining time spent on Aurora.

    To see a specific breakdown of objectives for each level please refer to theLevelssection of

    the document or go to page 72.

    Figure 7: A Dragon Breath Blunderbussearly concept

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    10 Gameplay and Mechanics10.1Gameplay

    10.1.1

    Level progression

    10.1.2 Mission / Challenge Structure

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    10.2Mechanics10.2.1 Camera Mechanics

    10.2.1.1 OutdoorsThe camera in outdoor locations will be a standard 3 rd person view. The screen will be centred on

    the player character.

    Mouse movement in the horizontal axis will pan the camera 360 around the playerslocation.

    The player character will always face where the camera is pointing. Mouse movement in the vertical axis controls the cameras pitch. The degrees of rotation for

    pitch are restricted to 45 in either direction.

    10.2.1.2 AimingWhen the player right clicks, the camera zooms from the standard 3

    rdperson view to an over-the-

    shoulder shot. The over-the-shoulder shot rests just above the players right shoulder and centres

    the aiming reticule on the screen. Players now have a clearer view of their target and can use the

    mouse to aim.

    Figure 8: 3rd Person Perspective Camera

    Figure 9: Aiming in Over-the Shoulder

    View

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    10.2.1.3 CrawlingThe player can press the C key to enter crawling mode. When the player enters a tight space, the

    camera switches to a 1st

    person view. Players can use the mouse to direct the character through

    tight environments.

    10.2.1.4 CrouchingIf the player is taking cover by crouching behind an object, they can still enter aiming mode by right

    clicking to switch the camera to an over-the-shoulder shot. Pitch of the camera is now restricted to

    a 45 up and 20 down position.

    Figure 10: Crawling View

    Figure 11: Couching behind cover

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    10.2.1.5 IndoorsThe camera indoors will still use a standard 3

    rdperson view. The camera will detect walls

    automatically and move closer to the player in tight spaces.

    10.2.1.6 ClimbingWhen the player starts climbing, the camera will again go into a 1

    st

    person view. The player cannotlook around using the mouse when climbing ladders.

    Figure 12: Climbing in first person view

    10.2.1.7 RunningThe camera will shake when the player is sprinting heightening the sense of immersion and

    excitement.

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    10.2.2 MovementFor gameplay controls, please see theControlssection of the document or turn to page 62.

    10.2.2.1 General Movement10.2.2.1.1WalkingWalking is the default speed the player moves at. The speed will be set to 2.5mph.

    Players use the W key to move in a forward direction and the S key to walk

    backwards.

    Exploring small areas and building interiors Basic exploration around the landscape

    10.2.2.1.2RunningRunning is the fastest speed the player can travel at. Running is set to a speed of 9mph.

    Running is archived by holding the Shift key along with the forward (W) key. Runningis used for:

    Traversing larger rural environments Reaching timers in puzzles Escaping and avoiding powerful enemies

    10.2.2.1.3StrafingPlayers can use strafing during enemy encounters to dodge attacks and circle an enemy

    (in combination with the mouse directional controls). Strafing is mapped to the A

    (strafe left) and D (strafe right) keys. Players move at a speed of 2.5mph while

    strafing.

    Figure 13: Sidestep (strafing) 1m in either direction

    10.2.2.1.4Player DirectionThe player uses the mouse for orientation during gameplay. Orienting the camera in

    conjunction with the W moves the player in a desired direction.

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    10.2.2.1.5Jumping10.2.2.1.5.1 StationaryThe player can jump 0.7 meters in the air while stationary. Jumping is mapped to the

    Space key.

    10.2.2.1.5.2 During MovementThe player can jump while moving a distance of 1.5 meters. Jumping is achieved with

    a combination of the Space key and the movement keys. Jumping over a distance

    is used for:

    Getting over small gaps in terrain Avoiding enemy attacks

    Figure 14: Standing jump height

    Figure 15: Running Jump Distance

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    10.2.2.2 Other Movement10.2.2.2.1ClimbingLadders are used to climb on the roofs of buildings and other structures. Players can

    climb a ladder by pressing the default use key (assigned to the E key).

