Hard Justice

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A 1940’s noir tale about war veteran and hardboiled P.I Chace Hamilton.

Playstation 3

Game Design Document

Damien Dixon 08005438

Table of Contents

A: Game Overview: ................................................................................................................................. 3 Key themes/ ambience/ attitude: ....................................................................................................... 3 Overall Style: ....................................................................................................................................... 3 Camera: ............................................................................................................................................... 3 Control: ............................................................................................................................................... 3 Interface: ............................................................................................................................................. 4 Menus: ................................................................................................................................................ 4 B: World: ................................................................................................................................................. 5 Setting: ................................................................................................................................................ 5 PC’s office:........................................................................................................................................... 5 Travel: ................................................................................................................................................. 5 Scale: ................................................................................................................................................... 5 Physics: ................................................................................................................................................ 5 Overview of game flow: ...................................................................................................................... 5 C: Characters: .......................................................................................................................................... 6 The player character: Chace Hamilton................................................................................................ 6 Arch-enemies: ..................................................................................................................................... 6 NPCs: ................................................................................................................................................... 7 Drones: ................................................................................................................................................ 8 D: Story: .................................................................................................................................................. 8 Setting: ................................................................................................................................................ 8 Flow:.................................................................................................................................................... 9 Events:................................................................................................................................................. 9 Motivating Factors: ............................................................................................................................. 9 E: Gameplay: ......................................................................................................................................... 10 Win condition:................................................................................................................................... 10 Death:................................................................................................................................................ 10 High flow of the game:...................................................................................................................... 10 Hours of gameplay: ........................................................................................................................... 10 Game mechanisms: ........................................................................................................................... 10 Resources/items/attributes: ............................................................................................................. 10 Weapons: .......................................................................................................................................... 11 Replayablity:...................................................................................................................................... 11 F: AI: ...................................................................................................................................................... 11 Characters: ........................................................................................................................................ 11 Computer opponents: ....................................................................................................................... 11 G: Descriptions of individual “levels”:................................................................................................... 12 Overview of chapters: ....................................................................................................................... 12 Name: Chapter 1: It started with a girl... .......................................................................................... 12 Name: Chapter 11: Sleeping with the fishes:.................................................................................... 14 Name: Chapter 12: That morning I made a pact... ........................................................................... 16

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A: Game Overview:
Key themes/ ambience/ attitude:
Overall the game should feel like a noir hardboiled detective movie, as such the main character will narrate himself and his surroundings in a fashion not unfamiliar to Max Payne. It will have a lot in common with the movies and books of the genre, such as: China town (1974) Kiss me deadly (1955) The killers (1946) The Big Heat (1953) Mickey Spillane’s ‘Mike Hammer novels’ Sin City (2005)

Overall Style: The overall visual style will be strictly noir, utilizing heavy shadows and patterns of
darkness with low key lighting upon a bleak urban setting. It should indicate a mood of pessimism and fatalism which in turn is used to bring out the cynicism and corruption of the characters. The colour should be slightly drained with an over emphasis on blood.

Camera: There will be two types of camera, one will be 3rd person and the other will be 1st person.
These will be player accessible, the reason for this is to allow for investigation and gunplay in 1st person and exploration in 3rd person.

Control:
            Right analog: Used for camera control and aiming. Left analog: Used for character movement. Square: This is the action button and will be used for a variety of context sensitive actions. Triangle: Used to display your quick item menu. X: Used for reloading weapon and held for running. Circle: Used for changing camera. L1: Used to ready your weapon, use the right stick to aim when readied. L2: Ready fists. R1: Used to fire/use your weapon. R2: Display mini map. Start: Pause Select: City map and journal.

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Interface: The interface will consist of three simple parts:
   Bottom left of screen: in this area the currently equipped weapon/item will be displayed, your ammo and health will also be displayed here along with a visibility meter. Bottom middle: Context sensitive descriptions will pop up here when appropriate. Top right: this will be where the mini map is located.

Menus: there will be three out of game menus:
Menu screen: This is the screen you are first presented with, the left analog stick will be used to navigate this menu and the square button to select your choices. Items on the menu include:     Play Game: This will allow you to start the game and choose a difficulty setting. If you have already started a game it will also give you the option to load. Library: This will be filled with extras such as concept art, figurines and unlocked FMV sequences. Options: Self explanatory, allows you to confirm or change in-game options. Credits: View the game credits.

