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Table of Contents
DESIGN HISTORY ________________________________________________________________________5
VERSION 1.00________________________________________________________________________________ 5
VERSION 1.10________________________________________________________________________________ 5
VERSION 2.00________________________________________________________________________________ 6
VERSION 3.00________________________________________________________________________________ 6
VERSION 3.10________________________________________________________________________________ 6
VERSION 4.00________________________________________________________________________________ 7
VERSION 4.10________________________________________________________________________________ 7
VERSION 4.20________________________________________________________________________________ 7
VERSION 5.00________________________________________________________________________________ 8
VERSION 5.10________________________________________________________________________________ 8
VERSION 6.00________________________________________________________________________________ 9
VISION STATEMENT___________________________________________________________________________ 10
GAME DESIGN GOALS__________________________________________________________________________11
MOOD BOARD_________________________________________________________________________________ 14
COMMON QUESTIONS_________________________________________________________________________ 15
What is the game? __________________________________________________________________________15
Why create this game?_______________________________________________________________________15
Where does the game take place? ______________________________________________________________15
What do I control?__________________________________________________________________________16
Will I be able to run this game?________________________________________________________________16
What is the main focus?______________________________________________________________________16
FEATURE SET _________________________________________________________________________________18
GENERAL FEATURES _______________________________________________________________________ 18
GAMEPLAY FEATURES _____________________________________________________________________ 18
Guns- lots of guns__________________________________________________________________________18
Chronodome Structures_____________________________________________________________________ 18
Kill-chaining______________________________________________________________________________19
War Paint________________________________________________________________________________19
Bullet Bravado or Bullet Hell?_______________________________________________________________ 19
The Majors Mission Feedback_______________________________________________________________20
The Workshop____________________________________________________________________________20
Level Generator Randomisation______________________________________________________________20
Micro-transaction Inclusion_________________________________________________________________21
Wow Words____________________________________________________________________________ 21
MULTIPLAYER FEATURES __________________________________________________________________ 21
THE GAME WORLD____________________________________________________________________________22
KEY LOCATIONS ___________________________________________________________________________ 22
KEY HISTORIC STRUCUTURES INCLUDED____________________________________________________ 22
ENVIRONMENTAL HAZARDS ________________________________________________________________22
SCALE _____________________________________________________________________________________23
WEATHER _________________________________________________________________________________ 24
DAY & NIGHT ______________________________________________________________________________24
TIME ______________________________________________________________________________________24
CONTROLS____________________________________________________________________________________25
THE WORLD LAYOUT_________________________________________________________________________ 26
THE WORKSHOP_______________________________________________________________________________27
WAR PAINT____________________________________________________________________________________28
WEAPONS_____________________________________________________________________________________ 29
PULSE CANNON____________________________________________________________________________ 29
GATTLING CANNON________________________________________________________________________ 29
PERCUSSION SHELLS_______________________________________________________________________ 30
SPIDER MINES______________________________________________________________________________30
SHOT-GUNS______________________________________________________________________________ 30
BIO CANNON_______________________________________________________________________________31
GRAVITRON________________________________________________________________________________31
(JERICHO) MISSILE SALVO__________________________________________________________________ 32
MODEL-FR3AK1N9 LASER BEAMS____________________________________________________________32
TESLA TURBINE_____________________________________________________________________________32
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Design History
Those who cannot remember the past are condemned to repeat it.- George Santayana
To illustrate the evolution of Task Force: Sentinel, the following is an account of the various versions the game
has assumed and its development to the end product.
Version 1.00
The original game design, Defender 2.0: Prepare for Attack:
A fancier, explosion ridden Defender game drawing inspiration from games such as Ratchett and
Clank.
Containing countless, highly explosive and creative weaponry allowing for multi-kill romps. Includes:
Bio Cannon
Gravitron
Missile Salvo
Tesla Turbine
Spear Thrusters
Humans not imperative to save but their abduction instead resulting in increased difficulty.
Player may collect new weapons dropped by defeated foes, able to wield two at a time.
Map navigation is from left to right- map will revolve as players travel. Vertical navigation will not
result in map pitching i.e. no travelling into outer space!
