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Section 1 - Game Overview 1
Section 1 - Game Overview 1
Genre 1
Audience
Main Plot
Aesthetic Plan 1
Projected Costs / Gains 2
Section 2 Characters and Physical Layout 2
Two Playable Characters
AI / Enemies / Objects 3
AI Triggers
Interactive Objects
Section 2.1
Hacker Abilities
Rooms
Sound FX
Lighting
3D Models
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Studio Project
by James Como, Cody McCormick, & Andrew Romans
from jails and placed on slave worlds to toil in mines and mass manufacturing
plants. Many of these people are political activists and naysayers of the
Council. Even worse, some of these people are used in scientific experiments,
usually ending up dead or horrifically maimed.
You are part of a small but dedicated group of rebellious citizens that call
themselves the Admin. The Admin is an organization that supports many
operations across the empire and send out trained field agents to accomplish
their goals. Field agents work in pairs, one trained in the art of hacking and is
the overseer of their teammate, crippling the defenses of their target. The other
is an operative who enters unseen into office buildings and research centers.
Spiriting away their dark secrets and occasionally a few thousand credits to
help the cause.
Juna Glitch Houng is the Hacker of team 404. A child prodigy raised by
a wealthy family. Juna grew up submerged in the world of advanced computer
operations. At the age of 14, Juna was illegally accessing a New Hope
database and found the truth of what the government was doing. She
immediately found a way to become active and now serves as one of the top
Hackers for the Admin.
Yuri Whisper Dragovich is the Operative of team 404 and close friends
with Glitch. Yuri was born on a backwater slave planet to parents that were
enslaved for their political views on the Council of New Hope. Their strength
against the oppressive and corrupt empire never faltered. Yuri grew up
learning all about the crooked ways of the Council, and their wrong doings.
When he was 17, Yuris parents were finally killed for their disobedience and
Yuri knew it was time to make his stand. He miraculously escaped the mining
world and was picked up by the Admin, becoming one of their most dedicated
and elite Operatives.
Together, Glitch and Whisper travel in their mobile base of operations, the Port
Forwarded, which is disguised as a common hover van. They hit research
facilities, banks, and other such buildings that are the holdings of the Council
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of New Hope. For one day, their dedication will hopefully lead to the crumbling
of the Council and start a full fledged rebellion.
Aesthetic Plan
Aesthetically we plan on developing our environments based off of the fps
game Minimum, except without the environments being voxel.
Projected Costs / Gains
Main Hour Costs
- $30 per hour X 15 Work Hours Per Week = $450 Per Person
work week
- $6300 Per Person (For 14 weeks) X 3 Workers = $18900 Total
Software Costs
- 3DS Max Monthly (3 Months) = $555 Total
- Visual Studio Pro For 3 People = $1497 Total
- Unity Pro + Android & IOS pro = $675
Projected Distribution Gain
- We estimate to distribute Hacktical Advantage for $10 a copy on
steam. As well as offering a special of $15 dollars for two copies
for a limited time on the games release. With an estimate of
200,000 individual copies sold on release, and another 100,000
copies of our limited special sold on release would produce a
total net gain of $3.5 Million.
Total Estimated Cost of Production
- A total of $21,627
Estimated Money Gain vs Spent
- A total gain of $3,478,373
Operative has gadgets that allow them to access terminals and open up
connections inside the facility so that the Hacker has greater control and
becomes more effective.
2. Hacker (Client) - Can choose to play either on a PC or mobile device, and
joins the game hosted by the Operative player. The Hacker plays as if they
were sitting in front of a computer screen at a discrete location. From their
desktop view, the Hacker can interact with the computer screen in order to
manipulate the facility that the Operative is in.
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AI / Enemies / Obstacles
Cameras - Placed on random ceilings in the game. Some have an arc of
rotation, while others remain stationary. Cannot be viewed until it is tagged
by operative and hacked by the the hacker.
Human Security Guard - Patrols a designated area. They can taze the
Operative, and can only be knocked out from behind. If an unconscious
guard is found by another guard, the nearest alarm will be triggered and the
unconscious guard will respawn in the security office. Unconscious guard
bodies can be moved by the operative.
Security Robot - A security robot patrols a designated area. They can taze
the Operative, and can only be disabled by hacking, power failure, or an
emp blast. Hacking a robot only disables it for a length of time, determined
by the difficulty of the hack. They cannot be moved.
Turrets - Placed and functions similarly to cameras. If spotted by a turret,
the Operative is tazed.