Select Menu: This screen can be accessed by pressing the select button in-game, it will have 3 tabs:  City map: This is a map of the 1940’s game world, important places and peculiar happenings are marked on this map. It is navigates using a cursor that is controlled by the left analog stick, hovering over marks will bring up information on the area. Item menu: The item menu will consist of all your items, such as evidence, weapons and the seemingly useless. This can be navigated by using either the D-pad or the left analog stick, selecting an item and pressing circle in this menu will allow for closer examination of the item. Journal: The journal will be exactly that, a journal that the player character keeps to keep track of his investigations and leads. Recent happenings will be highlighted and key events stressed, the interface will be much like a book using the left analog stick to highlight areas and square to select them.

Pause menu: You can open the pause menu by pressing the start button during gameplay, it can be navigated using the left analog stick and square used to select, it will have 4 options:     Resume: Self explanatory. Restart: Ends your current game and lets the player start from their last checkpoint. Options: This allows the player to change various sound, control and display options. Quit: Ends the current game and returns to the title screen.

Saving/loading: Saving will be done by using a typical 1940’s phone box dotted around the map and phoning your secretary, or by simply travelling to your office. The information saved will be your location, items, ammo and journal etc. Loading will be done from the menu screen under the play game section.

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B: World:
Setting: 1940’s New York is the setting, a city that has been eaten from the inside out with
corruption by a national crime syndicate. The city consists of five boroughs: The Bronx, Brooklyn, Manhattan, Queens and Staten Island, the player will be able to travel between three of them. Being the most densely populated area in the United States, people are always looking for someone who can work outside the rules of the law, to get things done that are outside the jurisdiction of the police. The three boroughs: The player will be able to travel between three of the five boroughs of New York.  The Bronx: during the 1940’s The Bronx was rampant with bootleggers and gangs, a lot of the Italian, Irish and polish immigrants used the area to smuggle contraband. The Bronx is noted for its high crime rate Manhattan: Manhattan, a split of the wealthy and poverty stricken. On the Upper East Side you have multimillion dollar town houses, In Harlem you have broken down houses and dingy apartments. Manhattan is a place rife with exploitation of the poor (prostitution, drug running etc). The player characters office is located in Manhattan and provides a central hub for the game. Staten Island: This is the most suburban borough of the city, where most of the small time crooks like to lay low and pretend to play happy families. Being the furthest borough from the city itself, Staten Island has the largest area of parkland in New York City and boasts the highest point, Todt Hill.

PC’s office: This is the central hub for the game, here you can save your game and pick up side
jobs. Check with you secretary about jobs or happenings, you can also do any of this over the phone to avoid travelling back and forth.

Travel: Most of the travel between boroughs and locations will be done using a quick travel
feature, which will available by getting to the player characters car.

Scale: The scale of the game will be much smaller than the actual boroughs, it will give the illusion
of free roaming but in reality areas will only be accessible when you have uncovered certain evidence and thus have a reason to travel there. This is so the player character doesn’t spend all his time travelling or barking up the wrong tree.

Physics: The physical laws governing this world are not any different from our own, although real
world physics are unattainable, we should stick to the ordinary.

Overview of game flow: The game will be compartmentalised in chapters which will slowly edge
you towards your overall goal. There will be a main objective to complete in each chapter but also side jobs, essentially the game is free roaming but with a head objective required to complete each chapter and advance the plot. Certain areas will become available to you when you need them (Ex. You need to interrogate a man in Staten Island; the area will be highlighted on your map)

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C: Characters:
The player character: Chace Hamilton
 Traits and appearance: Chace is a 6ft 6” archetypal ‘Hard man’. While other Private investigators manipulate the law, Chace holds it in utter contempt. He believes it is nothing more than an obstruction to justice, the one virtue he holds in absolute esteem. A veteran of a World War II campaign and a brief prisoner of war, he is brutally violent, misogynistic and fuelled by rage. Clothing and vehicles: He dresses in suits with a long duster jacket and fedora hat, with a shoulder holster to keep his .45 in place, his car is a 1941 Chevrolet. Abilities: Well versed in the practice of physical persuasion he is an excellent interrogator. Although not from a rich family Chace is still educated and attended some college, this goes hand in hand with his investigative mind. Finally his stint in the war has taught him all kinds of skills such as weapons training and infiltration. Relationship to story: Chace is the games protagonist, after swearing to avenge his friend’s killer he starts investigating the matter and is willing to do anything it takes to get his vengeance. Personalisation: Chace cannot be personalised, this is to prevent the player from ruining the mood of the game. We wouldn’t want him running around 1940’s New York in shorts and a cap now would we?