Key emphasis: visual eye candy and satisfying explosions from cool weaponry.
Version 1.10
Re-iteration of 1.00 but also including:
Addition of weaponry:
Machine Gun
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Version 2.00
Following changes made:
Story: Aliens decide to travel back in time and wipe us out at an earlier, weaker time in history.
o
Game progression:
o
Version 3.00
Following changes made:
ini-base centre-level
Chronodome structures- by flying past/through these structures, players may benefit from their
purpose.
Chrono-portal hub: players may build up to two teleportation portals which they may
travel between. Destructible.
Salvage
o
Enemy deaths may result in their dropping salvage: scrap metal which players must collect
to build Chronodome structures.
Turrets: player able to deploy turrets anywhere in level to help defend. Enemy destructible.
Version 3.10
Re-itation of 3.00 but also including:
Structure defence
o
Environmental dangers
o
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Version 4.00
Following changes made:
Chronodome structures no longer require flying through to activate. Structures provide PASSIVE
bonuses only.
Currency
o
This currency may be spent on ship/ Chronodome structures to upgrade them. Upgrades
persist throughout player account.
Score multipliers
o
Humans on the ground and Human structures (3.10) are no longer essential to defend, but act
as score multipliers for end-level score.
Medieval= knights.
Jurassic= cavemen.
This way, player never has to feel frustrated, but also, suffers for their performance via low
income at end of level.
Version 4.10
Re-itation of 4.00 but also including:
Chronobomb
o
This is to replace the original, 1980s games smartbomb. This item will spawn randomly
during a level and may be collected/fired if the player so chooses.
Has large chance to freeze all enemies for X time or a small chance to freeze the player for
X (less) time.
Version 4.20
Re-itation of 4.10 but also including:
Chronobomb status
o
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This chronobomb will only ever freeze all enemies for X time- never the player.
Version 5.00
Following changes made:
Nano-fleet bay
Thruster Overclocker
Kill-chains added:
o
Each kill-chain ability has a corresponding cool-down timer and enemy death requirement.
Orbital Cannon
Nano-fleet
Thruster Boost
Ghost Ship
Cloaking
Invulnerability
Overshield
Tank Deployment
Firepower
Bottomless clip
Insta-turret
Insta-arsenal
Wow-words added:
o
Micro-transactions: players may pay real money to purchase Chronodome structures or kill-chain
abilities quicker.
Version 5.10
Re-itation of 5.00 but also including:
Any unspent salvage at the levels end is also added to the total score.
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Added weaponry:
Percussion Shells
Demolecularizer
Spider Mines
Shot-guns
Invasion Mode
Dogfight Mode
Hunter-tracker Munitions removed from Structure list and added to Kill-chain list.
Version 6.00
Following changes made:
Title change: Defender 2.0: A Defence Through Time to Task Force: Sentinel
Cloaking
activated
[Translation: I think
we lost him!]
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How? Task Force: Sentinel will combine two genres relatively unfamiliar with one another:
STRATEGY and SIDE-SCROLLER, resulting in a unique gameplay experience laced with
fast-paced action, player customisability and traces of retro micro-management.
How? Through:
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How? Each feature, art style choice, even the game title, have been chosen specifically to meet
these experience goals. The latter elements will be described in full detail throughout this
document.
v) Nostalgic
Task Force: Sentinel must be able to evoke nostalgia in those who player it, whether having
been players of the original Defender title or not. An element of the game must exude
nostalgia, and be evident enough that it resonates with both the target market and beyond
alike.
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How? Task Force: Sentinel will use audio effects and appropriate music tracks to provoke this
desired response in players, relating to that of 1980s arcade video games. In short, they will
sound noticeably older than modern-day versions.
How? Task Force: Sentinel will feature a strong multiplayer feature Invasion Mode, to keep
players entertained:
vii)Postcore Friendly
Postcore players are the target market of this title, according to the Denki brief. The title
must therefore understand what these gamers want, and provide that in an effective manner.
How? Preliminary questionairres have already been conducted to provide a base understanding
of what the postcore gamer is as well as what they wish to see in their games. Further to
this, paper-version prototypes will be created and used with these same questionnaire
candidates to ensure user compatibility.