    When climbing the games camera enters a first person viewpoint.10.2.2.2.2CrawlingPlayers can crawl during gameplay.

    Crawling reduces the players movement speed to 1mph. Crawling is used primarily for accessing secret areas within the world. Crawling is mapped to the C key and requires the player to toggle between

    crawling and standing upright.

    Crawling switches the camera to first person when navigation tight spaces.10.2.2.2.3BASE JumpingDuring a specific section of gameplay the player enters a BASE Jump. These jumps will

    drop the player into different locations within the wasteland level (dependant on the

    players progression). During these sequences the player will have some minor

    movement to view their surroundings during the drop. Pressing the SPACE key during

    a BASE jump opens the players parachute.

    Figure 16: Base Jumping

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    10.2.3 Objects and Inventory10.2.3.1 Picking up ObjectsWhen the player comes across an object that they can interact with or collect, an icon

    appears on screen indicating this to the player. The player presses the use key (assigned to

    the E key) to perform this action.

    Items picked up are contained in theinventory(page 26)

    Figure 17: Pick up items using the E key

    10.2.3.2 Moving ObjectsThe player character can move certain objects. The player approaches the object, holds

    down the use key (assigned to the E key and then can push and pull the object around

    the environment in conjunction with movement and strafing controls (A,S,D,W keys).

    Figure 18: Pushing a rock to gain access to higher locations

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    10.2.3.3 Inventory Grid10.2.3.3.1Storing ItemsItems are added to the inventory using the usekey (assigned to the E key). Items

    are contained within the inventory screen until used by the player or given to an NPC.

    10.2.3.3.2Grid SystemItems are displayed in a grid Items are displayed in the order which the player obtained

    them in. The 4 x 3 grid holds up to 12 items.

    10.2.3.3.3Grid AccessThe player can bring up the inventory at any point during the game. Holding down the

    Q key brings up the inventory screen and releasing the Q key closes the inventory.

    10.2.3.3.4Item IconsItems added to the inventory are visually represented by icons in the grid. Once the

    player collects the same item twice, a small number multiplier is added to the icon (thex3, x4 and so on).The player can carry a maximum of 10 of each item collected.

    10.2.3.3.5Item CombinationItems that can be combined are done automatically in the inventory grid.

    Players must choose whether it is worth obtaining the item for it to be combined. Before items are combined, a player must learn what can and cannot be

    combined.

    10.2.3.3.6Item GroupingItems are grouped according to type, for example plants are grouped together as is

    ammunition.

    Figure 19: Simple diagram showing how the inventory is opened and how items are

    combined

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    10.2.4 Actions10.2.4.1 SwitchesSwitches are activated using the use key (assigned to the E key).

    The player is required to be in close proximity to activate a switch. An icon appears similar to picking up an item to prompt the player to perform this

    action.

    Some switches will be deactivated until the player completes a desired action.10.2.4.2 Timer SwitchesSome switches are on timer mechanisms. The player will have a set amount of time to

    complete an action after the switch is activated. After the time is expired, the switch is

    reset and has to be pressed again.

    Figure 20: Pressing the 'E' key will activate switches and buttons

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    10.2.4.3 Conversation10.2.4.3.1InteractionPlayers engage any NPC in conversation using the usekey (assigned to the E Key).

    A talk icon appears on screen if an NPC can be interacted with. A pop up window displaying the dialogue is displayed on screen. Pressing the use key once again can skip conversations in progress.

    10.2.4.3.2Quest Giving NPCsQuest givers have extended dialogue with the player. These conversations are fully

    voiced. Conversations are two way with the NPC and the player, however the player has

    no choice in the conversations direction.

    Quests assigned by an NPC are automatically added to the top of the Quests section

    in the playersjournal(page 39)

    10.2.4.3.3Other NPCsConversation with other NPCs in the game is restricted to one or two lines of dialogue.

    These are fully voiced, however there is no two way aspect to the conversation like with

    quest givers.

    10.2.4.4 Item TradingWhen the player encounters particular quest givers, some items from the players inventory

    can be traded for weapon upgrades. This is handled through the programming, not a

    conversation tree. For example, if the player has item X and Y when talking to an NPC,

    those items will be replaced by item Z next time they open their inventory.