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Arch-enemies:
Abel Hamilton: ‘The big bad guy’  Traits and appearance: Being the older brother of Chace, Abel is 6ft 6” with a scar over his left eye. He is the archetypal ‘Evil genius’ and has harboured a complete distain for humanity since childhood for all but his brother. This makes him one of the most cruel and calculating people around, couple this with his unparalleled cunning and intelligence and he is a force to be reckoned with. Clothing: Abel dresses in pinstripe tailored suits and wears a tie, he likes to keep things simple staying away from hats and jackets. Abilities: Abel has an entire crime syndicate at his disposal, this gives him the ability to have his people anywhere at any given time. He can read people at a glance and hatch plans allowing for almost any possibility, making him ready for anything. When the time comes for Abel to deal with someone personally he prefers the use of a blade over a firearm. Relationship to story: He seeks to have his brother join him as head of the crime syndicate. After being seriously wounded by Chace and taking 2 years to recover, he sets out to make him suffer for his insult and see the folly of devoting himself to helping others.

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William Colt: ‘The second in command’  Traits and appearance: William is a man who devotes himself to Abel, 6ft 2” with mid length black hair and horrifyingly handsome. He is the crime syndicates second in command and also a war veteran willing to do anything he is ordered to without question, no matter how cruel or devious. William is the worst kind of womanizer with a sense of vanity to match the most narcissistic of people. 6 01/04/2009

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Clothing: William dresses all in black except for a blood red tie, also wears a leather duster. Abilities: The opposing force to Chace, using skills he picked up during the war such as weapons training and infiltration. He also seems to strike fear into those that disagree or cross his motives. Relationship to story: While Abel was recovering William was in charge of the syndicate. Chace and William know each other from the war, since then he has been responsible for several crimes that involved Chace. These include everything from cover up murders to theft of important information.

NPCs:
Lucie Trousedale: ‘The secretary’  Traits and appearance: Lucie is young, 5’4 with coal-black hair which she keeps in a long curled style. Ever trying to be prim and proper but always out of place, she wears fitted skirts with one button loose. Her demeanour is almost childlike but don’t let that fool you, when it comes to it she could whip off a shoe and crack a skull before you could bat an eye. Abilities: Lucie is analytical and organised, with her own P.I licence she packs a .32 Pistol and on occasion has went with Chace while investigating a case. Relationship to story: Lucie has run Chace’s office for a couple of years. Together they are flirtatious and there is an underscored romantic tension between them. She can be interacted with at the office and answers the phone when Chace wishes to save the game, she also takes notes of jobs that Chace could do.

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Gilda Landis: ‘The femme fatale’  Traits and appearance: She is an alluring and dangerously seductive woman, around 5’6 with platinum blonde wavy hair and bright red bee-stung lips. She wears dark subtle well cut clothing, such as cocktail dresses coupled with dramatic jewellery. A smart and powerful person with a hint of ruthless ambition she uses her sexuality to her advantage, duping anyone to get what she wants. Abilities: Manipulating and seductive, she has ways to get information where even the most grotesque torture would fail. Relationship to story: Gilda is a mysterious character, cropping up during Chace’s investigations as a suspect. She has an unknown agenda and is going to use Chace to further it.

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Craig Hanson: ‘The police contact’   Traits and appearance: Craig is 5’7 with dark brown hair and a crew cut. A quick thinker who uses all resources available to get his man, he wears a tidy ranking police officers uniform. Relationship to story: He’s sick of the corruption in the police force and decides to work with Chace. Being bound by rules and regulations he refuses to break, the only thing he can do is exchange information in hope that He’ll get there before Chace does.

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Game Design Document Hannah Dreyden: ‘The Charity case’ 

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Traits and appearance: A cute young girl, around 21 years old and 5’4 with dirty blonde hair. She has a sense of insecurity about her although still remains gleefully happy and cheerful. Her clothes are usually made up from frilly frocks and pencil skirts. Relationship to story: Hannah was a charity case that Chace took pity on and helped out, they quickly became good friends and formed a strong bond. The game starts with her murder and Chace swearing vengeance.