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Mood Board
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Common Questions
What is the game?
If Modern Warfare were to meet a real-time strategy game, their collision would
result in Task Force: Sentinel. Visually inspired by Denkis Save The Day, the title
involves playing through x-axis based levels of varying setting (ranging from the
medieval to the Jurassic) and fighting off waves of alien spacecraft through either
sheer firepower or clever tactics- or both!
2) Reviving A Classic: If todays best films have anything to thank, it is movie greats
such as Casablanca, The Godfather and Citizen of Kane. Similarly, games too
have ancestors to thank for where they stand together- and one of these is Defender.
Being able to revitalise such a classic is not just a pleasure but a privilege, and if
being done, it deserves to be done right by those who appreciate its grandeur- no
matter the low pixel count!
What do I control?
Players will be entrusted with their very own state-of-the-art Defender, Z-Class
Fighter Jet, for which they will have control over:
In-game navigation:
o Weaponry
Upon shooting down alien ships, they will randomly drop
weapon pick-ups, which players may choose to collect/equip or
avoid. Players may have up to two weapons equipped at any
one time.
o Skin
Players will be able to make their mark on their ship by
purchasing different, custom skins to paint their ships with.
o Piloting
Players will lastly, of course, have control over the piloting of
their ship.
Chronodome structure choice: players will have control over which
structures they choose to build around their Chronodome base, as well as
when to destroy said structures and replace them with something else.
Kill-chain selection: players will have control over which three kill-chains
they take into combat with them. These kill-chains are not changeable
until the end of the level, or the restart of that same level however, so
choose wisely!
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For the score orientated player: deciding which weapons work best with
which structures, according to their play-style.
For the non-score orientated player: enjoying the vast selection of
weaponry and offensive capabilities at their disposal and enjoying the
mayhem!
Playing against friends co-operatively or competitively.
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Feature Set
General Features
Hand-drawn 2D visuals.
Turbulenz based.
Original Defender themed soundtrack.
Multiplayer available.
Facebook friendly.
Play from any computer.
***
PLEASE NOTE THAT THE FOLLOWING FEATURES ARE SUMMARIES. MOST KEY
FEATURES HAVE THEIR OWN DEDICATED CHAPTERS (see page references)
Gameplay features
i)
ii)
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iii)
iv)
v)
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vi)
vii)
Ship models
Ship structures
Weapon drops
Chronodome structures
Kill-chains
viii)
The first X levels of the title are introduction levels, and once
completed, may be played again. Upon playing again, these levels will
be the same and require the same objectives to be completed.
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I.E. Level 1 is and always will be (upon replay) the medieval time
period. However, upon completing all X remaining levels and
restarting from Level 1, the location of Level 1, and its objectives, may
vary.
ix)
MICRO-TRANSACTION INCLUSION
Should players not be willing to earn their upgrades and in-game
purchases through play, they can also pay a small amount of real
money in exchange for in-game currency.
x)
***
Multiplayer features
i)
ii)
dont miss.
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Key Locations
i)
ii)
iii)
iv)
v)
vi)
vii)
viii)
ix)
x)
THE COLUSSEUM
PARTHENON
THE LEANING TOWER OF PISA
THE PYRAMIDS
CASTLES
TAJ MAHAL
ACROPOLIS
OLYMPIA
PALACE OF VERSAILLES
Environmental Hazards
Depending on the environment, players may have to contend with a wide range of
dangers native to the location, such as:
JURASSIC = VOLCANIC GEYSERS
MEDIEVAL = DRAGONS
FUTURISTIC = ELECTRONIC SURGES
EMPIRE OF ATLANTIS = TSUNAMIS
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Scale
Scale will be primarily inaccurate and instead Denkis art style. Please refer to image
provided.
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Weather
Three forms of weather will be found in Task Force: Sentinel- each form will occur at
random upon level commencement.
A. Sunny
B. Rainy
C. Snowing
...this transition will not be observable. When a level is generated, a day or night
version will be automatically chosen.
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Controls
Overview
The following is a summary of in-level controls which the player must use to control their
ship and dictate gameplay.
Out-of-level controls will follow game standards: left click to select / buy upgrade etc.