    Figure 21: Some NPCs can be talked to by using the 'E' key

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    10.2.5 Combat10.2.5.1 Weapon SelectionWeapon selection is handled without a menu interface.

    Weapons are carried on the players back and can be cycled through using the middlescroll button on a mouse.

    When scrolling through the weapon selection window on the HUD displays theweapons as they are scrolled through.

    A light shimmer is also displayed on the weapon mesh as they are cycled through. Once the player has stopped scrolling and decided on a weapon it is automatically

    equipped.

    Figure 22: Demonstrating the glow around the spear to notify that its going to be selected

    10.2.5.2 Ammunition SelectionAny weapons that have the ability to swap out ammunition use the Y button. A weapon

    has to be equipped in order to change its ammunition.

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    10.2.5.3 Weapons10.2.5.3.1Ancient short sword

    10.2.5.3.1.1 Basic short swordThe player receives a basic short sword at the start of the game. This can be used forattacking weak enemies at close range.

    10.2.5.3.1.2 UPGRADE - Poisoned BladeThe poisoned short sword is used to infect an enemy with life sucking poison. After

    the initial damage of the knife, the poison causes further damage over time. Poison

    damage lasts for a set amount of time depending on the enemy attacked.

    10.2.5.3.1.3 RangeWith the players arm span and the length of the machete, the maximum distance for

    the machete to be affective is 4ft.

    10.2.5.3.1.4 Damage over TimeThe poisoned blade will have an initial strike damage (see Weapon Damage Graph)

    and then take an additional 1% health every 2 seconds for a period of 40 seconds

    resulting in 20% damage over time.

    Figure 23: One of the many machete concepts by Stephen Rhodes

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    10.2.5.3.2Altairon War Spear10.2.5.3.2.1 Basic Altairon War SpearThe basic war spear allows players to keep enemies at good distance where they are

    more vulnerable to other weapons. The spear also causes some damage if used for a

    prolonged period.

    10.2.5.3.2.2 UPGRADE - Pronged SpearPlayers obtain a new spear in the games final level.

    10.2.5.3.2.3 RangeThe spear can reach a length of 9ft.

    Figure 24: Ancient spear concept by Stephen Rhodes

    Figure 25: Other spear concepts by Stephen Rhodes

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    10.2.5.3.3Dragon Breath BlunderbussThe Dragon Breath Blunderbuss is an old form of shotgun. It can be packed specific

    rocks located around the world. When loaded it fires the rocks out in much the same

    was as a shotgun. The player has unlimited ammo for the blunder buster if they can

    locate its unique rocks.

    10.2.5.3.3.1.1 SpreadAt exactly half distance, the spread of the projectiles will be approximately 1.2

    meters. At the full 37 meters, the spread will be 1.5 meters, thus less affective.

    10.2.5.3.3.2 Reload TimeThe reload speed of the Dragon Breath Blunderbuss is 2 seconds. Because the player

    has to find specific rocks as ammunition, only a few shots can be fired at a time.

    10.2.5.3.3.3 Firing RangeThe Dragon Breath Blunderbuss has a firing range of 37m. It is a good medium range

    weapon capable of hitting many targets at once. The spread of the projectilesincreases over distance making it more affective at close to medium range.

    10.2.5.3.3.4 Round CapacityThe Dragon Breath Blunderbuss only fires 1 round per shot before requiring a reload.

    10.2.5.3.3.5 Rate of FireThe Dragon Breath Blunderbuss can fire 1 round every 3 seconds.

    Figure 26: Dragon Blunderbuss concept by Stephen Rhodes

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    10.2.5.3.4Bow and ArrowThe bow and arrow is the strongest weapon the player can use. It fires a single arrow

    over great distances piercing an enemy instantly. It is the only long-range weapon

    available to the player.

    10.2.5.3.4.1 UPGRADE - Scoped BowThe scoped bow increases the accuracy of the arrows by having a sharper reticule.This weapon replaces the basic bow and arrow.

    10.2.5.3.4.2 UPGRADE - Explosive AmmunitionBy combining the seeds from the Pyroflower plant with the arrows, the player can

    create an explosive arrow.