Drones:
Policemen:   Traits and appearance: Policemen wear police uniforms complete with hats, they are clean cut with an average build. They carry a .32 pistol and have normal senses, some are corrupt. Relationship to story: They guard crime scenes and prisoners that could hold information vital to Chace. They are easily fooled and somewhat docile.

Thugs: The heavy:  Traits and appearance: The heavy is your typical thug, they carry knives and are very strong with a large muscular build, they are somewhat docile but resistant to torture and other methods of interrogation. They generally wear tight vests with pants and shoes.

The hitman:  Traits and appearance: The hitman is of slender build and quite tall they wear a suit and hat. He is fast and very good with firearms, he also has heightened senses which make it harder to infiltrate an area if one is present. Relationship to story: These drones are the basic 3 archetypes of enemies, they can be changed in many ways and used for any purpose

D: Story:
Setting:
1940’s mid war New York, a city rife with corruption and desperation. The syndicate, a national crime organisation has the majority of police and government officials on payroll. The leader of this syndicate is Abel Hamilton brother of war veteran and Private investigator Chace Hamilton. Two years ago after following a case that lead straight to his brother, Chace shot and seriously wounded Abel in what he assumed was self defence. Shocked with what he had done Chace panicked left him for dead... this turned out to be a big mistake. Two years later...

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Game Design Document Chace’s opening monologue:

Damien Dixon 08005438

‘It started with a girl... Hannah Drayden, a good kid who just happened to grow up on the wrong side of the tracks. Mom died at an early age and Pops was all kinds of mean, guess she decided to catch the first train outta town or end up six foot under, just like dear old mom. Everybody knows there’s only two ways for a woman to earn her keep in times like these, Hannah’s was to bat your eyelids and hope a guy with some dough takes on a charity case, some little side project. I looked down and there she was face down in a pool of her own blood, a fist sized exit wound in her back. A raw deal for such a sweet kid, I collapsed on the nearest couch and I made a pact with myself that morning, that I was gonna hunt down the son of a bitch responsible, set ourselves up a civilised acquaintance... then introduce him to the front end of a bullet’

Flow: The story progresses at the end of a chapter in the form of a monologue shown above. You
will complete a chapter when you have gathered all the evidence and information required to advance the plot.

Events:
  Start: At the beginning of the game Hannah Dreyden is murdered, this gets to Chace and he swears vengeance by any means necessary. Middle: After a few revelations a character seemingly unrelated gets murdered, Craig Hanson is found dead in Chace’s office mid game after helping Chace with his case several times. The evidence on the body points towards torture and execution, the type of torture used leads Chace to think that William Colt was the perpetrator. Near end of game: After a few encounters with thugs, informants and a long winded investigation the whereabouts of William is revealed. Once you get to William and defeat him, Chace ties him to a chair and brutally tortures him, he reveals that it was his own brother that killed Hannah Dreyden and that he also has Gilda Landis captive. Knowing that Abel will have prepared for this William tells Chace the location of his brother, immediately after Chace pushes William into the swimming pool turns his back on him and leaves him to drown. Conclusion: Chace confronts Abel after the initial shock of seeing his brother holding Gilda hostage, Abel calls for his henchmen to ambush Chace. After Chace bests the henchmen Abel wounds Gilda and throws her to the side in anger then lunges at Chace, dropping his gun they are forced fight using hand-to-hand (Abel uses his blade). After defeating Abel, Chace carries him into another room and sits him up in a chair. Picking up a gun from dead henchmen he takes a seat across from his brother, after a brief chat Chace executes him.

Motivating Factors: The story is used to motivate the player by treating the game like a film noir
mystery, nothing is ever really explained until the last minute. The player is literally searching for answers themselves by uncovering evidence and gathering information which will mislead and keep them guessing. Through the chapters the mystery will slowly be unravelled urging the player to continue and complete the story.

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E: Gameplay:
Win condition: To win the game the player has to solve the mystery and defeat William Colt as
well as Abel Hamilton, fulfilling his pact to kill Hannah’s murderer.

Death: This is handled with a health, when the health meter reaches zero the player is dead. You
will be able to return to your last save or checkpoint once you are dead.