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Main Menu
(cockpit)
Single Player
Multi-player
Full screen
option
Mute Button
Badges
earned
Change ship
model option
(page 32)
Purchase/upgrade
Chronodome structures
(page 30)
Replay Tutorial
Missions
Workshop
Change ship
colour scheme
(page 20)
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The Workshop
Overview
The Workshop can be accessed outside of playing levels in Task Force: Sentinel and offers
several functions to the player.
i)
SHIP
IMAGE
SHIP
INFO
ii)
SHIP
INFO
SHIP
IMAGE
SHIP
INFO
SHIP
PRICE
Badges earned
By clicking on the medals, players can view which Turbulenz badges they
have achieved over the course of their gameplay.
iii)
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War Paint
Overview
War paint relates to the colour schemes players may purchase for their ship. Each ship is
comprised of parts. Each part may be painted a different colour or pattern. In order to access
a part to customise, players must first purchase the unlock for that part. An example of which
parts may be customised, colour-wise, is displayed below, alongside corresponding options
which may be available.
PAINTABLE
PRONGS
VISOR
HULL
WINGS
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Weapons
Overview
Given the joy gamers get from explosions (such is there dominance in the majority of video
game titles!) in addition to the kill-chain feature, the majority of weapons found in-game are
Area of Effect based, and designed to engulf as many enemies as possible if used correctly.
The following is a description of these twelve weapons and the nature of their firepower.
Please note that additional weapons will be available for purchase from the Workshop at a
later date.
Pulse Cannon
The default weapon of all Z-Class Defender jets, the pulse
cannon boasts what any marine needs on the battlefield:
reliability and infinite ammunition.
The pulse cannon simply fires a shot in a straight line at a medium pace, and is practically
impossible to nab any sort of kill-chain with, but may come in handy when in a tight spot,
and will always return to play when any other weapons ammunition is depleted.
Gattling Cannon
Screw dogs, this is a mans best friend.
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Percussion Shells
Originally developed as a crowd control weapon by the
military following the whole of the 1960s.
Spider Mines
Not for the arachnophobic.
Shot-guns
Fondly named after the original shotgun weapon. Not fondly
named after the act of pre-booking the passengers seat.
The shot-guns are a twin-set of cannons which fire a shortrange cone of titanium-alloy shrapnel. Although their range
is extremely poor, the daring pilot can wreak havoc on groups of close-knit enemies with its
devastating firepower and wide scope of fire.
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Bio Cannon
The blueprints for this weapon were recovered from a crashlanded alien saucer, including an intergalactic copy of Alien
Hotties Weekly. Both items were confiscated for further
research.
The Bio-cannon can be a seasoned pilots best friend, or a rookies luckiest shot ever: firing
in a soft arc, the Bio-cannon boasts an impressive clip and rate of fire, shooting globules of
green bio-mass at whoever you aim it at. As soon as the gloop comes into contact with
another surface, it begins to react with the foreign body and, ultimately, explode. However,
the more gloop stuck to the surface, the greater the resulting explosion. We are yet to find
any surface this strange substance does not respond to aggressively. We are hoping to
conduct further testing on cats later this year.
Gravitron
The Defender project only came into possession of
this weapons schematics recently from an unknown
source. Were not sure how it works yet. So if its
equipped, just, dont worry if your ship starts to feel a
littleexplodey.
The Gravitron creates what is, for all intents and purposes, a mini-black hole. Upon firing,
the site of this black hole is fixed, and maintains a connection with the Gravitron weapon.
Should the pilot fly too far away from the black hole site, the connection will break, and the
black hole will quickly desist. However, the longer this connection is maintained, the larger
and more powerful the black hole will become. Enemies caught at its centre will soon find
that smashing into one another is a quick way to die.
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Tesla Turbine
The technology behind this weaponry could easily solve
the current energy crisis, forever. Were using it to fight
aliens. No complaints here!
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A chain-based weapon, the Tesla Turbine fires a continuous bolt of electrical energy at the
target. Upon hitting said target, lesser bolts will emit from them, damaging all those around
them. This weapon also consumes ammunition considerably fast.
