Team ICN’TSPL Design Document for

:

Project Golem

All work Copyright ©2010 by Team ICN’TSPL Written by Alexis De Girolami, Natalie Burke, and Zach Heylmun Version # 1.00 Friday, February 19, 2010

Copyright (C) 2010 Team ICN’TSPL – All rights reserved

Table of Contents
NAME OF GAME ____________________________________________________________________ 1 DESIGN HISTORY ___________________________________________________________________ 4 VERSION 1.1 ________________________________________________________________________ 4 GAME OVERVIEW __________________________________________________________________ 5 PHILOSOPHY ________________________________________________________________________ Player Immersion __________________________________________________________________ Unreal Development Kit_____________________________________________________________ Game Design Goals ________________________________________________________________ COMMON QUESTIONS _________________________________________________________________ What is the game? _________________________________________________________________ Why create this game? ______________________________________________________________ Where does the game take place? _____________________________________________________ What do I control? _________________________________________________________________ How many characters do I control?____________________________________________________ What is the main focus? _____________________________________________________________ What’s different? __________________________________________________________________ 5 5 5 5 5 5 5 5 5 5 6 6

FEATURE SET ______________________________________________________________________ 7 GENERAL FEATURES __________________________________________________________________ 7 GAME PLAY _________________________________________________________________________ 7 THE GAME WORLD _________________________________________________________________ 8 OVERVIEW _________________________________________________________________________ 8 INVENTORY INTERACTION______________________________________________________________ 8 AUDIO INDICATORS ___________________________________________________________________ 8 THE PHYSICAL WORLD ________________________________________________________________ 8 Overview_________________________________________________________________________ 8 Key Locations _____________________________________________________________________ 8 Travel ___________________________________________________________________________ 9 Scale ____________________________________________________________________________ 9 Objects __________________________________________________________________________ 9 Weather__________________________________________________________________________ 9 Day and Night ____________________________________________________________________ 9 RENDERING SYSTEM __________________________________________________________________ 9 CAMERA __________________________________________________________________________ 10 GAME ENGINE ______________________________________________________________________ 10 Overview________________________________________________________________________ 10 Unreal Script ____________________________________________________________________ 10 Element Effects ___________________________________________________________________ 10 Collision Detection________________________________________________________________ 10 LIGHTING MODELS __________________________________________________________________ 11 Overview________________________________________________________________________ 11 Nexus Level______________________________________________________________________ 11 Earth Level ______________________________________________________________________ 11 Fire Level _______________________________________________________________________ 11 Water Level______________________________________________________________________ 11 Air Level ________________________________________________________________________ 11 THE WORLD LAYOUT ______________________________________________________________ 12 Confidential 2 2/19/10 10

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OVERVIEW ________________________________________________________________________ NEXUS LEVEL ______________________________________________________________________ EARTH LEVEL ______________________________________________________________________ FIRE LEVEL ________________________________________________________________________ WATER LEVEL ______________________________________________________________________ AIR LEVEL _________________________________________________________________________

12 12 13 15 17 19

GAME CHARACTERS_______________________________________________________________ 21 OVERVIEW ________________________________________________________________________ 21 ENEMIES AND MONSTERS _____________________________________________________________ 22 Earth Golem__________________________________________________________________ 22 Fire Golem___________________________________________________________________ 23 Water Golem___________________________________________________________________24 Air Golem_____________________________________________________________________ 25 USER INTERFACE__________________________________________________________________ 26 OVERVIEW ________________________________________________________________________ 26 GAME MENU _______________________________________________________________________ 26 WEAPONS _________________________________________________________________________ 27 OVERVIEW ________________________________________________________________________ EXPLODING CRYSTAL CROSSBOW ______________________________________________________ WATER TRAP ______________________________________________________________________ PISTOL ____________________________________________________________________________ BUCKET TRAP ______________________________________________________________________ CEILING COLLAPSE TRAP _____________________________________________________________ 27 27 27 28 28 28

MESH LIST ________________________________________________________________________ 29 ANIMATION LIST __________________________________________________________________ 33 MUSICAL SCORES AND SOUND EFFECTS ___________________________________________ 36 OVERVIEW ________________________________________________________________________ UDK 3D AUDIO INTEGRATION _________________________________________________________ SOUND DESIGN _____________________________________________________________________ SOUND EFFECTS LIST ________________________________________________________________ MUSICAL SCORE ____________________________________________________________________ 36 36 36 36 36

SCRIPT ____________________________________________________________________________ 41 MATINEE STORYBOARDS __________________________________________________________ 41 TECHNICAL DESIGN _______________________________________________________________ 43 OVERVIEW ________________________________________________________________________ 43 KISMET ___________________________________________________________________________ 43 CODE DESIGN ______________________________________________________________________ 44

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Design History
This section of the Design Document is responsible for updating the development team on what has been changed in each iteration of the document. All changes done in later portions of the document will be noted here in Version numbers.

Version 1.1
Mesh List, Animation List, and Sound Effects List sections added. In addition, storyboards for all Matinee Sequences were added and the Technical Design section was updated.

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Game Overview
Philosophy
Player Immersion This game is attempting to create a completely immersive environment. By placing the player in a position that very little is known about your character, the game will enable the player to react to situations in whatever way they see fit. Unreal Development Kit We are creating this game with the Unreal Development Kit. Not only is it an industry-standard development kit, but it provides advanced lighting, effects, and scripting that isn’t accessible in other software available to students at this point. Game Design Goals We are striving to create a game that places emphasis and focus on the environment around you and not so much on the physical act of “controlling” the main character. We aim to create a game that blurs the line between the player and the main character, to the point that it’s believable that they are one and the same.

Common Questions
What is the game? A first-person perspective atmospheric puzzle/adventure game. In the game, the main character is hit by a truck while walking his dog and must battle against elemental golems to recover from the coma he is in. He gains instruction from his dog who acts as a conscience/guiding figure. To defeat these golems, he must solve level-specific puzzles to build traps and weapons. Why create this game? There is currently a trend in the game development industry towards first-person games with a vaguely creepy feel. There is a hole in the market, however, towards indirect combat, with most popular games in the first-person genre playing as shooters. We aim to fill that hole by creating a game that requires thought and problem solving from the player. Where does the game take place? The “universe” is your mind, as you are in a coma, and manifests as a central nexus level with four doors leading to the game’s levels. Each door will show quite clearly the type (element) of golem that resides within (earth, water, air, or fire), as will the levels themselves. For example, the earth level will be made almost entirely out of rock, the air level out of fog, and so on. What do I control? The player will control the main character, and through association the dog, who follows you. How many characters do I control? The only controllable character is the main character. Confidential 5 2/19/10 10

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What is the main focus? The goal is to destroy the elemental golems in each level. Each golem will have a particular skill set that the player must take into consideration to destroy it. Once the golems have been destroyed, the player will be able to wake up. If the player is defeated, they will “flat-line” (die). What’s different? While the first-person style games that have been successful focusing primarily on combat as game play, this game would make a greater shift towards exploration and puzzle-solving to further the story. The player can get as little or as much out of the game as they wish purely by exploring.