High flow of the game: The game has four main elements which are combat, stealth, crime
scene investigation and information gathering. It progresses in the form of 12 chapters much like a book, each chapter will try to incorporate 3 of these elements. For example 1 chapter will have stealth, combat and information gathering and another will have stealth, crime scene investigation and information gathering. This doesn’t count for the standardised side jobs, the side jobs usually consist of one element. You can get the jobs from your secretary and they will reward you with money.

Hours of gameplay: There will be 12 chapters with each chapter taking 1 hour to an hour and a
half depending on the player’s skill level, this is without including side jobs. Playing through the game once is estimated to take around 12-16 hours, total hours of gameplay can be extended if the player decides to collect all the trophies and get better chapter grades.

Game mechanisms:
Combat: Fire fights will be done in a similar way to ‘Uncharted: Drakes fortune’, Implementing destructible cover for the player to hide behind using the action button, and popping up when the time is right. Fist fights will be done by using your melee weapon while up close and then following a series of cinematic quicktime events. If successful you will defeat the enemy, depending on their strength this could take 2-3 times. Physical persuasion (information gathering): the victim will have a fear gauge with a threshold, the player has to hold the fear gauge at this threshold for a specified amount of time. If successful the victim will talk, if you fail to hold the fear gauge at the specified level for long enough and go under the threshold the player will have to try again. If you go over the threshold you will kill the victim and lose valuable information, you will always have the option to bribe a victim for information. The type of persuasion will depend on the items you have on hand or are close to you. Crime scene investigation: this will be done by gathering hidden information from crime scenes, the player will be compelled to use the first person camera in order to gain a closer look at the evidence. Once the player feels he has collected enough evidence you can leave the crime scene, if it is forensic evidence such as a used bullet you can use the police contact to examine it for you. Stealth: infiltration will be handled using a light monitor, the brighter the monitor is the more exposed you are and therefore easier to detect. The darker it is the harder you are to detect, speed also plays a factor, the slower you move the harder you are to detect and vice versa.

Resources/items/attributes:
 Health: Health will be acquired, by either using first aid boxes that are placed on walls throughout buildings, or by visiting your office and resting. 10 01/04/2009

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Temporary health (Whiskey): This will give you a temporary health booth that deteriorates over time, the boost will be in the form of whiskey left on tables. Money: Money is gained from side jobs and is used to bribe, sometimes all the torture in the world isn’t enough to get someone to talk or perhaps you don’t have time. Money provides a nice fast alternative to gathering information. Ammo: Ammunition can be picked up from thugs and found on tables, there are two types of ammo. One type of ammo is .45 which can be used in the M1911 and the Tommy gun, the other is .30 which can only be used with sniper rifles.

Weapons:
 The .45 ACP M1911: This is the player character’s default weapon, the .45 Colt has a high capacity magazine capable of holding 7 rounds. The weapon is a WWII issue hand gun, good for close encounters and use within 75 yards but loses accuracy over long distances. The M1A1 (Tommy gun): The Tommy gun is quite a large sub machine gun, it has a high rate of fire and is loaded using drums that come in two sizes 50 and 100 rounds. It uses .45 ammunition so ammo picked up from this gun can be used with other weapons. The weapon is widely popular in this era used by both police and gangsters, it is effective at close to medium range. The M1903-A4: This weapon saw action in WWII as a sniper rifle, a large weapon that fires .30 caliber ammunition. The rifle has an attached scope and an effective range of 500+ yards, it can be loaded using a 5 round box cartridge. The ammo from the weapon cannot be used with any other weapon. Overview of weapons: These three weapons represent the overall three classes, close encounter concealable weapon; medium encounter semi auto; and long range sniping.

Replayablity: At the end of each chapter the player will be given a grade, the grade will range
from A-E. Areas that will be graded are accuracy, evidence collection, information gathering and stealth. A lot of trophies will be dependent on these grades, so if the player isn’t satisfied with the grade he receives and wants the trophy he will have to replay the chapter. Also not all the side jobs are necessary to complete the game, after running through the game once the player could choose to replay the game completing every side quest.

F: AI:
Characters: The characters in the game should be aware of their environment and have reactions
based on what is going on around them. They will run from gunfire, or call the police if they see a player character breaking into a crime scene.