    10.2.5.3.4.2.1 Blast AreaThe explosive ammo has a blast area of 2m

    2.

    10.2.5.3.4.3 Reload TimeThe reload time on the bow and arrow is 1 second. This means that the player will

    have to line up their shot perfectly if they want to kill any creatures quickly. Because

    it is the most powerful weapon in the game, the 1-second delay will mean that the

    player cannot over use the bow and arrow.

    10.2.5.3.4.4 Firing RangeThe Bow and Arrow have a firing distance of 100m. It is the longest ranged weapon

    in Ascension.

    10.2.5.3.4.5 AccuracyThe Bow and Arrow have a 97% accuracy rating. If used in experienced hands, the

    bow and arrow can instantly kill most creatures.

    10.2.5.3.4.6 CapacityThe bow can only fire one arrow at a time.

    10.2.5.3.4.7 Rate of FireThe bow can fire 10 arrows every 10 seconds.

    Figure 27: Old bow concept by Stephen Rhodes

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    10.2.5.5 ShieldThe player has an energy shield that protects them from enemy attacks.

    The shield is ever decreasing. As players traverses the world and the shield depletes, its colour and glow strength

    denotes the shields state. When the aurora is at 80% full, an attack will be only 20% effective When the aurora is at 0%, an enemy attack will be at 100% power10.2.5.5.1Replenishing the ShieldThe aurora can be replenished by coming into contact with tech. Tech can be found

    lying around the environments and is identified with a glow.

    Figure 30: Diagram demonstrating the shields glow at different states

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    10.2.6 Health BarThe health bar is a circular ring containing the mini-map and compass. The ring goes from a

    full 360 ring at full health and slowly recedes as the player takes damage. When the players

    health reaches 0% they die.

    10.2.6.1 Health Backup SystemObtaining a large plant in the players inventory gives a backup for losing all the playershealth.

    Upon the players health reaching zero the large plant will replenish the playershealth to 100%.

    The player can carry a maximum of four large plants at any time. Any health backups are located in the inventory or indicated as a small health vile

    under the compass and health meter.

    10.2.6.2 Damage IndicatorWhen the player is being attacked and taking damage, a red highlight will indicate thedirection of the attack.

    10.2.6.3 DeathWhen a player dies, the screen fades to black. The player is the respawned at the last

    checkpoint they reached.

    Figure 31: Diagram illustrating the health bar and backup system

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    10.2.6.4 Regaining Health via Items10.2.6.4.1Small plantThe player can regain health by located a small plant that gives them 25% health

    recovery.

    These plants are located throughout the world and have a specific look to them. To use a small plant the player presses the H Key.

    10.2.6.4.2Large plantLarge plants are automatically created when the player has obtained three small plants.

    These plants give the player 100% health recovery and are automatically used viathe health backup system.

    Occasionally the player will find a large plant in the environment.10.2.6.5 HuntingPlayers can hunt small creatures roaming around the wastelands. Successful kills give the

    player items to upgrade their ammo and food to restore health.

    Animal meat can be consumed instantly and does not go in the inventory. Animal meat replenishes the players health by 10%.

    10.2.7 Light MechanicsThe Stalker is sensitive to light and plays a different role in the Port of Yagomir.

    The level takes place at night Altairon lights turn on as the player walks past them A navigational puzzle takes place where the player has to wonder the streets at night

    and carve a path of light through the level.

    When the player walks too far into the light, a stalker grabs the player with theirtongue while another attacks.

    Figure 32: Path of working lights in the Port of Yagomir

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    10.3Navigation10.3.1 Compass MechanicsA compass is the players on screen navigation tool. Like a real world compass the pointer is

    always facing north regardless of the players positioning. Located within the compass face is a

    minimap that displays a local area map. Player orientation is displayed with an arrow on thecompass.

    Figure 33: Mock up of the compass mechanic and health bar.

    10.3.2 World MapA world map can be viewed within the playersJournal(page 39)

    Areas already visited by the player are viewable on the world map. Uncharted areas are covered in clouds and displayed once the player has visited them. If players are asked to explore an area that has not been previously explored a darker

    cloud in a confined area of uncharted world is displayed to mark its location.