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Feature Set
General Features
First person perspective Elemental themes (fire, water, etc) 3D graphics

Gameplay
Four different elemental levels Golems haunt each level and must be defeated Puzzles are solved by gathering items throughout levels and assembling them Items can be retained from level to level Many different ways to complete a level/defeat a golem Set traps Create weapons Focus on stealth over “guns blazing” combat system Ambient sounds set mood and give clues Sounds signify items/areas of significance Dog is a sarcastic guiding figure (indicates items, methods, etc)

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The Game World
Overview
The game is organized into four main stages/levels with a single, circular nexus level where the player begins. Each of the four levels have a theme towards an element—earth, fire, water, and air—which reflect the golem character within that you must defeat. The golems have their own sets of skills and pitfalls that are reflected in the elements they represent and must be considered when facing these elements

Inventory Interaction
The primary feature of the game requires the player to integrate items picked up in the environment into weapons and traps. These can then be used to defeat the golems.

Audio Indicators
To find or avoid golems, using every aspect of the player’s senses is important, particularly in audio elements. The player will be able to hear the golem coming, and will use sounds to find particular elements in the game that will aid in defeating it.

The Physical World
Overview The main character spends a vast majority of the game in a coma, so the “physical world” is the world created in the main character’s own mind. It focuses on a single nexus level with four elementalfocused levels branching from this central area. Key Locations The player is walking his dog across the street on the University of Florida Campus facing Fine Arts B when he is hit by a bus. The player wakes in the circular Nexus Level surrounded by the doors to the levels. The dog guides you as to which order to enter the levels. The Earth level is the first level you visit. The Earth Level is a circular level with four corridors leading to a central square chamber. Items can be picked up throughout the level at 20 defined locations where items have a random chance of being placed. A majority of the locations are focused in the central square of the level, where the golem lingers unless it is lured away. One of the locations is a pool of water with a crack in the wall where a trap can be set. The player will be able to hear water rushing when nearby. The Fire level is the second level you visit. The Fire Level consists of a number of winding chambers within a pointed oval shape. The central area again is where the golem will linger unless drawn away. Items can be picked up throughout the level at 20 defined locations where items have a random chance of being placed. A majority of the locations are focused in the central area of the level, an industrial setting, where the golem lingers unless it is lured away. The Water level is the third level you visit. The Water Level is split into two stories, a freezing “ice” portion and a lower “water” portion. In order to defeat the golem, the player must lure the golem up to the ice level and prevent it from escaping by setting up a trap, thus freezing the golem and using another weapon to shatter it. The Air level is the fourth and final level you visit. Confidential 8 2/19/10 10

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The Air level is an open colonnade where you wander, with a minimal ruin-like quality to allow for hiding behind objects. The golem tries to blow you off the platform that makes up the level and you strive to direct air currents to blow it off the platform. To do so you must move around randomly placed ruin pieces, which are placed in a possible 12 locations, and are concentrated in no particular place. Travel Standard keyboard controls (w/a/s/d are forwards, left, backwards, and right, and spacebar is jump) allow the player to move the character from a first-person perspective. Running over items on the ground automatically picks them up and places them in the inventory, which can be accessed by hitting the key “i”. Scale The Main character’s size is used measured using the standard Unreal Unit ratio of 96 units tall when standing. Each golem will be, in ratio to that size: Earth:MC — 3:1 Fire:MC — 1:1 Water:MC — 2:1 Air:MC — 3:1 The levels, in order of size in units: Earth is the smallest, Water is second, Fire is third, and Air is the largest. Each level’s ground to ceiling height will be in proportion to the golem’s size, thus: Earth 300 units Fire 120-130 units Water approx 200 units in the “water” portion of the level; infinitely high in the ice portion Air infinitely high (the player will be unable to see the ceiling) Objects Objects in this game are items that can be assembled to be used as a trap or a weapon. The traps and weapons’ corresponding parts will be listed in the weapons section. The weapons are: Earth level Exploding crystal crossbow Water trap Fire level Water gun Strategic ceiling trap Water level Crossbow from earth level slows golem down but doesn’t kill him when in water form However, in ice form, it shatters the golem Air level Pillars and other ruin-style architecture are moved around to direct air currents Weather Each level has appropriate effects according to the element (ex. Fire is hot, air is windy, etc)

Rendering System
We are making use of the Unreal Engine, which has a built-in 3D rendering engine which includes HDRR, per-pixel lighting, and dynamic shadows.

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Camera
As a first-person perspective game, camera movement represents the player’s movement, whether in gameplay or in cinematic sequences. As such, you never see the main character.

Game Engine
Overview We are using the Unreal Engine 3 developed by Epic games. It includes a core made in C++, though most game coding is done in UnrealScript. It integrates rendering, physics, collision detection, AI, visibility, networking, and file system management into one complete engine. See Rendering for rendering specifics. UnrealScript UnrealScript is syntactically similar to Java. As in Java, UnrealScript does not support multiple inheritance, classes all inherit from a common Object class and are define in individual files named after each class. Interfaces are supported in Unreal Engine 3. Element effects Water Fire Earth Air Unreal handles water with animation for flowing effects. Unreal handles fire effects. Unreal handles fracture of solid meshes, which we will use for a majority of this level. Unreal handles fog and steam effects, which we will use for both the Air level and the Nexus level’s walls.

Collision Detection Unreal has a built-in collision detection system. When a BSP brush is created, the Unreal Static Mesh editor handles collision box creation. Static meshes imported into UDK allows for collision detection through the creation of bounding volumes for each mesh.

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Lighting Models
Overview For each level we will use Unreal’s Light Mass system as well as additional lighting which will be described below. Nexus level lighting There will be a blue emissive light around the ridged edge of the room, which will cast a glow on the fog throughout the rest of the level. We will also add a single, low intensity point light in the center of the room for global illumination. In addition, the Fire level’s door will include an emissive channel from the magma-like material inside the door’s mesh. Earth level lighting Earth level is very dark with lighting arising from several different glowing mushroom meshes and several crystal meshes. These will have emissive channels as well as point lights to accent these meshes further. Additional point lights will be included as needed for illumination. Fire level lighting The Fire level is one of the brighter levels in the game. The level will be primarily lit by magma and lava walls and ceiling which will have emissive channels within the static meshes. In addition, point lights will be used for increased illumination. All lighting will focus on a red-orange hue to give the impression of heat throughout the level. Water level lighting The Water level will be slightly dim, and will vary throughout the level. The lighting on the lower layer of the level will consist of primarily point lights in a white hue for basic illumination, and significant environment detail will be shown by these lights reflecting off the water effects available in Unreal Engine. The upper level will be illuminated by a global blue light, giving the impression of a “cold” feeling. s Air level lighting The Air level will be the brightest level in the game. White global lighting will make up all illumination. It should be noted, however, that possibilities for the ruin-structures may also be given a minor emissive channel, for a vaguely “heavenly” effect. This will be determined at a later date.

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The World Layout
Overview
The game world is composed of five primary areas: four playable levels and a central Nexus level that acts as a point prior to and between levels. They are described in detail below.

