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Great Escape Level 1 Scripting

Great Escape Level 1 Scripting

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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 document built from the Level 1 design where we design how it will be laid-out, then we take what the art department have done and a designer will add the scripting objects (routes, areas etc) the level needs ad then we document what we have done to this we then add the guide for each event in the level for the programmers to use to build the level itself. The text in CAPITALS refers to the name of a scripting object within the level.

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 document built from the Level 1 design where we design how it will be laid-out, then we take what the art department have done and a designer will add the scripting objects (routes, areas etc) the level needs ad then we document what we have done to this we then add the guide for each event in the level for the programmers to use to build the level itself. The text in CAPITALS refers to the name of a scripting object within the level.

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 11, 2010
Copyright:Traditional Copyright: All rights reserved

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07/20/2014

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Copyright Pivotal Games © 2001S:\tom_phd\ge\Levels\scripting\Level_1.doc
Level 1 – Camp Area
Dalag Luft X, 4th October 1940. McDonald
Level Structure
First the player speaks to the SBO and information about the escape.To escape, the player discovers, a pass is essential to success. Theforger needs one from the guard hut. Once the player takes this, atimer begins, linked to a goon. Also the unit GUARDHUT_PATROLis made active.Once the player has got the ID it needs to be taken to the forger, whotakes it to make a copy. Make active unit DIGGING_GOON andanimate to dig with shovel he is equipped with.At a set point the goon linked to the timer will route to the place wherethe ID is. If the player is in regionCHECK_PLAYER_NOT_IN_ROOM then begin this using unitOFFICER_CHECK_ID and camera ID_CHECK. If the ID is no there,the alarm is raised and the mission failed. If the player is in the regionCHECK_PLAYER_NOT_IN_ROOM then do not do the scene, re-checking every 5 seconds until the player is out of the region.After taking the ID back the player is told to speak to the tunneler working in the tunnel in hut 3. The tunneler tells the player he needs toget the shovel, from by the locked 2
nd
gate. Make inactive unitDIGGING_GOON and make active SHOVEL. This then needs to betaken to the tunneler (make TUNNELER_PIOTR_KROTOPKINinactive and TUNNELER_KROTOPKIN_IN_TUNNEL active.).The player needs to take the shovel down the tunnel. To do this the player needs to push the furniture from the entrance. Once the player has delivered the shovel to the tunneler, a sound file informs the player that the guards are searching the hut. Units are spawned at each door and 1 ferret and 1 goon enter the hut. They search the hut and if theysee the tunnel entrance it’s game over. If not whenSPAWN_TUNNEL_CHECK_FERRET reaches the waypointSPAWN_TUNNEL_CHECK_FERRET_10, the camera cuts toGOONS_LEAVE_HUT and the player is paused to shown the goonsleaving the hut (until waypointSPAWN_TUNNEL_CHECK_FERRET_13 is reached) and all theunits made active are de-activated and control is returned to the player.The player discovers that wood is needed to complete the tunnel. Thiswood is outside by the wood shed. When the player grabs the wood agoon is spawned to come a fetch some wood for the stove in the guardhut. This unit is GOON_GET_FIRE_WOOD and when he reachesGOON_GET_FIRE_WOOD_4 he should kneel down, then route toGOON_GET_FIRE_WOOD_11 to become in-active again (providedthe player is not looking)Once the wood has been given to the tunneler, the forger will havefinished the ID. The player can return and pick it up. Once the player  pick this up, the tunnel is made ready (removeTUNNEL_BLOCKAGE, swap active tunneler HLOs) and the player can escape. From the end of the tunnel the player emerges and iscaptured, triggered by region TUNNEL_EXIT then jump toTomas Rawlings and Darren Kirby30/09/2009Page 1 of 13
 
Copyright Pivotal Games © 2001S:\tom_phd\ge\Levels\scripting\Level_1.docEND_MISSION activate TUNNEL_EXIT_GOON_A and B).Tomas Rawlings and Darren Kirby30/09/2009Page 2 of 13
 
Copyright Pivotal Games © 2001S:\tom_phd\ge\Levels\scripting\Level_1.doc
Cut Scenes
Guard Checking for Presence of Pass
Pass Present
Goon Officer to walk up to the table where the pass is and takes it.
Pass Not Present
Goon Officer to walk up to the table where the pass was and the alarm goes off, game over! Displaymessage MISSING_PASS_DISCOVERED.
Units Checking Tunnel Entrance
INT.HUTCamera is looking down tunnel from POV of someone looking down the tunnel:BIG X (Sound only!)Look out! Goons are coming!EXT.HUT 3Spawned units at front door of hut 3 are shown, the front door is open and the ferret and goon enteringand one goon remaining at the entrance. Player control is then returned.The ferret and goon to walk into the room with the tunnel,; if they see the open tunnel and shout analarm and it’s game over. Ferret to walk into the room with the tunnel and look around, turn round andhead back towards the guard hut (along with the 3 units guarding the left, right and front doors) andunspawn as soon as possible.
Tunnel Discovered
If at any point any guards enter the region TUNNEL_ROOM and the tunnel is open (i.e. objectTUNNEL_COVER has been moved), it’s game over. Jump to the camera TUNNEL_ENTRANCE asdisplay the message TUNNEL_DISCOVERED (Which says; “The Goons have discovered the pass ismissing. Security will be too tight to attempt to escape.”
End Level
EXT. TUNNEL EXITThe player emerges from the tunnel, a spotlight on the castle walls clicks onto the player, the screenletterboxes and the player finds he is surrounded by 2 goon guards, 1 officer and 1 ferret. The officer speaks as the player puts his arms up in surrender.GERMAN OFFICER Her MacDonald, A good attempt, but it would seem you have much to learn about escaping.Tomas Rawlings and Darren Kirby30/09/2009Page 3 of 13

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