    Areas can be highlighted by the player and selected. As players explore the worldlocations are added to the world map automatically.

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    10.4Journal10.4.1 OverviewThe player carries a journal on their adventure. During the adventure players can open their

    journal and view various types of information.

    The journal is laid out akin to an old notebook; players flick between pages. To open the journal player press the TAB key.

    10.4.2 World map and local area mapsThe world map and local area maps are located within the Journal.

    The world map is the default page for the journal. Players can navigate to each local area map from the world map.

    10.4.3 Quest and StatusQuest progress is laid out on two pages:

    On the left pages is the quest list. The top quest is the currently active mission. On the right hand side page is a quest progression list. Details of how a quest is

    progressing are detailed in sequence. Completed parts of a quest are faded so the

    player knows where they are up to.

    Figure 34: Mock image indicating the journal and quest system

    10.4.4 NotesAny important information given to the player verbally, via audiotapes or documents located

    across the world are kept here. Navigation works the same as the quest status system.

    Any learn item combinations are also detailed here.

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    10.5Hint System10.5.1 Amulet Hint SystemThe ancient amulet the player character carries doubles as a communication line between the

    player and the games elder. During gameplay the elder will talk to the player via a voice over

    with suggestions about what to do next.

    10.5.2 Tutorial Hint SystemThe player is given hints about gameplay via an onscreen hint system. These hints are used

    when the player obtains a new weapon, or enters a new gameplay scenario.

    10.6Artificial IntelligenceThere will be two sets of AI types in Ascension; Human and Creature.

    10.6.1 Human AIAll human NPC will be friendly. Quest givers will engage the player in conversation and

    sometimes trade items. Other human NPCs will walk around Antare on paths and sometimes

    talk to themselves or each other. They cannot be engaged in conversation but might give glues

    to secret areas in the world or talk about the back-story of Antare.

    10.6.2 Creature AI10.6.2.1 Neutral AINeutral AI will be used for creatures that have not spotted the player. They will walk

    around set paths until the player is spotted in which case they will change to Hostile AI.

    10.6.2.2 Hostile AIEach particular creature will have its own individual hostile behaviour AI. See page.....for

    each particular creatures attack. Once hostile AI has been triggered, all the creatures in

    that area will attack the player until they are either defeated or have killed the player.

    Figure 35: Some amulet concepts. This will guide the player throughout the game

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    10.7HUD Overview

    Figure 36: HUD concept taking the above mechanics into account

    1. Player and shield status. (Shield Mechanicson page 35)2. Health bar (Health Mechanicson page 36)3. Map (MapandJournal Mechanicson page 38 and 39)4. Health backup (Health Mechanicson page 36)5. Weapon and ammo (WeaponsandReloadingon pages 30 and 34)6. Inventory (Inventory Mechanicson page 26)7.

    Attack direction (Health MechanicsandEnemieson pages 36 and 44)

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    10.8Items10.8.1 World Items

    Item Description Location

    Small Edible

    Plant

    This small plant was commonplace before the orbitalbombardment of Aurora.

    The plant now grows sporadically across the planet. The plant can be eaten to give players 25% of their

    maximumhealth(page 36).

    All levels

    Large Edible

    Plant

    Rare even before the orbital bombardment these plantsare found in rare instances due to their once valuable

    nature.

    These plants are used to give player 100% of the healthback in the gameshealth backup mechanic(page 36)

    Rare, but in all levels

    Bamboo

    Plant

    The bamboo plant is made of hard wood and can becollected to be used asarrows(page 33).

    The plant can be found

    on all levels but onlybecomes useful when

    the player receives the

    bow and arrow in the

    Port of Yagomar.

    Loose Rocks Loose rock piles can be found scattered around all levels. Each time the player collects them they receive 20 rocks

    to use with theblunderbuss(page 32)

    All levels

    Audio Drops Recorded audio from past civilisations can be foundscattered around Aurora.

    They give an indication of what the world used to be like,what went wrong and can also hint about hidden

    locations or passwords.