Nexus Level
This level is the central area where all levels can be reached. After a golem is defeated, the player must return to this level before moving to the next. It is a circular room with a groove in the outer floor which light emerges from. Four doors occupy the perimeter of the room at the north, south, east, and west places in relation to the center. Each door will clearly represent the level it leads to. Between the doors will be walls with fog effects that make it appear as if the walls are shifting slightly, or that they aren’t quite tangible. Earth Door This is the first required level entry. This door will be made entirely out of rough rock, and will be static until the player approaches it. When the player approaches the door (i.e. triggers it to open), the rocks will crumble downward and scatter, allowing you to enter the level. Once you pass the door, the animation will reverse and the door will appear to “rebuild” itself. The symbol of the Earth level will light on the ground when the level is complete and will emit a tone throughout the rest of the game while in the nexus level. Fire Door This is the second required level entry. The door will be made out of partially-cooled magma with hotter lava within as well. The edges of the door will have flame licking upwards. When the door is approached it will explode inwards, opening up the entryway. Once you pass through, flames will shoot up behind you. We will use a post-processing effect to make the area around the door (both before and after entry) look very hot. The symbol of the Fire level, will light on the ground when the level is complete and will emit a tone throughout the rest of the game while in the nexus level. Water Door This is the third required level entry. The door will be made entirely from a water effect (water will fall from the door’s edge). When the door is approached it will quickly stop (as if the “faucet” is turned off) and once you walk through it will begin flowing again. The symbol of the Water level, will light on the ground when the level is complete and will emit a tone throughout the rest of the game while in the nexus level. Air Door This is the fourth and final level entry. The door will be swirling, thick clouds. When you approach the door the clouds will disperse, but if you approach the door before you have completed the other levels, you will fall into a bright light and reappear in the center of the level where the dog will warn you not to repeat going through the door until you are ready. If you are prepared to complete the last level, then you’ll fall again but land in the Air level. The symbol of the Water level, will light on the ground when the level is complete and will emit a tone throughout the rest of the game while in the nexus level.

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Earth Level

When the player first enters the level, we are aiming for the environment to be dark, damp, and quiet, save for the steady thump of the golem’s walk as it wanders the level (see the Music and Sound Effect section for more on this). The environment will be rocky and will primarily use color palette as follows:

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Tunnels will be vaguely circular—though irregular—and the central room will be the largest space in the level. This room will have a single support-like structure: a column of thick roots with mushrooms decorating them. We aim to use 5 rock-wall meshes and 3 rocky-ground meshes which we will vary (mirror etc) throughout the level. Other decorative/lighting meshes are as follows: Large root-column Three mushroom clusters Three crystal clusters Three vine meshes (wall decoration) Three root meshes (ground decoration) Three debris meshes

Please note that the golem’s mesh will fit precisely within the tunnel, thus, it will be impossible to slip past it. There are twenty possible locations for items to be picked up within the Earth Level. Please see the map above for these locations (marked as white “X”s). At the initial loading of the level the possible items that can be picked up will be randomly placed in nine of these positions. Should the player die before the level is completed, then the items will reset in different positions. The items will be plainly visible—not hidden—and will be picked up by the player walking over the item. Some items will be indicated as “special” due to unusual properties (ex. water dripping, exploding crystals “hum”, etc). However, not all items will be obvious in their importance.

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Fire Level

When the player first enters the level, we are striving to make the level as hot-feeling as possible. Sound effects for crackling fire will be used, as will any effects involving the Fire golem itself (see the Music and Sound Effect section for more on this). The environment will be rocky but will place emphasis on more volcanic-variants of environment. The rock that makes up the floors of the level will be primarily black (as cool lava) and grey, with little to no emissive channel illumination. The walls, in contrast, will appear to be hot lava, with emissive illumination that will make it appear to be moving. The tunnels will be only slightly larger than the main character, increasing the impression of a close, hot environment. The central oval of the level will be designed in the style of an industrial boiler. There will be numerous pipes and incinerators throughout this aspect of the level which will emit steam and smoke respectively. The color palette of the level will be as follows:

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There are twenty possible locations for items to be picked up within the Fire Level. Please see the map above for these locations (marked as white “X”s). At the initial loading of the level the possible items that can be picked up will be randomly placed in seven of these positions. Should the player die before the level is completed, then the items will reset in different positions. The items will be plainly visible—not hidden—and will be picked up by the player walking over the item.

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Water Level

The level will be split into two sections connected by a passageway: an “upper” ice section and a “lower” water section. The upper section will be primarily an open area with ice-cliff meshes allowing for the main character to draw the golem around successfully. The lower section will be constructed in a spiral with passageways occasionally connecting the loops (as seen above). The color palette of the level will be as follows:

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The environment of the ice section will be made almost entirely out of cloudy ice, with a ground mesh made of a rocky—but partially-frozen—material. The walls that mark the barriers of this level are entirely made of ice, though they are thick enough that it will not be possible to see through them. The environment of the water section will be made entirely from UDK water-effects over transparent meshes. This will allow the user to see through the walls, though it will still be difficult to detect the Water golem.

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Air Level

When the user enters this level it will give the impression of a completely open space. The level will be designed as a rectangle with the center cut out as seen above. However, the level will be scattered with a colonnade structure that will hint at a Grecian temple. The columns will be both upright (in which case they will extend, to all appearances infinitely, upwards) and knocked over (as if the level is a ruin). The color palette of the level will be as follows:

In the center, open section of the level there will exist a series of knocked-over columns (3) and “floating” islands of marble (also 3), which the user will be able to jump to. However, due to the nature of the golem (see the Enemies section under Characters), it will be very easy for the player to be knocked off this island. As such, important items (such as the spike to hold in a ruin piece) will be located on these islands, making it difficult to obtain them successfully. The primary difficulty of the level revolves around a series of air currents that run throughout the colonnade. These currents can be manipulated by the spare column pieces located around the level, and must be used to defeat the golem inhabiting this level to blow it off the level’s perimeter. The floor meshes will be marble with a light fog effect placed over them for ambiance, with the only other structural meshes including:

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There are twelve possible locations for items to be picked up within the Air Level. Please see the map above for these locations (marked as “X”s). At the initial loading of the level the possible items that can be picked up will be randomly placed in four of these positions. Should the player die before the level is completed, then the items will reset in different positions. The items will be plainly visible—not hidden—and will be picked up by the player walking over the item.

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Game Characters
Overview
The primary characters of the game include: The main character is not given a name, but is the player’s controllable character. We are aiming for this character to be ambiguous, allowing for the player to feel as if they are genuinely playing through the story as themselves, not another character. The player stands at approximately 100 units tall. Doug the dog is the guide and side-kick figure throughout the game. He is the only character that you communicate with directly (or rather, he communicates with you). He has a human voice within the “coma” state the main character is in and has a propensity towards snide remarks and sarcasm. He follows the main character throughout the game. Doug stands at approximately 60 units tall.

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Enemies and Monsters
Earth Golem

This enemy stands at approximately 300 units tall, and is wide enough to fill the corridors of the Earth level. It is clumsy and stiff-moving. It is made of a primarily grey and brown color scheme, but has crystals embedded in its “flesh.” Simply put, it will look very similar to its environment. It will linger primarily in the central room, but will wander the outer circle if the player comes within visible distance, which will be relatively close to the golem. This enemy is slow in its “passive” state, moving slower than the player. However, in an “active” state (i.e. if it sees you), it moves slightly faster than the player. As this enemy wanders the level, it will stop at junctures along it’s path (branches, etc) and—if in passive mode—will randomly choose a direction to go, but only after pondering its decision for a few seconds. In active mode, it will take the same amount of time to choose, but will always go in the direction of the player’s last “turn.” The golem kills you by crushing the player (i.e. should the player make contact with the golem, a matinee of the golem punching the screen, then the screen going dark). Its weaknesses include the Exploding Crystal Crossbow and the Water Trap (see the Weapons section for more information).