Upon enemy death, they may drop one of the weapons listed above, varying in
likelihood according to their individual rarity level.
ii)
This weapon drop will hover in mid-air wherever its carrier was killed.
iii)
This weapon drop will begin to fade away and eventually vanish unless
picked up by the player.
iv)
v)
During either its descent or its crash site, by flying close to either players will
collect the scrap metal they leave behind.
vi)
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Kill-chain abilities
Overview
Kill-chain skills are one-time use, extra-powerful abilities which players may use upon
killing a pre-ordained number of enemies at once. This section will briefly explain the
mechanics behind kill-chains, as well as list the kill-chains currently available to the player.
Please note that further kill-chain abilities will be developed/released following game launch.
Kill-chain flow
i)
ii)
iii)
If player activates Level 3 k.c. ability, player must successfully kill 3 enemies at
once again to re-enable it.
iv)
If the player dies before activating ANY Level of enabled k.c., k.c. enabling is lost
i.e. if player has enabled a Level 50 k.c. and dies before its use, that k.c. is lost and
must be achieved again.
v)
If player wants to enable a higher Level of k.c., player must have successfully
enabled all previous k.c.s, i.e.:
a. Player X currently has no Level of k.c. enabled, but
chose Level 7, Level 15 and Level 40 abilities prior to
the level.
b. Player X successfully kills forty-two enemies at once.
c. This will not enable either Level 40 or Level 15 abilitesonly Level 7.
d. Should player successfully kill forty-two enemies again,
likewise, only the Level 15ability will be enabled.
vi)
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Kill-chain abilities
KILL-CHAIN
NAME
MULTIKILL
NUMBER
NEEDED
DESCRIPTION
UPGRADES
20
in the blast.
Centre of beam fixes/fires on players
Upgrading will
increasing the width
and firepower of the
beam.
Upgrading will
Nano-fleet
15
nano-jets activated, as
Thruster Boost
Ghost Ship
10
Upgrading will
short time.
Upgrading will
increased firepower.
of cloak.
30
50
Non-upgradable
15
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depletes.
10
an additional tank to
the battalion.
fire their explosive shells at any airbased opponent that comes into range.
These tanks will persist until destroy.
Upgrading will
During this state, any points you earn
Make Em
Count
20
Firepower
Boost
15
Lost
him!
Upgrading will
increase damage
output factor by X.
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15
of this ability.
Insta-turret
Upgrading will
improve the model of
the turret deployed,
15
ranging from:
i)
Pulse Cannon
turret.
ii)
and time.
Gattling
Cannon turret.
iii)
Missile Salvo
turret.
Insta-arsenal
Activating this ability will allow you
20
Hunter-tracker
munitions
Upgrading will
increase the duration
of this ability.
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Wow Words
Overview
While originally an attempt to satisfy all pillars of Denkis The End, the Wow Word
feature was developed to also provide players with an improved sense of satisfaction upon
kill-chain achievement, in addition to augment the arcade feel of the title.
KILL-CHAIN CALIBRE
WOW WORD
KILL 10 UP
KILL 20 UP
KILL 35 UP
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Please note that additional supporting structures will be developed/released following game
launch.
Structure flow
i)
ii)
iii)
Player flies near falling/fallen salvage randomly dropped by enemies (10 per
piece)
iv)
v)
These Structures can help support the players play-style: take a lot of enemy
fire? Chances are a Shield Stability Station, which improves shield recharge
delay, will do you no end of good!
vi)
vii)
viii)
ix)
x)
xi)
xii)
Structure features
Supporting Structures
STRUCTURE
COST
DESCRIPTION
For the player who gets hit often.
Shield
Recharge
Station
Ammo
Dump
UPGRADES
Upgrading this
structure will slightly
500
300
Upgrading this
trigger happy.
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improve the
This structure will allow for the
regeneration rate of
ammunition, as well as
ammunition.
250
Upgrading this
structure will improve
the rate at which turrets
self-repair, as well as
reduce turret repair
costs.
Upgrading this
Military
Intelligence
Centre
150
drops by X%.
200
Upgrading this
structure will increase
the health of the
teleportation portals,
allowing them to
endure for longer.
Chronodome.
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250
Upgrading this
structure will further
reduce death
penalisation.