    Collectibles in the game addingreplay value and rewards(page 51)

    All levels

    10.8.2 Weapon Upgrade ItemsItem Description Location

    Pyroflower The Pyroflower can be combined with arrows to createexplosive ammunition.

    Pyroflowers are identified by a red glow. For every Pyroflower collected the player obtains five

    explosive arrows.

    Final levels (The Aiur)

    Poison Weed The poison weed is used to upgrade the playersmachete.

    The poison is applied to the blade automatically uponbeing collected and remains a permanent upgrade for the

    remainder of the game.

    Ruins of Nyzal (Second

    level)

    Broken

    Telescope

    The broken telescope upgrades the bow to a scoped bow. Port of Yagomar

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    10.8.3 Weapons and Key ItemsItem Description Location

    Knife The knife is used for collecting plants The knife can damage small and close enemies Level 1 (Antare) The player has

    access to the knife

    from the beginningof the game.

    Spear The spear is a short range weapon It can damage enemies and keep them at a safe

    distance

    Level 1 (Antare) The player is given

    the spear by the

    hunter in the combat

    tutorial

    Energy Cores Energy cores are the source of power for thegenerators on Antare

    All LevelsTech Scraps Pieces of ancient scrap technology refill the players

    shield

    All LevelsBlunderbuss A shotgun type weapon that fires anything that can

    be loaded into it; namely the small rocks scattered

    around the environments

    Level 3 (Port ofYagomir)

    The player finds theBlunderbuss at the

    beginning of 3rd

    level.

    Bow and

    Arrow The bow and arrow is the only long range weapon the

    player has

    The bow and arrowis given to the player

    on return to Antare

    from the Port of

    Yagomir

    Tech Spear The tech spear is an upgraded spear It is more powerful as it harnesses the technology of

    the Altairon race

    The spear isupgraded on return

    to Antare

    Figure 37: Some machete concepts

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    10.9Enemies / Creature10.9.1 GrakOverview:

    The Grak is a small, fast creature who attacks in large numbers, usually 6 12. They attack

    using a long, spined tail and can also cause some damage through biting and scratching.

    Speed 8 mph

    Damage 5% per hit

    Weakness Dragon breath blunderbuss

    Range 2m

    Figure 38: Grak creature concept

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    10.9.2 StalkerOverview:

    The stalker is sensitive to light and hide in shadows waiting for prey to wonder past. A stalkers

    tongue has a large reach which can grab enemies allowing other stalkers to attack with their

    claws.

    Speed 20 mph

    Damage 20%

    Weakness Ancient short sword

    Range 15m

    Figure 39: Concept of the Stalker creature found in the Port of Yagomir

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    10.9.3 ZoamvoreOverview:

    The Zoamvor is a relatively agile creature which keeps its distance from the enemy and uses a

    ranged spitting attack. The spit contains an acid which instantly damages the player. They are

    often found travelling in groups of up to 5 and can surround an enemy easily.

    Speed 15 mph

    Damage 20%

    Weakness Hawk string bow

    Range 10m

    Figure 40: Zoamvor concept

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    10.9.4 Tyragor (Grak Alpha)Overview: This is the boss creature found in the Custodian Dunes. It is a large powerful beast

    which can reach fast speeds after building up momentum. The spined tail and powerful arms

    are a dangerous combination for any prey that happens to stumble past the Tyragor. The

    Tyragor also has a ranged spitting attack which sprays an enemy with a deadly acid that burns

    the skin and makes the digestion process much easier.

    Speed 30 mph

    Damage 20% Spit, 40% melee

    Weakness Hawk string bow with explosive ammo

    Range 18m

    Figure 41: The Tyragor, also known as the Grak Alpha

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    10.9.5 ZektarThe Zektar are the main protein source for the villagers on Antare. They can be found flying all

    over Aurora and are hunted for food and clothes. The creatures are usually very weary of

    humans and keep their distance. Something has now changed and the creatures are

    frequently attacking Antare. The winged creatures swoop down on their opponent and pierce

    them with their strong talons. A group of Zektar are especially deadly, teaming up andsurrounding the enemy.