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Fire Golem
This enemy stands at approximately 100 units tall, and is roughly the same size as the player. It takes a feminine form, thus all vocal capture done for this character will be done by a woman. It is fast and smarter than the Earth golem, giving it an advantage when chasing the player. It is made of a thick lava like material but will be set aflame though UDK fire effects (see concept sketch above for reference) and will consist of a primarily orange and red color scheme, but may include some light blue (ex. very hot fire). It will linger primarily in the central circles of the level, but will chase the player if spotted. The visible distance moving into an active state will be a fairly long distance in front of the golem. This enemy is quick even in its passive state, moving at precisely the player’s speed. When in its “active state” it will move at a significantly greater speed than the player. The method which the golem will chase the player is specific to this golem. As the level is made primarily of long, thin corridors, the golem will rush down the corridor as far as it goes to a flat juncture. When the golem reaches that juncture, it will smash against the wall, showering the area with sparks and creating a large amount of noise. Only after the golem recovers will it look again for the player. It should be noted then that the player’s method of evasion would be to turn down offshoots of the initial hallway, thus allowing the golem to rush past and the player to remain unharmed. This golem’s method of killing the player includes engulfing you in flame. Its weaknesses include the Collapsed Ceiling trap and the Water Gun (see the Weapons section for more information).

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Water Golem

This enemy stands at approximately 200 units tall and is built for water travel, but can move successfully on land as well. It takes a feminine form and will be made of a combination of UDK’s water effect and a mesh structure similar to a fish’s bones. The color palette of this golem will be primarily blues, grayscale, and greens. This enemy will linger in the lower, “water” section of the level, though will not actively enter the hallways accessible to the player while in its passive state. Should the player come within a few paces of the golem, however, it will enter the hallway-structure of the level and will be then in it’s “active” state. This enemy is fastest when in the water, moving at a speed significantly greater than the speed of the player, even though it is in its “passive state.” When in its active state, the golem moves fastest when in the water part of the level, though it will speed up by approximately 30% even while out of the water. However, when in the upper, “ice” portion of the level, the golem’s speed will decrease by a small factor every five seconds until it is completely stationary, giving the player an opportunity to “smash” the now-frozen golem. This golem’s method of killing the player is though biting with its sharp teeth. Its only weakness is to smash it once frozen. It can, however, be temporarily halted with the Exploding Crystal Crossbow when in its water-state, blowing it temporarily back before reforming (see the Weapons section for more information).

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Air Golem

This enemy stands at approximately 500 units tall, dwarfing the player, and it will be wide enough to just barely move between the columns that make up a majority of the level. It will be constructed of UDK fog effects but will have a small central mesh for shape and for animation purposes. The color palette of this golem will be primarily grayscale. This enemy will have equal reign of the entire level, wandering in a random pattern until it comes into its “active” state. Should the player stand in the same row of columns in front of the golem, it will go into its active state and try to blow the player off the level. The enemy has a constant speed of a drastically greater speed than the player, no matter if it’s in a “passive” or “active” state. This golem’s method of killing the player is through blowing it off the level’s perimeter. Its only weakness is to use items and column pieces to direct air currents to blow the golem off the level. Air currents can also be used to slow down the golem prior to blowing it off the level, giving the player more time to solve the puzzle. Note that this is the only method to either kill or slow down the golem.

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User Interface
Overview
The goal of this interface is to make all GUI components as straightforward and minimal as possible. As the main character has no discernable “health” (the player is either alive or dead), there is no need for a status/health bar. This menu is a real-time feature and can be accessed through tapping the “m” key. That is, though the menu will maximize when activated, animations, enemy movements, and all other real-time game aspects will remain functioning.

Game Menu
The Game Menu tab will consist of three self-explanatory options: Continue, Save and Quit, and Quit.

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Weapons
Overview
The weapons and traps of this game are vital to gameplay. Instead of directly battling the golems in each level, the player is required to assemble objects picked up from their environment into potentially useful items. Assembly of an item occurs when all the items in the weapon or trap are collected, and a key will be prompted of the player to “assemble,” which will take some time. The user will be notified via verbal queues how many (1/3, 4/5, etc) parts of a weapon or trap they have collected out of the total number.

Exploding Crystal Crossbow
Level: Earth Required items: Short rope, Wood x2, Humming crystal This crossbow is equipped with a humming crystal that explodes shortly upon impact. Note that ammunition for this weapon is endless. Effect on each enemy: Earth: Crystal, when shot, embeds in the rock of the golem’s body before exploding. Effective. Fire: When contact is made, small explosion. Ineffective. Water: While in Water area: Embeds in golem’s body before exploding. 10 seconds before golem reassembles itself. Partially effective. While in Ice area: If golem frozen, shatters golem. Air: When contact is made, small explosion. Ineffective.

Water Trap

Level: Earth Required items: Long rope, Humming crystal, Curved boulder, Pool of water The location of this trap is key to its function. The player must set up a trip wire for a boulder to drop onto an exploding crystal set into a crack in a wall, producing a rush of water that crushes the Earth golem.

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Pistol

Level: Earth Required items: none What appears to be an ordinary pistol. Contains 6 rounds. Effect on each enemy: Earth: Angers golem. Ineffective Fire: Angers golem. Ineffective. Water: Angers golem. Ineffective. Air: Angers golem. Ineffective.

Ceiling collapse trap

Level: Fire Required items: Fuse, weakened ceiling location, sulfur, charcoal, and potassium nitrate (from an exploding crystal) (which form gunpowder) The player sets up a trap with gunpowder set off by a fuse, which then collapses a ceiling on top of the golem.

Water Gun

Level: Fire Required items: Large pipe, thin rod, O ring, water The water is obtained in the earth level, which is then placed inside the pipe and shot at the Fire golem, which then kills it. Confidential 28 2/19/10 10

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Mesh List
Skeletal Meshes
Doug the Dog This mesh will take the form of a Great Dane. The dog will have a tail but will have clipped ears, and will have a mottled brown-black coat. Earth Golem Fire Golem Air Golem For descriptions of the Golem meshes, please see their respective descriptions in the Enemies section of the Characters portion of this document.

Nexus Level
All structures done in BSP brushes

Earth Level
3 rock walls These walls will be designed to fit together evenly on each end of the meshes. They are vaguely tunnel-shaped, leading to a sloped ceiling. 3 rock and dirt ground As the walls, these will be designed to fit together on each end of the meshes. Note that the edges of the ground that touch the rock walls slope very slightly upwards at the edges to give a further impression of “tunnels.” Large root-column This mesh stands at the very center of the level, extending from the ground up into the ceiling. It will have a root structure similar to that of a Banyan tree. 3 mushroom clusters These meshes provide (along with the crystals following this) a majority of the lighting in the level and will have various emissive channels. They are of three different types of mushrooms that will be used: Jelly, Oyster, and a basic Bolette. Based on each of these types of mushrooms, they will be placed in different parts of the level (Jelly and Bolette will be located on the ground, while Oyster will be placed on walls). 3 crystal clusters These meshes provide all subsequent illumination in the level. They will be of primarily green, purple, red, yellow, and blue coloring (see the Earth level color palette for examples) and will be in 3 different configurations. 3 vine meshes These meshes will act as wall decoration and will faintly glow (have a very low emissive channel) a light green. They will be spidery-thin and will sit flush with the wall-meshes. 2 root meshes These meshes will act as ground decoration and will not glow. They will be bulky and of a similar style to the root-column described above. 2 debris meshes As this level is to appear to be underground, the debris meshes created will be almost entirely out of rocks. Three unique meshes will be created and will be capable of being placed from multiple angles, allowing for a different appearance based on placement. Pool of water This pool, made of a basic mesh in addition to UDK water effects, will be the site for the Water Trap (see Weapons section for more information). Confidential 29 2/19/10 10

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Crack-in wall This mesh will sit flush with other wall meshes and will be located with the Pool of water mesh mentioned above. This will be the site for the Water Trap (see Weapons section for more information).