Computer opponents: The computer opponents should be smart, taking cover in fire fights and
attempting to flank the player character. They should work in groups so the P.C has to strategically consider his cover. They should also be aware of sounds and have line of sight for use with stealth sections of the game.

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G: Descriptions of individual “levels”:
Overview of chapters:
I’ll break the overview of the remaining chapters into sections of crime scene investigation, stealth, Interrogation and combat. This should give a brief understanding of the chapter 2: Investigation, stealth, interrogation 3: Stealth, combat, interrogation. Introduced to Gilda Landis who gives information. 4: Combat, Interrogation, investigation. 5: Stealth, combat, investigation. More information given by Gilda. 6: Stealth, interrogation, sneaking out 7: Investigation, combat, interrogation 8: Combat, Stealth, investigation/interrogation 9: Stealth and Interrogation 10: Long investigation

Name: Chapter 1: It started with a girl...
Description: This is the first chapter in the game and takes place directly after the opening monologue. The chapter starts with Chace in the apartment where Hannah was murdered, the player has to comb the room for several pieces of evidence within the time limit and then make a quick stealthy get away out the window and down the fire escape. After a brief cut scene introducing Lucie Trousedale as the secretary, Chace gets her to call a meeting with his police contact. Chace meets up with the contact and hands over his forensic evidence for examination and then heads to see an information dealer who the player ‘interrogates’. Geographical features: This chapter is set in 1940’s Manhattan and will incorporate buildings from that era, along with old street lamps and tramways. The empire state building should be in the area as well as other Manhattan land marks from the 1940’s Inactive scenery: Inactive scenery includes walls, lamp posts, outside windows, parked cars, parking meters and a whole host of other unimportant objects. Active/interactive objects: Interactive objects include being able to move draws and lamps in the apartment. You are also able to examine a lot of things such as the body, the sink, under the bed, windowsill and any other object or area that looks suspicious. Many of the items in the office will be interactive, although provide no real use. The couch in the office can be used to regain Chace’s health. Other things that can be interacted with are areas of the environment, such as a chair leg or broken window for the interrogation scene Characters for “level”:

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 

Hannah Dreyden: Her role in this chapter is that of a corpse, the player character can examine her corpse and the information gathered from it is entered into the journal. Information dealer: He’s at the end of the chapter, after dispatching with two of his thugs you ask him some questions. When it becomes apparent he knows something but isn’t going to tell, the player character tortures the information from him. Policemen: The police draw closer and closer to the crime scene right from the start of the chapter as the timer counts down. Adding suspense to the evidence collection, the faster you manage to comb the room for evidence the easier it is to make a stealthy get away. Lucie Trousedale: Chace’s secretary, while in the office they exchange witty flirts and sarcasm. She can be interacted with to get side jobs or to call contacts such as Craig Hanson. There is a narrative while in the office to explain the back story of Lucie. Craig Hanson: The player heads to see Craig and deliver the bullet for forensic examination, there is a brief cut scene and narrative to explain who Craig is. Thugs: there are two heavy thugs you have to defeat when you go to see the information dealer, once you have dealt with them the dealer gets scared and stops the combat.

Weapons: There is only one weapon in this chapter and that is the players default weapon, the .45 1911 colt. Items:      Used bullet (evidence): The used bullet can be found by examining the chest of draws. It went straight through the victim and into draws. Diary (evidence): You can find the diary by examining the bed, it is found under the mattress maybe it will give the player some clues. Paper with number (evidence): A lone piece of paper with a telephone number written on it, the number is circled to indicate importance. Heroin residue (evidence): This is found on the body, Hannah didn’t take drugs, this was left here by her killer to get the police off his trail. They’ll chalk it up to a drug murder. Switchblade (interrogation item): This can be picked up by the thugs you defeat before interrogating the information dealer. It can be used for torturing information out of him although it doesn’t have to be, you can also use your environment.