Tripwires - Tripwires are placed in hallways and occasionally vents. If the
Operative sets off a tripwire the alarm is sounded and nearby unlocked
security doors relock.
Locked Security Doors - Impassable. Can be unlocked by hacker or by
using a special door key. Guards can move freely through doors.
Unlocked Door - A simple door that can be opened at any time by the
operative.
AI Triggers
1. Alarm - Can be triggered by multiple events. Attracts all of the guards in the
area to the location that the alarm was triggered at. Any nearby turrets will
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start shooting at the player after a small delay and nearby security doors will
be locked. 30 seconds after the alarm was triggered it can be disabled at a
corresponding local power box or data server by a guard or the hacker.
2. Vision of Player - Cameras, turrets, security guards, and robots all have a
field of vision that varies in size. Room lighting only affects the security
guards field of vision. If the operative is spotted, an event is triggered based
upon who spotted the operative.
3. Lights Off - Lights in an area can be turned on or off at a local power box or
a data server. If a human guard notices the lights have been turned off, they
will go to the power box and turn them back on.
4. Found Unconscious Guard - The unconscious guard is removed from the
game and respawned inside the security office, returning to his patrol area.
The guard who found him runs to the nearest power box and activates the
alarm for an extended period of time.
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Interactive Objects
Power Boxes - Small objects that appear on walls that can be interacted
with by the Operative. They allow the Hacker to toggle local lights, alarms,
and tripwires.
Data Servers - Large consoles that appear in specific rooms and cover a
wall. They are similar to Power Boxes, but they give the hacker a greater
range of control and can be remotely accessed for 2 minutes. Also has a
chance to randomly unlock a security door and/or give the hacker a random
data file.
Data File/Loot/Etc. - Objectives or side objectives that the Operative must
locate and pick up in order to succeed. Can also include guard patrol routes,
extra currency for upgrades, office keys, etc.
Vent Openings - Interactable grate that automatically opens and closes in
order to allow the Operative to enter and exit a vent.
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Section 2.1
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1. Electrical current matching, start to end with time limit. A lot like water flow
pipe mini puzzles.
2. An unblock me type puzzle.
3. Riddle password solver
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Operative Abilities
1. Tagging - Using his multi-hacking tool, the operative must aim at the target
before the hacker can perform any actions on it. Some targets (like cameras
& security doors) only need to be tagged once, while other targets (like
security robots) need to be continually tagged while the hacker performs an
action on it. Targets include security doors, cameras, security robots, human
security guards, power boxes, data servers, files & data, and turrets.
2. EMP Grenades - Limited amount of thrown grenades that will temporarily
deactivate all of the electronics within range.
3. Interact - The Operative is able to interact with simple objects in the world,
such as opening vents, office doors, and data files/loot.
4. Incapacitate Human Security Guard - Attacking a guard from behind without
being noticed will knock him unconscious. The guards body can then be
picked up, moved, and dropped.
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Sound FX
Walking Sounds
EMP explosion
Gunfire
Alarm
Server Room Ambient Noise (Beeping, whirring, etc.)
Laser Buzzing (Tripwire)
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Lighting
R,G,B : interactable objects will turn one of three colors depending on what
their status is in the game at any given moment. Red rings or lights will
denote that an object or AI is hostile and aggrod and will be actively
searching for the player or will be locked down. Green will denote that the
affected object is being directly accessed by the Hacker. Blue means that
the object is deactivated or non-hostile toward the player.
Alarms (Red, Spinning, two rays)
Window lighting
Room lights
Flashlight light for dimmed rooms
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Code/Scripts Needed
Network Controller - Includes all network related scripts
Random Level Generator - Creates the actual level layout
Random Room Generator - Fills rooms with props based on its type
AI Controllers - See Section 2 (AI/Enemies & AI Triggers)
Controller Input - Joypad, mobile, & keyboard controls
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Section 4 - Sequences
Cinematics/Cutscenes
1. Hackers starting of the computer turning on and being prepared for the
game.
2. Once Operative has left the building, if applicable to game mode, then
cutscene of Operative entering players hacker van skin and the van driving
away.
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3D Models
Room Types
Security Guard
Robotic Guard
Tripwire
Camera
Turrets
Power Glove
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Animations
Walking
Running
Attack
Shut Down (Robotic Guard / Turrets)
AI / Enemies / Obstacles
1. Locked Office Door - Impassable. Cannot be hacked open. Requires a
physical key to unlock. Keys are linked to specific doors and are hidden
within the level.
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