Fire Level
5 lava walls These walls will be designed to fit together evenly on each end of the meshes. They are vaguely tunnel-shaped, though less so than the Earth level’s wall meshes. The meshes will have a lavaappearance, though will be slightly cooled to appear similar to the following picture:

They will have an emissive channel that will provide the primary illumination in the level 5 rock/lava floors These floors will be the black-grey of dried lava, giving the player a “cool” surface to walk on. They will be designed to fit together evenly on each end of the mesh. Ceiling This mesh will be a less-intense version of the wall-mesh, appearing hot though with a lessened emissive channel. 2 Lava waterfalls These meshes are placed over preexisting wall meshes. They are relatively selfexplanatory and are to have different heights and intensities. Collapse-ceiling This mesh is located on the ceiling. It will consist of a deep, dark crack that will be located in a corridor juncture. Boiler This mesh is that of an aged, damaged boiler. It will consist of a variety of pipes as well as a central tank and legs to hold up the structure. See concept sketches from Fire level for further design. 3 pipes These meshes will be located throughout the central portion of the Fire level, each with a different shape to allow for diverse placement. One will be wide and thick, another thin and long, and a third of average length and width.

Water Level
Water tunnel These meshes will be covered with the UDK water effect, giving the appearance of a complete tunnel of water. They will appear similar to the concept sketch seen in the Water level section of the World Layout. Water floor This mesh will be covered with the UDK water effect, giving the appearance of a flat surface of water able to be walked upon by the player.

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3 Ice walls These meshes will be the peripheral walls of the ice portion of the level, and will be designed to fit together evenly on each end of the meshes. It will be cloudy but slightly transparent, giving an appearance similar to a glacier. 3 Ice cliffs These meshes will be placed intermittently throughout the ice portion of the level, and will be designed as gigantic cliff-appearing structures. They will be semi-transparent and sharp-looking. 2 Debris/ice These meshes will be placed intermittently throughout the level to give the landscape of the ice portion variety and depth.

Air Level
Column This mesh will be the primary structural decoration throughout the level, modeled in the Ionic style of Greek columns. It will be very tall and approximately 110 units in diameter (very wide). 2 Debris (marble fragments) These meshes will be dispersed throughout the level to give the area a worn, ancient appearance. 3 Column ruins These meshes will be used around the level to give the area a worn, ancient appearance. One model will be of the column’s top (the decorative portion). Another will be of a central portion of the column. A third will be of the base-portion of the column. They will be closely be surrounded by Debris meshes in context. 2 Floating islands These meshes will be very simple. They will consist of primarily flat, irregularly shaped meshes that will then be covered with UDK’s fog effects. They will be used in the central portion of the level.

Items Meshes
For all complete weapons meshes concepts, see Weapons section of document.

Exploding Crystal Crossbow
Wood Piece #1 A long, thin piece of wood. Wood Piece #2 A short, curved piece of wood. Short Rope A short, thin, coiled piece of rope. Exploding Crystal See Crystals description in Earth Level section above.

Water Trap
Curved Boulder A big rock with a curved indentation in it perfect for a rope to grip onto. Long Rope A long, thick, coiled piece of rope. Exploding Crystal See Crystals description in Earth Level section above.

Ceiling Collapse Trap
Fuse A long, thick coil of fiber.

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Sulfur A vial found near an industrial section of the level. Charcoal A small pile of dark-colored rocks.

Water Gun
Large Pipe A thin-ish, long pipe. Thin Rod A long, thin rod. O-Ring A circular, rubber ring found near the industrial section of the level.

Misc.
Hospital Bed Hospital Room Window

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Animation Sequences
The following are the meshes that will require animations. Below are listed a description of each animation sequence. There will be another section for Matinee descriptions. Doug the Dog: Standing – Idle A basic idle animation for a quadruped. Minor amounts of ear-flicking, tail wag, and general muscle movement. Occasional shifting of feet. Walking A basic quadruped walk-cycle. Will include a small amount of tail wag, hindquarter swing, and neck-bob. Running A basic dog’s run cycle. Ears pulled back, neck lowered. Tail extended slightly back with very little swing. Very little hindquarter swing. Sit The animation from standing to a sitting position. Once seated will idly shift over time. Small amount of tail and ear movement. Standing – Cower A standing animation. Ears back, tail between hind legs, arched back, lowered head. Immediately afterwards will look over left shoulder, then back forward, before returning to idle position. Earth Golem: Standing – Idle decision-making A basic idle animation. Will consider the path in front of it, to it’s left, it’s right, and finally behind it before moving. Walking A basic biped walk-cycle. A lumbering, slow gait with long steps. Swinging arms and minimal head movement should be included. Running A biped run cycle. Lumbering and awkward, though faster than the walk cycle mentioned above. Heavy, broken movements. Punch A simple punch animation in a downward direction (i.e. towards the player). Included in this animation is a single step forward for momentum and the other arm swinging backwards. Stomp A stomping animation. Included in this animation are raised arms, head bent downward, and a full step forward after the initial stomp. Fire Golem: Standing – Idle decision-making A basic idle animation. While standing straight, will consider the path in front of it, to it’s left, it’s right, and finally behind it before moving. Will be quick. Confidential 33 2/19/10 10

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Floating (passive state) A shirt animation loop that merely includes the skeleton, arms at sides, leaning forwards slightly and bobbing as it floats above the ground. Floating (active state) Similar to the passive state animation loop, save for a more extreme angle and slightly extended arms, hands flexed into claws. Flame throw Golem will stop and throw a row of fire at the player, extending an arm outward towards the target. Smash into wall While in active state, golem will slam against a wall at an intersection of tunnels. Queue an explosion of fire and debris, as well as a short recovery animation of the golem shaking her head and straightening before looking eagerly around for the player before moving on. Water Golem: Swimming (passive state) A basic swim animation similar to a fish. Weaves left and right, with arms at sides. Slithering (active state) As the golem has no legs, its means of traveling on land includes a slithering animation, with the upper body lifted off the ground and the lower weaving back and forth, propelling the golem forward. Arms lifted slightly, leaning forward towards the player. Claw A clawing animation done with one arm. The golem leans forward while moving and swipes at the player before dropping back slightly again. Bite A biting animation. The golem leans forward while moving and tries to grab and bite the player before dropping back slightly again. Diving An animation done to transition between Swimming and Slithering states. The golem dives through the water tunnel it’s swimming in to land inside, sliding backwards with the momentum it had before spinning and looking at the player before moving into its active state. Air Golem: Floating The golem swings its arms back and forth slightly as it moves throughout the level. Blowing The golem pulls back as it takes in a huge breath of air, its arms and head pulling up and backwards. It then expels its breath in a great gust, pushing its entire upper body forward. It recovers by gasping for a few moments before returning to a floating animation. Ward off attack It raises an arm to shield its face, hunching down slightly against the wind being blown towards it before returning to a typical floating animation. Exploding Crystal Crossbow: Shoot and Reload An animation of the crossbow shooting a crystal towards a target. The player will hold Confidential 34 2/19/10 10

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onto the stock with two hands, one braced in front of the other (note that the second hand may not be included in the frame. One second after the shot is made, the player model’s hand will reach out, pull back and secure the bow string, reload the crossbow, and return to being in a “ready” state. Water Gun: Shoot An animation of the makeshift gun shooting a heavy stream of water towards a target. The player will hold onto the central pipe with both hands, one braced towards the main opening of the gun and the second on the rod/O-ring combination that pushes the water out of the gun. The water inside the gun will travel in a wide arc. Doors: Open Earth This door crumbles downwards in a shower of rocks, many of the rocks bouncing around the Nexus level before rolling to a stop. Fire This door’s lava will shift slowly, opening up from the center in a circular pattern, flames licking around the edges until it is finally open to the player. Water This door’s waterfall-like qualities will slow and eventually stop, small droplets of water continuing to fall around the rim of the door. Air This door is always “open” to the player, thus has no opening animation.