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Ship Models
Overview
As aforementioned, players will be able to change the model of their ship. This is purely
cosmetic, but will allow the player to feel further attached to their vessel. The following is
the models currently available and their given title.
Leviathen-class
Reconnaissance, Talon
[CLASSIFIED], Confiscated
Alien Saucer Craft
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Game Characters
Overview
Given that Task Force: Sentinel is strongly focussed on ludology over narrative, there are no
typical characters the player will encounter- excluding the Major. Therefore, this section
will briefly detail who the player is meant to be within the context of the game, the enemies
the player will encounter (given their character-esque existence) and information regarding
the Major himself.
The Major
The Major is the only persistent, faced character within Task Force: Sentinel, who is
currently in charge of all operations pertaining to the defence
of the human race from alien scum. He will feature in:
The tutorial levels as an instructor
Mission feedback provider.
He is largely inspired by Roosterteeths The Sarge, and
exhibits similar characteristics in his dialogue, namely:
Extreme bravado
Egotistical
Extremely patriotic
Mildly stupid
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Enemies
There are three types of alien ship the player may encounter during their defence of
Earth.
i)
ii)
Saucers:
Weak
Sized-up Saucers:
iii)
Super-saucers:
These ships NEVER flee. You, on the other hand, just might have to.
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Detail 6- Score
Players total score will be displayed, accompanied by the multiplication factor that
score will receive- assuming their continue to defend their current objectives
successfully.
objective lost
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Visuals
Please note that this section contains technical details intended for technical artists, and is to
provide a basic introduction of the Turbulenz SDK and its underlying capabilities.
Game Engine
Turbulenzs SDK revolves around a HTML5 game engine, and allows for the
development of next generation quality, browser-based games, based upon two
technologies:
According to Turbulenz:
The engine libraries are implemented in optimisted JavaScript supporting rapid
iteration of game code and dataand includes Asynchronus resource loading and
swapping; Lazy evaluation of scene updates; Multi-threaded evaluation and
execution.
http://biz.turbulenz.com/developers
Rendering System
Shader based immediate mode dispatch; Supporting multi-technique, multi-pass,
multi-materials; Dynamic vertex, index, and texture buffer processing; Deferred
rendering supporting unlimited lights; Pluggable POST effects and collection of
effects; Exponential shadow maps and occlusion queries; Extensive particle and effect
systems; GUI/HUD system supporting multiple fonts and languages.
http://biz.turbulenz.com/developers
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For access to the full, online version of Turbulenzs game engine overview,
please follow the link provided:
http://docs.turbulenz.com/game_engine_overview.html
Camera
The camera view of Task Force: Sentinel will remain fairly constant throughout
gameplay.
Camera will always position player ship at centre focus when possible, and will
never deviate from this focus save in the following circumstance(s):
Task Force: Sentinel will make full use of this powerful media.
The following bullet list provides online links to a variety of audio samples which highlight
the primary inspirations behind what the titles overall sound design will draw from.
Halo (http://www.youtube.com/watch?v=Sjvo0SPAOiQ)
Overshield
- http://www.youtube.com/watch?v=eCnCVNVTsiE
Enemies
In keeping with the old arcade game feel, enemy spawning, weapons-fire
and movement sound effects will be cartoonish and light-hearted, yet also- to a
degree- intimidating. We want the player to feel challenged.
Enemy wave approaching http://www.youtube.com/watch?v=gZphm7OZp54
Enemy action - http://www.youtube.com/watch?v=Q9sDonzejEI
Enemy weapons-fire http://www.youtube.com/watch?v=myAmiHOyoLo
Ship Effects
Similarly to Weapon & Kill-chain Effects, the players ship should not just
evoke both vulnerability and capability in equal measure visually, but also
in its sound effects.
Ship movement - http://www.youtube.com/watch?v=OUwZHOrM_jo
Ship: alert
- http://www.youtube.com/watch?v=pwOyh-TD3JQ
Structure Construction
Audio for Structure construction should provide players with a sense of thrill
and that whether or not it is the correct Structure for that moment in time, it
sparks that moment of inner monologue toward the enemy that says
Bring it on!.
