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Great Escape Design

Great Escape Design

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Published by Tomas Rawlings
This is the main Game Design Document for The Great Escape game by Pivotal Games/Sci for PlayStation 2/xbox and PC. I get asked by people what a games design document looks like, so I thought I'd share this one with you. It is put here for educational purposes only. This is the main game design document (GDD) for the game.

See http://www.scribd.com/tag/geps2docs for the full list of documents I've uploaded. Thanks.
This is the main Game Design Document for The Great Escape game by Pivotal Games/Sci for PlayStation 2/xbox and PC. I get asked by people what a games design document looks like, so I thought I'd share this one with you. It is put here for educational purposes only. This is the main game design document (GDD) for the game.

See http://www.scribd.com/tag/geps2docs for the full list of documents I've uploaded. Thanks.

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Published by: Tomas Rawlings on Feb 09, 2010
Copyright:Traditional Copyright: All rights reserved

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12/28/2012

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Copyright Pivotal Games © 2002S:\tom_phd\ge\Great_Escape_Design.doc
The Great Escape
Based on the film by John Sturges and the novel by Paul BrickhillVersion 6.3
V5.1 Added deliberate throwing of objects to make a noise 18/4/02V5.2 Simplified strangle attack, older version in new 2
nd
pass design section 29/05/02V 5.3 Stamina Bar Removed, not stamina ins game now 05/06/02V 5.4 Final Score System RemovedV 5.5 Addition of Movie Replay Option and Time Trial 16/07/02V 5.6 Changes to difficulty, distractions, action icon functionality and console messages. 16/07/02V 5.7 Added xbox controls 05/08/02V 5.8 Added button bashing design 05/08/02V 5.9 PC & xbox controls (with alternatives and PS2 Alternatives) added 19/08/02V6.0 Added end level design.V6.1 Added Sitting CodeV6.2 Updated PC Keyboard Contols.V6.3 More updated controls for PC,PS2 andxbox. 22/01/03
Version 5 (26/02/20)Motorbikes
- Addition of motorbike design.
Stooges Gone
– it was felt that these did not offer enough flexibility and if given a better camera anglewould replicated the function of the camera overseeing the distraction and stealth cameras, so wasremoved. Distractions still remain.
Placement of Stooges and Distractions Gone
– Most levels had an optimal place that stooges anddistractions could be placed, it was felt that offering ‘dummy’ placements simply tricked the player into placing their resources in bad positioning, so confused the game.
Fly through replacing cinematic cut-scenes for Mission Briefings
– Cut scenes need to providemore in the way of geographical information about events. Mission briefings will no longer becinematic events in a hut, but will feature a fly-though of the level with a voice-over explaining themission.
Character Choice Gone
– Missions will offer more playability if tailor-made for each character.Missions will no longer have the choice for character and will have the gameplay optimised for thecharacter that will be undertaking the mission.
AI Changes
– The AI system has been re-designed to a more intuitive ‘character’ or unit basedmodular system to improve the predictability of the AI units from the player’s perspective.
Climbing Gone
– Climbing up on walls means there are too many opportunities for the player to gointo places they aren’t wanted in! This means it’s hard to funnel gameplay and makes the game less astealth event and more a ‘Tomb Raider’ platform game. To restore focus, this aspect has beenremoved. The player will still be able to get onto roves etc, but will be done by climbing on boxes etc.
Addition of Compass/Threat Information
– It was felt that the game was very difficult and the player needs feedback on the AI, view-cone state and position of the enemy units in the game. Theaddition of these systems to the interface will provide the player with this information.
Update of Visibility and Hearing
– This change is to account for the changes to AI.Tomas Rawlings30/09/2009Page 1 of 39
 
Copyright Pivotal Games © 2002S:\tom_phd\ge\Great_Escape_Design.doc
Version 1-4 Information
V1.0 Version 1 is finalised 22/03/01V1.1 PS2 controller as generic and changes to vehicle control and wounds added 23/03/10V1.2 Guard Dogs addedV1.3 Couple of errors fixedV1.4 New search info & Change to how multiple object finding is handledV1.5 Update of plotlines in levels 3 and 4, added 4/5/01V1.6 Addition of static POWs as objects for gameV1.7 Addition of Stealth button to replace jump button, plus adding multiplayer sectionV1.8 Revisions of Ingame 3D Screen, Ingame Map Screen, Briefing and Debriefing screensV1.9 Removal of ‘Speed Button’ and its replacement with the analogue controller controlling speedV2.0 Alteration of Strangle Attack and removal of some skillsV2.1 Addition of bodies and large inventory itemsV2.2 Contents updated and new terms added to ‘Terms Used’ 17/07/01V2.3 Bribes updated and AI Bodies updated 31/7/01V2.4 Scoring, Knife attacks, Cut-Scene controls and Spawning added 06/08/01V2.5 Pushing/Pulling Objects added 08/08/01V2.6 Non-strange close combat fatality 08/08/01V2.7 More Additions to Ingame Menu/Information 08/08/01V2.8 Update on Stooges/Distractions & Unskilled Characters Information 23/08/01V2.9 Changes to Saluting 27/08/01V3.0 Update of Interface Design and Fonts added 3/09/01V3.1 Linear Mission structure added, cooler points added and Non-skilled characters removed 7/9/01V3.2 Changes to mission structure to allow Halfway cut-scene 11/09/01V3.3 Addition of interface info for distractions & subtitle changes to difficulty level 17/09/01V3.4 Update of jumping, dogs and update of moving boxes 20/09/01V3.5 Update of interface – front end and ingame map screen 25/09/01V3.6 Further Update of interface – ingame, map screen and briefing screen 02/10/01V3.7 Addition of Stamina Bar 02/10/01V3.8 Further update of Interface 05/10/01V3.9 Trees Added 17/10/01V4.0 Update of Interface 17/10/01V4.1 Rocks, updated stealth controls design added 06/11/01V4.2 Climbing and the Stamina Bar added (the word ‘Stamina’ replaces ‘energy’) 08/10/01V4.3 Update of interface design round placement of stooges and distractions 12/11/01V4.4 Added Ashley-Pitt to character list 20/11/01V4.5 Update of Naughtiness and addition of States of AI statusV4.6 Door peek camera replaced by ‘keyhole peek’ camera for stealth 04/12/01V4.7 Terminology Change – ‘Health’ replaces ‘Stamina’ and ‘Stamina’ replaces ‘Fatigue’ Phew.Tomas Rawlings30/09/2009Page 2 of 39
 
Copyright Pivotal Games © 2002S:\tom_phd\ge\Great_Escape_Design.doc 
Contents
Equipment ......................................................................................................................................8Commands Menu ...........................................................................................................................8Player Image and Health ................................................................................................................8Context Box ...................................................................................................................................9Timer Bars ......................................................................................................................................9Action Bars ....................................................................................................................................9Compass and Threat Meter ............................................................................................................9Threat Icons ..................................................................................................................................10Strangle Attack .............................................................................................................................10Distraction Icons ..........................................................................................................................10Console Messages ........................................................................................................................10Priority of Console Messages ......................................................................................................11
 
Digital D-Pad ...............................................................................................................................13Vehicles ........................................................................................................................................14Digital D-Pad ...............................................................................................................................14Equipment Menu (Hold Triangle, release to select) ....................................................................14Left Stick Up ................................................................................................................................14Blythe Menu (Hold Square) .........................................................................................................14Left Stick Right ............................................................................................................................15In-game Map Screen ....................................................................................................................15Digital D-Pad ...............................................................................................................................15Pause Menu ..................................................................................................................................15Digital D-Pad ...............................................................................................................................15

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