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Musical Scores and Sound Effects
Overview
While a musical score will not be used in this game, sounds effects ensure that audio is one of the more important gameplay aspects in the game. To create an immersive and different method of playing, sound will be used to alert the player though a number of methods.

UDK Integrated 3D Audio
The Unreal Development Kit has integrated 3D audio capabilities for ambient sounds. This sound system can be implemented as actors and parented with moving objects.

Sound Design
The player will be alerted to a number of locations where traps can be set off (water dripping for the Water Trap, the humming of exploding crystals, etc). In addition, a golem’s location in relation to the player can be estimated due to ambient sounds. As such, the Earth golem’s heavy steps will become louder as it comes closer, the Fire golem will crackle louder, and so on.

Sound Effects List
Note that all volume levels are rated on a scale of 1 (barely audible) to 10 (loudest volume).

Player’s Sounds:
Steps – Nexus Level Will consist of a light tapping consistent of shoes on tile or a similar hard surface. One sound looped per step. Volume: 2 Steps – Earth Level Will consist of a crunching of shoes on dirt and rock.. One sound looped per step. Volume: 4 Steps – Fire Level Will consist of a mid-level tapping consistent of shoes on rock or a similar surface (in this case cool lava). Volume: 3 Steps – Water Level – Water Will consist of a similar sound of a shoe stepping in a small puddle, that is, that of a small splash. One sound looped per step. Volume: 4 Steps – Water Level - Ice Will consist of a light tapping consistent of shoes on ice or a similar hard surface. Volume: 2 Steps – Air Level Will consist of a very light tapping consistent of shoes on tile or a similar hard surface. One sound looped per step. Volume: 2

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Doug’s Sounds:
Steps – Nexus Level Will consist of a light tapping consistent of dog nails on tile or a similar hard surface. One sound looped per step. Volume: 3 Steps – Earth Level Will consist of a short, quiet tapping of dog nails on a semi-hard surface. One sound looped per step. Volume: 3 Steps – Fire Level Will consist of a light tapping consistent of dog nails on tile or a similar hard surface. One sound looped per step. Volume: 3 Steps – Water Level – Water Will consist of a very small splash. One sound looped per step. Volume: 2 Steps – Water Level - Ice Will consist of a light tapping consistent of dog nails on ice or a similar hard surface. One sound looped per step. Volume: 4 Steps – Air Level Will consist of a very light tapping consistent of dog nails on tile or a similar hard surface. One sound looped per step. Volume: 3

Earth Golem’s Sounds:
Steps Will consist of a heavy, loud thump, with additional ambient crunch similar to that of gravel. One sound looped per step. Loud volume. Please note that the closer the player comes to the sound’s source (the golem), the louder the sound will become, capping at a volume of 8. Ambient Will consist of a crunching sound similar to that of rocks grinding against one another. Will consist of up to three noises created and looped into the creature’s animations. This will be used for all bodily movement of the golem. Volume: 5. Vocal While the golem will not emit any discernable speech, it will voice a series of growls and roars used in different animation and matinee sequences. A maximum of 4 clips will be recorded and used. Will consist of primarily gravely-sounding roars. Volume cap (if close to the golem): 9.

Fire Golem’s Sounds:
Ambient Will consist of a slow burning sound similar to that of a crackling bonfire. Will emit a low-pitch hissing sound interspersed with crackling, higher-pitched hissing, and sharp pops. Volume cap (if close to the golem): 5. Vocal While the golem will not emit any discernable speech, it will voice a series of screams and hissing used in different animation and matinee sequences. A maximum of 4 clips will be recorded and used. Will consist of primarily high-pitched screeching and cat-like hissing. Volume cap (if close to the golem): 8.

Water Golem’s Sounds:
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units of the golem. Will consist of a low sloshing sound similar to that of quickly moving a hand underwater. Will be looped repeatedly. Volume cap: 5, average volume: 3. Splash Sound used for when golem emerges from swimming portion of level into portion of level where the player inhabits. A sudden, extended splashing noise. Slow fade to silence. Will extend by continued dripping of water onto another liquid surface. Volume cap: 8, average volume: 6. Ambient – Water portion Will consist of quick, sharp splashes (imagine a flat surface slapping another flat liquid surface) interspersed with continuous dripping consistent with the splashing described above. Volume: 5. Ambient – Ice portion Note that this sound will change over time. Dripping noises will extend throughout this portion but, as the golem freezes slowly, the sounds will become less frequent until they finally stop (and upon which time the golem will be completely frozen in place). There will also be included a sliding, shuffling noise of the golem moving against a hard surface. Volume: 3.

Air Golem’s Sounds:
Ambient Will consist of a mid to high-pitched whistling similar to that of a high-speed wind. Interspersed with these noises will include lower pitched groans. Will vary somewhat randomly between a volume of 4 and 7. Vocal While the golem will not emit any discernable speech, it will voice a series of groans and mid-pitched whistling used in different animation and matinee sequences. A maximum of 4 clips will be recorded and used.. Volume cap (if close to the golem): 8.

Nexus Level Sounds:
Ground symbols As the player completes different levels, four symbols on the ground of the Nexus level will light up and will emit a tone. These four notes will culminate to a D major chord (notes: D, A, D, and F#) in an upper register. The notes will go upwards through the levels (i.e., the low D is the Earth level, the A the Fire, and so on). Volume cap: 5.

Earth Level Sounds:
Ambient - Humming Crystals The exploding crystals mentioned throughout this document emit a low-pitched hum similar to that of a large battery or electrical device. Volume cap: 5. Ambient – Water dripping One of the ambient noises of this level will include a slow, uneven dripping of water from an unseen source. Volume: 3. Water Pool (rushing) If the player approaches the water pool used for the Water Trap, they will be able to hear the rushing of water nearby. This will sound similar to a river, but muffled, as it is currently trapped behind a wall. Volume cap: 6. Water Trap Should the water trap be activated, the water noise of rushing will be combined with the

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Rock (impact) sound below. This will fall off finally into a slow trickle of water. Volume extends from an 8 at start to a 4 at finish. Rocks (impact) Should rocks be destroyed (by the golem or otherwise), this is the impact noise of those rocks. Will consist of a large, explosive sounding noise. Gravely and thick-sounding. Volume cap: 8. Rocks (fall off/crumble) The sounds of rocks rolling, knocking against each other, etc. Volume cap: 5 drop off to 3. Exploding Crystal A sharp ring followed immediately by an explosion sound followed by the Rocks (fall off/crumble) effect. Volume cap: 7. Crossbow reload A sharp, organic-sounding sliding sound followed by a click. Volume cap: 5. Pistol The sharp taps of a pistol being shot. Volume: 7.