Music & sound effects: The music should represent a sad and angry tone, sad that Hannah is dead but filled with rage at the same time. In the apartment the music should get more intense as the police draw closer. When you go to confront the information dealer, sadistic and angry music should start to reflect the mood of the player character. Sound effects needed will be:       Wood scraping on floor Gun shots Ambient vehicle and people noise Opening a window Footsteps Paper rustling

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Game Design Document    Screams of pain Connecting punches Slashing

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Challenges:   Communication: This is the first level and is given to the player in the form of the opening monologue. Requirements: The player has to find the evidence present in the room before the time runs out and the police arrive, they then must escape unseen. After delivering some evidence to Craig, the player must then defeat two thugs and successfully interrogate an information dealer. Rewards: The player gains some information about the drugs found on Hannah’s body which leads you to the next part of the chapter. You also gain a knife to use an interrogation implement from defeating the thugs. Consequences of failure: If you are caught or killed you will be forced to start from the last checkpoint. If you accidentally kill the information dealer you will start the interrogation again.

Name: Chapter 11: Sleeping with the fishes:
Description: The eleventh chapter in the game begins with the player character discovering his friend and Police contact Craig Hanson tortured and executed in his own office. Immediately after this you comb the office and body for any evidence left behind, you find a bullet and the type of torture used seems familiar. The bullet is a .45 the same kind used to kill Hannah, after Chace realises this he heads over to Gilda’s apartment in a hurry. Once the player character arrives at Gilda’s apartment he immediately notices signs of a struggle. The player searches for evidence and finds a diary with a mention of William Colt, the name reminds Chace of the torture used on his contact Craig and that which he seen in WWII. Thinking he has found the scumbag responsible Chace rushes to confront William. The player arrives at Williams’ luxury apartment building and is immediately set upon by syndicate thugs. The player is forced to fight his way through several before he reaches the elevator for the roof. Once on the roof the player is caught in a fire fight between William and several thugs, when William is defeated the player ties him to a chair and brutally tortures him for information. When Chace has the information needed he kicks William into the rooftop swimming pool turns his back and walks away, leaving him to drown. Geographical features:  Luxury apartment building: This building is located in Manhattan and is reserved for the very wealthy, which usually means deep into crime. Decorated like a five star hotel on the ground floor with a reception area. The top floor is a penthouse that leads straight onto the roof, on the roof there is a swimming pool Gilda’s Apartment: A decent sized apartment in Staten Island, the apartment complex is well kept and you would need to be quite well off to live there. Inside the furnishings are lavish but a lot of them have been damaged due to the struggle.

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Game Design Document

Damien Dixon 08005438

Inactive scenery: Inactive scenery includes walls, lamp posts, outside windows, parked cars, parking meters and a whole host of other unimportant objects. Active/interactive objects: Cover plays a big part in the luxury apartment complex, doors and corners etc. As above most of the suspicious objects will be able to be examined or moved. Characters for “level”:   Craig Hanson: His role in this chapter is that of a corpse, the player character can examine his corpse and the information gathered from it is entered into the journal. William Colt: This character is the games sub boss, he has a larger amount of health than other thugs and is of hitman class. His weapons do more damage than regular hitman thugs and he prefers to use a Tommy gun. Once you have defeated him the player tortures him for information.

Thugs:   Heavy Thugs: There are 4 heavy thugs you need to defeat on your way to the elevator and 5 upstairs. Hitmen: there are 3 hitmen with snipers you must avoid while getting into the building. There are 2 hit men with Tommy guns on your way to the elevator.

Weapons: weapons available are, the standard .45 1911 colt and the M1A1 Tommy gun. Ammo between the two is interchangeable and can be picked up from thugs. Items:      Used bullet .45 (evidence): This can be found wedged into the office door frame, after being examined it is the same type of bullet used to kill Hannah. Gilda’s Diary (evidence): When you examine the chest of drawers you notice one has a false bottom, the player lifts the false bottom and finds Gilda’s diary which leads to William Colt. Health: there are 4 stationary health packs at quarterly intervals throughout the cleaning cupboards of the apartment block. Temporary health: the player can find temporary heath three times throughout the building, including some before the boss fight. Ammunition: This can be picked up from thugs.

Music & Sound effects: The music in this chapter should represent a feeling of shock revelation and haste, when at Gilda’s apartment it should have a feeling of desperation. When at the apartment building there will be music that has a feeling of climax, as if the whole thing is coming to an end. Sound effects needed will be:    Water splashing Semi-automatic weapons fire – walls, chairs etc Rifle weapons fire

Challenges:

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Game Design Document    

Damien Dixon 08005438

Communication: The task is given to a player after he completes a specific job and returns to his office in the early morning and finds Craig tortured and executed. Requirements: The requirements of this level are to find the evidence, in Chace’s office and in Gilda’s apartment and then confront, defeat and interrogate William Colt. Reward: The reward for this level is the information that Chace’s brother Abel Hamilton is still alive and that he was the one that killed Hannah and has Gilda Captive. Consequences of failure: These consequences are the same as above, if you health reaches zero you die and have to start from your last checkpoint or save. The same thing happens if you kill William before he gives you the information you want.