Structure: building - http://www.youtube.com/watch?v=mHQIiB4dJfs
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Start Level
Build desired
structures
Kill initial
(usually weak)
wave
Collect salvage
dropped (10a-piece)
Pick up
weapon drops
if desired
Receive final
score:
Use killchains
selected
pre-level
start
- 'X' per
enemy kill
Defend objectives
(final score
multipliers)
plus
Spend scoreconverted
currency on:
- Score
multipliers
- Cosmetics
- Upgrades
plus
- Remaining
Salvage
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Single Player
Overview
Overall, the single-player gameplay may be summed up by the high concept:
Story
Though there is not a heavy emphasis on any form of narrative during Task Force:
Sentinel, there does exist a small amount on contextual backstory.
Following the events of the original Defender game, the aliens decide that, in order to
destroy us, they cannot rely on brute force- considering one lone pilot managed to
successfully repel an entire fleet already! Therefore, they develop a time-travelling
capable of transporting their forces back in time in order to wipe us out before we
developed space-worthy war machines. Thankfully, humans learn of this sinister
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alien plot and develop our own, lesser time-machine: the Chronodome. While unable
to support the transport of a large force, this large disc can not only construct but
support additional structures around it, which may in all manner of forms assist a
select group of specially trained pilots: defenders of the skies who might stand against
the alien horde- the Sentinels.
Victory Conditions
Players may win a level in single-player by successfully destroying all invading
waves of alien enemies with a score of at least 1. Considering that player death
results in overall score loss, any death which results in players entering negative
points will result in level reset.
Loading: the game will automatically load all of the above, and return players to their
last visited level upon clicking Resume at the main menu.
Customisation
The following items are player customisable, in-game:
Which Chronodome structures are currently in use
,out-game:
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Ship model
Ship colour scheme
Active kill-chains
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Multiplayer
Overview
As aforementioned, Task Force: Sentinel will feature a dominant multiplayer mode. The
following is a summary of the game mode, Invasion, provided, and what it will involve /
offer players
INVASION MODE: Players must face off against increasingly large, difficult waves of
aliens and help each other survive.
Questions
Answers
4
Max Players?
None
Any Additional Weaponry?
No ally fire will never harm the player.
Friendly Fire Allowed?
Use Personal Upgrades? (purchased killYes
chains etc.)
10
How many waves will there be?
Either:
Nano-bots engaged
Page | 58
Audience
Overview
This title is being produced for a very specific target market: the postcore gamer. This
demographic is still very much so in its infancy, and has only recently been so much as given
a name. In order to maintain an appropriate design approach, we must maintain a constant
and accurate understanding of this gamer type.
Customer 0
I love playing
games, but simply
cant justify
spending lots of
time on them like I
used to.
Id like to feel as if my
time spent with the game
was worthwhile- that it Page | 59
amounted to something.
The following
MILESTONE
SCHEDULE summarizes
the steps which will be
taken during the AGILE
development of the given
title.
1. Game Concept
PROJECT START
2. Pre-production
2.1. Premise Refinement
2.1.1. Theme Research
2.2. Market & Competition Analysis
Page | 60
3. Production
3.1. Concept Art
3.1.1. Final Concept Art
3.1.2. Clay Models
3.1.3. Blueprints
3.2. Level Design
3.2.1. Level Geometry
3.2.2. Object and Actor Placement
3.2.3. Lighting
3.3. 3D Design
3.3.1. Static Objects
3.3.2. Dynamic Objects
3.3.3. Effects
3.4. Animation
3.4.1. In-Game Animations
3.4.2. Cut-Scenes and Full-Motion Video
3.4.3. Effects
3.5. Textures & Graphics
Page | 61
4. Quality Assurance
4.1. Final testing / System testing
4.2. Alpha and Beta Testing
4.3. Bug fixes
5. Release
5.1. Master Gold
5.2. User documents (readme-texts, manuals, help-files)
5.3. Distribution
5.4. Support services
5.5. Localisation, porting
6. Post-Release
6.1. Patches
6.2. Upgrades and add-ons
PROJECT END
Page | 62
CATEGORY
REQUIREMENTS
COST
Designer/ producer
[2] programmers:
- Technical artist
(according to MCV
- Core programmer
Employment
2012 salary
report)
Software
[2] Artists
- User Interface / sound
engineer
- Character / Environmental
artist.