Fire Level Sounds:
Ambient Slow, low-pitched groan of hot lava moving accompanied by the occasional pop and hiss of a wood-burning fire. Volume: 3. Fuse The hiss of a fuse being lit (similar to that of a fireworks fuse). Volume cap: 4. Explosion (gunpowder) A loud, popping explosion of gunpowder. Extends into Rocks (impact) and finally Rocks (fall off/crumble) from Earth level. Volume cap: 8. Fire (residual) Used in combination with other effects. Crackle and pop of a wood-burning fire. Volume varies with usage: 4-7 range. Water Gun Usage of a short, sharp usage of the Water rushing effect from the Earth level. Residual dripping following the immediate end of the “shot.” Splashing noises similar to those of a concentrated area of heavy rain will emit from the “shot” area. Volume: 6-7. Fire – Snuffed out hiss A sharp, extended hiss of a fire being put out. Loud on initial noise extending into silence. Used for a variety of different effects (both Water Gun and Ceiling collapse trap Matinee sequences, etc).

Water Level Sounds:
Ambient - Water Extended rushing-water sound accompanied by sporadic dripping. Volume cap: 4. Splash (short) A short, sharp splash with very little extended ambient dripping. Volume cap: 4.

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Splash (long) A longer, extended splash with additional spatter and dripping drawing out the noise. Volume cap: 5.

Air Level Sounds:
Ambient Whistling and howling of a constant wind past the player. Volume will vary between 3 and 7. Marble – dragging A sharp dragging noise of marble on marble. Will start and finish in a gravely-sounding pull. Volume: 6.

Other Sounds:
Heart monitor - steady Steady, high-pitched beeping. Volume: 7. Heart monitor - dead Steady, high-pitched beeping followed immediately by a single, very long beep, which eventually fades into silence. Volume: 7.

Musical Score
The musical score of this game will be played during the ending credits. It will be an upbeat, positive composition and will make use of a ukulele as well as other instruments (possibly horns, though it is currently to be determined). It will run between 1.5 and 2 minutes long and may include vocals.

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Script
Introduction Matinee
[First person perspective. In front lies a crosswalk leading to the University of Florida’s Fine Arts B building. Your dog is on a leash in front of you. Currently you hear the sound of nearby traffic and wind rustling the trees behind you. The crosswalk signal changes to “walk” and the camera (representing the main character) moves across the street. Your dog is walking ahead of you. Right as your dog steps up to the curb, queue loud bus horn and squealing breaks. Screen goes to black. You awaken in the Nexus level. It is round, dark, and has four doors. Camera pans around the room, past dog, and, startled, turns until you view your dog, a Great Dane.] Doug the Dog: Way to go dumb ass.

[Camera startles backwards (surprise). Doug’s tail wags.] Doug: Don’t look at me like you’ve never seen me before, you can’t be that dumb. Oh, wait… Where are we? You tell me, I didn’t create this place… But from the looks of it, I’d say it’s somewhere between your cerebellum and your ass.

[Pause] Doug: [long, suffering sigh] Today was a pretty good day until you walked us in front of a bus. So now, here we are, stuck inside of your head, until you decide it’s time to wake up. Do you know how awkward this is? Us? Together? Here? I think it’s high time you get to work. See that massive door over there?

[Camera pans to earth level door] Yeah… that one, that’s where we need to go. [Doug walks to the door, rocks crumble as the door “opens.” Doug walks into the black void] Doug: [voice emerges from the darkness] Hurry up! I’m not waiting on your lazy ass.

Matinee ends Gameplay begins •If you die [Screen goes black, fades to a shot of a heart monitor flat lining. Sounds are heart monitor sounds. Menu asks user to try again or quit.]

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Inside Earth Level
[Rocks cave in behind you. The player stands in a dark, rocky cave, with vines, glowing crystals and mushrooms, which give off an eerie light. The cave seems silent except for various ambient noises (water dripping, a very faint thumping, etc)] Dog: Well this is creepy. You seriously came up with this shit?

[Player starts exploring level] •When player spots the Golem for the first time Doug: Oh shiiii… [Golem makes loud noises and charges. Doug runs.] •When/if player picks up the pistol Doug: Oh man, not this kind of dream! The dog better not die first! •When/if player shoots Golem with pistol [Golem flinches back before growling and charging] Doug: [in an imitated Scooby Doo voice] Ruh-Roh!

•When/if player spots pool of water [The sound of rushing water is obvious] Doug: Do you hear water? I have to pee.

[Doug walks off screen. Sharp, electric buzz is heard. Doug yelps.] Doug: [in a pained voice] Giant note to self, do not pee on the crystals! Who the hell has electric crystals in their dreams?! [Crystal explodes behind Doug, who cowers. He looks accusingly at you.] Doug: Dude, really?! What the hell?!

•When you finish collecting items for a weapon or trap Doug: I bet someone who didn’t get hit by a bus could figure out a useful way to put these things together. •When you kill the Earth Golem [Defeated earth golem crumbles. Camera shakes and current view blurs and darkens. Camera lightens and focuses again in a hospital room. View is as if you are in a hospital bed. Doctor stands off-screen, clearly speaking to someone. Doctor says something intelligent about the skeletal system having mended. Camera view blurs and darkens. When camera is refocused you are again in the Nexus level. The door to the earth level remains a black void allowing for reentry but no threats exist within.] Doug: [in a concerned voice] Oh good, you’re back. Thought I lost you for a moment there. [after a short pause, he continues in his usual voice] Do you have any idea how pissed off I would have been if you’d just left me here?

[Pause]

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Doug: Whatever. So, you ready for the next one? See the door that looks like the gates to hell? [Pause while the camera pans to the Fire level’s door, then back to Doug, who is now backing slowly away from it] Yeah…you first… End of Earth level Other levels follow in a similar fashion, but will not be included in this document for spoilerprevention purposes.

Matinee Storyboards
Intro Cinematic:

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Technical Design
Overview
The technical design for this game primarily focuses on Kismet, Unreal Development Kit’s internal scripting engine. In addition, UnrealScript will be used for all hard-coding segments of the game (AI, etc). Assets that Kismet will be used for will be listed below, as well as all descriptions of objects using UnrealScript.

Kismet
Beginning matinee • clicking start new game queues beginning matinee sequence. This sequence triggers the start of a matinee in which the cross light changes to walk and the camera moves across the street. Right as your dog steps up on the curve loud bus horn and break squealing is queued and the screen flashing to black • The entire time while outside 3D sounds effects are taking place. Wind is blowing through the trees, cars can be heard in the background, etc. Next matinee created starts in the nexus room. Camera pans until focused on dog. Once focused on dog, dog speaks.