    Speed 12 mph (air)

    Damage 5% melee

    Weakness Spear, knife

    Range 5m

    Figure 42: Zektar; a flying creature found on Aurora

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    10.10 Creature Stats

    Figure 43: A bar chart demonstrating the main attributes of each creature

    Figure 44: Early concepts for the Stalker

    8

    2015

    12

    30

    0 5

    20

    0

    30

    5

    2025

    5

    45

    2

    1510

    5

    18

    0

    5

    10

    15

    20

    25

    30

    35

    40

    45

    50

    Grak Stalker Zoamvore Zektar Tyragor (Boss)

    Creature Stats

    Speed (MPH)

    Range Attack (HP)

    Melee Attack (HP)

    Range (m)

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    10.11 Screen Flow10.11.1 Main menu screen flow

    10.11.2 Screen Descriptions10.11.2.1 Main MenuAt the main menu the player can select to start a new game or load a previously saved

    game. They can also access the options menu for additional game options.

    10.11.2.2 Options ScreenOn the options screen the player has four options.

    An audio option allows the player to edit the games master volume setting. The Video option allows the player to edit various video settings to create an

    optimum viewing setting.

    Control sensitivity and control layout can be accessed via controls option. Credits displays the games credits

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    10.12 Game Options10.12.1 Saving / Loading

    10.12.1.1 QuicksavePlayers can save the game at any point using the quicksave button, F5. If a player dies they

    will automatically start from the last quicksave. Quicksaves are useful to players at the

    beginning of tricky battles or puzzles.

    10.12.1.2 SavingThe game will automatically save when the player leaves a level and enters a new one. In

    addition the game will save upon completing a quest or hitting a checkpoint during a level.

    10.12.1.3 Loading10.12.1.3.1 From Main MenuFrom the games main menu the player can select Load Game which displays several

    save files to choose from.

    10.12.1.3.2 In-GamePlayers wishing to load from the game have to pause the game and select Load from

    the options menu.

    10.13 Replay Value10.13.1 Audio DropsPlayers can collect audio drops while exploring the world. Collecting audio drops unlockconcept and 3D art viewable from the main menu. There are 12 audio drops hidden

    throughout Ascension: The Awakening. Players will be rewarded upon finding 3 audio drops

    giving four unlocks that become available to view in the journal.

    No Audio

    Drops

    Unlockables

    1 - 3 Early concepts of characters

    4 - 6 Early concepts of environments

    7 - 9 Character renders

    10 - 12 Editor screenshots and environment renders

    10.14 Easter EggsVarious Easter eggs are hidden throughout Ascension: The Awakening. These range from images

    of the development teams friends and family to unusual audio samples and homages to famous

    video games.

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    11 Aesthetics / Styles11.1Art Competitive Analysis

    11.1.1

    Red Faction: Guerrilla

    Title: Red Faction: Guerrilla

    Genres: 3rd

    Person Shooter, Sandbox

    Platform: PC, Playstation 3, Xbox 360

    Developer: Volition Inc, Reactor Zero (PC)

    Original Publisher: THQ

    Year Released: 2009

    11.1.1.1 OverviewRed Faction: Guerrilla is a sandbox game set on a terraformed Mars where every building

    and vehicle is fully destructible. The player plays from the 3rd

    person perspective with the

    objective of overthrowing the Earth Defence Force from mining all the natural resources

    from the planet and enslaving the workers.

    11.1.1.2 Similarities Set on an alien planet The worlds have different areas with their own unique look Rocky environments, which carve paths through areas Desolate, sandy landscapes

    11.1.1.3 Why Ascension: The Awakening is Unique Fight against strange alien creatures with unique abilities The world has more distinct, abandoned regions with remnants of past civilisations Gravity fluctuations in the environment create otherworldly vistas, strange rock

    formations, floating islands and dramatic changes in scenery

    Unlike Mars, Aurora hosts a wide variety of interesting plant life

    Figure 45: Mountains on Mars directing the player (Brutalgamer.com)

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    11.1.3 World of WarcraftTitle: World of Warcraft

    Genres: Fantasy, Massively Multiplayer Role Playing Game

    Platform: PC, Mac

    Developer: Blizzard Entertainment

    Original Publisher: Blizzard Entertainment

    Year Released: 2004

    11.1.3.1 OverviewWorld of Warcraft is the largest massively multiplayer online role playing game in the

    world. With over 12 million players the game has a following as large as Lord of the Rings.