Name: Chapter 12: That morning I made a pact...
Description: After learning that his brother is still alive and responsible for murders of Hannah, Craig and the recent abduction of Gilda, Chace rushes to the address given by William. The information leads to an abandoned opera house, Chace must sneak his way in through the opera house’s outer grounds while avoiding thugs and snipers. Once inside the player character must then fight their way into the main hall, when the player enters a small cut scene initiates that involves Abel holding Gilda hostage on the stage. Abel then calls to Chace knowing he was there all along, after a brief chat Abel calls for his Thugs to ambush Chace. When the Thugs have been defeated Abel wounds Gilda and tosses her aside. Abel lunges at Chace with his blade forcing him to drop his gun, from here on the fight is strictly melee. The player must defeat Abel within the given time limit otherwise Gilda dies from her wounds. After Abel has been defeated Chace picks up a gun and drags his brother to another room and props him up in a chair. They have a brief chat about childhood and then Chace executes Abel, fulfilling the pact he made to Hannah. Geographical features: The only geographical feature in this chapter is the abandoned opera house. On the outside it has crooked iron spike fencing with worn out grass, the opera house itself has boarded up windows and chipped paint. The lobby is comprised mainly of marble with a few support pillars and wooden desks, there are corridors leading from this room in many directions. Inside the main hall there is a giant chandelier, a stage and spectator’s booths, perfect for sniping. Inactive scenery: Inactive scenery includes walls, lamp posts, outside windows, parked cars, parking meters and a whole host of other unimportant objects. Active/interactive objects: Since this mainly a combat mission the only interactive objects are the ones used for cover. These can include, pillars, corners and over turned wooden desks. Characters for “level”: Abel Hamilton: Since Abel prefers to stay out of direct combat, you have to deal with his thugs before you can defeat him. He is very fast and prefers to use his forearm length blade for combat, because he has a lot of stamina it will take 6 well placed quickime events to defeat him. Gilda Landis: Her role in this chapter is that of a hostage, once she has been wounded by Abel the player has a timer in which to defeat him. Otherwise Gilda will die and the result will be game over.

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Game Design Document Thugs:   

Damien Dixon 08005438

Heavy Thugs: There are 3 heavy thugs patrolling the outside of the opera house, 2 in the lobby and 3 in the main hall. Hitmen: There is 1 hitman patrolling the outside of the opera house and 12 inside the main hall. They are all carrying Tommy guns. Sniper hitmen: There are 2 sniper hitmen outside of the opera house and one in each spectator booth of the main hall. They will require a sniper rifle to be defeated.

Weapons: weapons available are the standard .45 1911 colt; the M1A1 Tommy gun and the M190314 sniper rifle. Ammo for the sniper rifle cannot be used with any other weapons Items:    Health: there are 3 stationary health packs, one outside; one in the lobby and one in the main hall of the opera house. Temporary health: The player can find temporary health 3 times on tables inside the main hall. Ammunition: This can be picked up from thugs.

Music & Sound effects: While the player is outside the opera house there should be nothing but ambient noise. After gaining access to the main hall the music should change to represent Shock, Confusion and anger. All the sound effects needed for this chapter have already been stated. Challenges:  Communication: This chapter relates directly to the information received by William Colt, after receiving the information Chace rushes to the address to confront his brother and save Gilda. Requirements: To beat this chapter you must successfully infiltrate the opera house and defeat the guards in the lobby. Once inside the main hall you must defeat Abel within the time limit or Gilda dies. Reward: This chapter rewards the player with the end of the game cut scene and an overall chapter score card, averaging out everything they have done throughout the game and rewarding them with an overall grade. Consequences of failure: These consequences are the same as above, if you health reaches zero you die and have to start from your last checkpoint or save. The same thing happens if you fail to defeat Abel within the time limit and Gilda dies.

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Game Design Document

Damien Dixon 08005438

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