Nexus room • Note: door effects only work in the correct order, i.e. the earth door must be triggered first followed by the fire door, followed by the water door, with the last door being the air door. • Earth Door: when the dog runs up to the earth door for the first time at the ending of the beginning matinee the UDK shatter effect will be triggered and the rocks closing in the door will collapse down Fire Door: UDK fire material will create the flames that lick up around the barrier of the door and through the cracks that cover the door a moving, glowing material will be visible. Upon approaching the door the player will trigger a matinee that explodes the door inwards (UDK shatter effect) so that the player may enter the fire level Water Door: water will fall covering the door (Use of animated UDK water material). When the player sets off the trigger in front of the door the water effect will be turned off. Air Door: this is just a white hole in the wall. When the user reaches a certain distance from it wind sound effects will be queued. Other Nexus room effects: after completing a level light will appear from a carving in the floor and when approaching where that light is coming from a trigger will cause a tone to be heard when the player is within a certain distance from the glowing effect. Also the sounds of the dogs feet clicking on the ground will be heard when the player is a certain distance from their dog

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The matinee editor will be used to stream together different animations. Different animations include walking, running, fighting, turning animations. Also used to connect sounds, such as walking and running to the character. Tone of footsteps changed based on location. If the main player dies a matinee will start. This matinee starts with the camera going black and the next scene taking place in a hospital room, looking up a doctor. Hospital noises are heard as well as the doctor talking. After a few seconds in the hospital room the camera will again turn black and the next scene will be back in the nexus room where the dog instructs you on what door to visit next Building traps and weapons: Once the inventory opens the player may click items in their inventory and place them as needed. Hovering the mouse over part of a weapon causing a wire frame of that weapon to appear on screen. Clicking items in inventory fills in that part of the weapon. If in both the correct location and hovering over a trap item wire frame of that trap will appear.

Earth Level • Crystals: coming within a certain distance of crystals triggers a buzzing noise to be played. • Pistol: coming within a certain distance of pistol for the first time triggers dog to speak • Golem: coming within a certain distance of the golem for the first time triggers dog to speak • Water dripping: coming within a certain distance of the water dipping for the first time triggers dog to speak and perform quick matinee described in script. Being within a certain distance from the water always triggers the dripping sound effect to play. • Glowing of mushrooms and crystals: change in material attributes over time will cause a continues glowing effect in these items throughout the game • Finish collecting all the items needed to construct some final item triggers dog to talk. • When golem dies from water: he must trigger the trap sequencing a matinee that consist of the water exploding through the crack (uses UDK water material effects). Loud rushing sound in heard and golem shatters using UDK shattering effect • When golem dies from crossbow: shatter effect used on the golem Fire Level • Lava wall: walls appear like lava due to a moving and illuminated material placed on the walls • Steam and smoke: particle system used to simulate steam and smoke to be visible. Upon approaching some distance steam sound effect will be triggered. • Finish collecting all the items needed to construct some final item triggers dog to talk. • When golem dies from water gun: triggers matinee in which the golem, made of flame material starts to steam and the golem disappears/fire making up golem goes out. Golem will also scream as it is killed by the water • When golem dies from trap: when golem triggers trap matinee sequence will be triggered. UDK Water material effect will be used to cause water to again rush from the ceiling of the level and the golem will almost instantaneously be put out. Water Level • Water area: player moves through a tunnel in which a moving material gives the appearance of water flowing around the player • Water area: splashing sounds triggered when characters are walking, when in tunnel loud water effects can be heard • Ice area: clicking sounds(walking on ice sound effects) triggered when characters are walking • First time you shoot golem with cross bow: triggers dog to talk • First discover ice slows golem down: triggers dog to talk • Kill frozen golem with cross bow: UDK shattering effects used Air • When within certain distance from golem: triggers wind effect that actually move the player in a certain direction. 47 2/19/10 10

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• Changing of materials of height fog effects used to simulate fog in the level • Being within a certain distance from the golem triggers loud wind whistling sounds to be heard • First time wind hits player: triggers dog to talk • First time player discovers an item can be pushed/moved: triggers dog to talk Golem death scene: when items are placed in the right way golem being in one location triggers matinee in which a large visible wind stream bounces off each item until it facing the golem and blows him off the side

Code Design
This section of the design document will not follow the standard UML diagram format. Because the code for or project will consist almost entirely of UnrealScript extending the engine’s base classes, a UML diagram detailing the entire attribute list and structure of the project would be unwieldy, very time consuming to produce, and generally of very little use once the actual programming gets under way. Instead, the design document will include an overview of each class, an explanation of the entity which it is extending, and an explanation of the functions each class will perform. CPGPlayerController: Controls character movement, and player and environment interaction. It extends the basic Unreal Reference Source class PlayerControl.uc. The player’s speed and height will both be modified. This class contains method useItem(Actor actor) which is used to signify that an item has been used. The class also determines the player’s health characteristics, and determines many small staticGameActor: Controls environmental objects that are static. This includes wall mesh pieces, permanent items of the environment, and destructible environmental pieces. It extends the basic Unreal class InterpActor. The location, rotation and if the item is destructible of each stationary item is defined here. This class also contains the method used to destroy static environment items. GameItem: Controls objects the game character interacts with. This includes objects used to make weapons and traps as well as objects used for ammunition. It extends unreal class InterpActor.uc. The location, rotation, and if the object has been picked up, spins on the ground and re-spawns for each object is stored in this class. If the object re-spawns there is also a re-spawn time. Re-spawning objects are mostly ammunition items. Method pickUp(Actor actor) will determine when a GameItem object has been picked up and if it is a re-spawning item method respawn() will be called after the timer expires. InventoryItem: Stores the items the main character has picked up. Each item has a 2D graphic associated with it and a quantity. Inventory: Contains the array of items that have been placed into the InventoryItems. The methods in class Inventory determine if an item in the inventory has been placed or used, and how an item can be used with other items to build a trap or weapon. Crystal Crossbow: The crystal crossbow extends the Weapon.uc class. It will need to define the weapon as a noninstant fire weapon, similar to a rocket launcher. The class will define the fire mode, reload time, and damage that the weapon causes. The class will also call upon the projectile with travel time class to define its properties (this does not require a custom class, the information is contained by the weapon class.). Water Gun:

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The water gun’s base class will be very similar to the Crystal Crossbow, defining it as a non instant fire weapon, while being different in its reload, and damage models. Because the water for the water gun is not available within the fire level, it will do tremendous damage, but carry a heavy penalty for missing a shot. Pistol: The pistol class will be the easiest of the weapons, being an instant fire weapon with a limited amount of ammunition and only one magazine. The class will still define its damage, fire rate, and other stats, but will not require some of the more advanced function of the other weapons. Golem: The golem class will be, by far, the most involved segment of code to be written. It must define the attributes common to all golems, such as height, movement speed. More importantly however, it must define the basis for the AI for the different golems. The golem class will define attributes, which control the various golems perceptiveness, perceived intelligence, attack style and state logic. UDK uses a state based AI system, which allows functions to be defined differently for a given state, allowing for a dynamic AI experience. Rock Golem: The rock golem is the slowest of the four golems, and the least difficult to evade. His stature will clearly mark him as a major threat, but his limited perceptiveness and slow maneuvering should be such that players can easily avoid being squashed flat. The rock golem’s routines will be defined to cause him to pursue the player vigorously when he finds them, but his poor navigation of tight corners will hinder his chase. Fire Golem: The fire golem is the fastest of the golems, however, like the rock golem, the navigation is slow. She will rapidly fly down a corridor if she sees the player, overshooting by a great distance if the player evades her charge. If the player is near a wall and the golem misses, she will slam into the wall, stunning her and providing the player with an opportunity to retaliate. Her stature is much smaller than that of the rock golem, but her speed makes her significantly more of a threat than the rock golem. Ice and Air Golems: These golems will follow the same general patterns of the first two golems, but each will be defined by their own unique style to define the game play of the last two levels.

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