    The game is set within a fantasy universe but with a slight twist to the story unlike other

    fantasy worlds.

    One of the biggest causes to WoWs success is its unique artistic style and vision. The game

    is incredibly colourful and each area varies in palette, theme and design. The races of

    Azeroth all have incredible character and aesthetics making them identifiable amongst

    their allies almost instantly.

    11.1.3.2 Similarities Outland is a dying planet, deep in space and millions of light years away. Its home

    of the Orcs of Durotar

    A war on Outland was devastating and resulted in the legion being defeated but ata cost of tearing the planet apart.The strong gravity being the only thing holding

    the fragile planet together in any way.

    The environment is a rocky, broken wasteland full of dangerous creatures. Theskies are full of stars, galaxies, planets and many moons.

    The strong colour palette of Outland is also similar to areas in Ascension. Eachenvironment will have a distinct and unique style but still fit within the world vision

    11.1.3.3 Why Ascension is Unique Ascension has a much more scripted event system so although the areas and

    setting are quite similar, the activities the player will be undertaking are a lot more

    structured and guided. The monsters of Aurora are also a bit more terrifying and aggressive; the creatures

    in wow appear quite cartoony and are quite weak in comparison to the players

    they fight.

    The world of Outland is based more on survival than fantasy and magic. Ascensionwill have a more realistic style to its characters and environments.

    World of Warcraft is build with the mass market in mind. Ascension is focusedmore on gamers and therefore built using the CryEngine 2. The graphics will be

    superior in many areas, especially lighting.

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    11.2Other Inspiration11.2.1 Magic the Gathering

    11.2.1.1 OverviewMagic the Gathering is one of the oldest and greatest collectible card games. The game

    revolves around heroes known as planeswalkers, these magic sensitive beings could

    travel between planets through the multiverse, a dimension that tied all the planets

    together.

    The worlds of the multiverse are diverse and each unique in its own right. Each world has a

    specific theme and is full of unique cultures, history, monsters and environments.

    Title: Magic the Gathering

    Genres: Fantasy

    Platform: Card Game

    Designer: Richard Garfield

    Original Publisher: Wizards of the Coast

    Year Released: 1993

    Figure 47: A strong colour palette in a dried and rocky world; Outlands in World of Warcraft. (aatwow.com)

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    11.2.1.2 Similarities The history of Zendikar is that the planet was torn apart by a magical event and so

    the world is broken and each continent of the planet is very different in terms of

    how it looks and what lives there, based on its level of destruction.

    The world is also full of ancient ruins from civilisations long extinct. The keysimilarity is that of exploration and discovery even if the end results may differ asdo the objectives.

    11.2.1.3 Why Ascension: The Awakening is Unique Ascension is a blend of science fiction setting and fantasy setting, with the primary

    plot being very fantasy based, however the underlying story is more in the realms

    of science fiction.

    The world of Ascension is also void of any magic so to speak, the only thing thatcould be perceived as magic would be the power of the Altairon blood within the

    main character that allows him to activate and power ancient technology, including

    the pendant he wears.

    Figure 48: Zendikar demonstrates floating rocks in a destroyed world, a smililarity to Ascension

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    11.2.2 DuneTitle: Dune

    Genres: Sci-Fi, Action Adventure

    Platform: Film

    Director: David Lynch

    Distributer: Universal

    Year Released: 1984

    11.2.2.1 OverviewA rare spice known as Melange is found only on one planet in the known galaxy, Arrakis.

    The 1984 film centres on two families fighting for control of Melange mining operations.

    The natives of Arrakis await the arrival of a messiah who will lead a holy war against a

    sprawling galactic empire. A Duke and his family are sent to Arrakis to secure Melangemining, however the Duke is assassinated leaving his wife and son Paul to flee into the

    deserts of Arrakis. Paul and his mother befriend the planets natives and go into battle

    against his fathers killers and the empires ruler himself.

    11.2.2.2 Similarities The p