225.60 (x2)
139.16
Marketing
Overview
The following details the proposed means by which Task Force: Sentinel will be marketed
for the intended consumer. All forms are intentionally free of charge services which may be
used to maximise title coverage and dictate game impression.
Tinychat interviews
Tinychat is a free-to-use webcam service which
allows users to set up and host webcam
conferences. Tinychat interviews will:
Allow direct contact between designer
and consumer.
Grant possible end users the chance to
find out more about the upcoming title.
Allow for further promotion of the title
directly to users.
Appendix A
The questionnaire designed and used for conducting further research into who postcore
gamers are and their gaming interests/ preferences.
Due to the extensiveness of the questionnaire, written responses have not been included.
However, please follow links provided below for access to audio interviews sampled, also
using questionnaire:
Interview #1: http://www.youtube.com/watch?v=msllU05hhKE
Interview #2: http://www.youtube.com/watch?v=BTd-D9jeA2U&feature=youtu.be
***
Congratulations, soldier! Youve just been selected as one of the few possible candidates deemed
worthy for our top secret anti-martian combat program! The training will be tough; the hours, like a
never-ending nightmare of horrors I cant even BEGIN to help a dirtbag like you understand!! But by
the time Im finished with you, youll be the best god-damn pilot in them skies the likes of which
nobodys ever seen. And that, son, makes me happy. Below youll find a dossier whichll get you up to
speed on whats going on and what well be expecting you to do. Now get those questions answered,
on the double! Dirtbag!
Page | 65
Pre-game:
i)
Select next mission available. Previous missions cannot be replayed. All missions may be
replayed with additional content once game has been completed.
ii) Player can select which ship they wish to pilot. Different ships have different speeds/
damage statistics.
iii) Player can select which 3 Killstreak abilities they would like to take into the level with
them.
In-game summary:
i)
Players must fight off invading aliens as a fighter pilot ship, which will attempt to abduct
humans from the ground of the level.
o
Each level will have varying waves of enemies i.e. Level 1 will have 1 wave of
enemies which arrive one-by-one on screen. 1 wave contains 40 enemies.
ii) Players do not have to protect these human targets, however, each human saved by the end
of the level act as a final score multiplier. I.E. the more humans youve saved, the bigger the
score!
iii) Players will have access to up to 12 different weapons- each highly explosive!
o
When weapon drops appear, you may click on them to equip them. But be quick,
they dont stay on screen forever!
iv) By killing large numbers of alien spacecraft at once/ or in quick succession, players can
acquire Killstreaks: special abilities which may be unlocked for one-time use per level.
v) Players will be able to deploy different structures and ground-based defense turrets to assist
them in their fight for Earth! Here is a small sample of some examples.
o
Shield Station: Shields down? Fly through your Shield Station to give those shields a
top-up, soldier!
Page | 66
Reload Station: Out of ammo for that favourite weapon? No problem, simply take a
quick dock in the Reload Station to lock and load!
Defender Turret Mk.II: Deploy these automated turrets anywhere on the battlefield
to help stave off the alien scum!
vi) Structures can be built by collecting salvage which is dropped by some defeated enemies.
vii) Some missions may ask you to defend specific buildings or human beings. Their
capture/destruction loses you the level.
viii) When all enemies have been killed- assuming they havent killed YOU by now!- the level
ends and a total score is awarded, depending on (at the moment):
o
Lives lost
Humans saved.
etc
Page | 67
In comparison to five years ago, would you say you play games more or less often? Explain your
answer i.e. why do you play more/less now?
If you had more time available, would play games more often? I.e. You just won the lottery- money
is no longer a prerogative!
What do you find most enjoyable about these favourite games? Features, graphic style, etc
In your opinion, what 3 things (list more if you feel like it!) makes a game a must play, for you?
What would you say is your most played platform type? Why is that?
What would you say your most played platform type was five years ago?
Has the type of games you play changed over the last five years?
Page | 68
Having gone over the improvements Id like to incorporate (seeing beginning of questionnaire), do
you believe you would play this game instead of previously listed three favourite games? Explain
your answer.
Having gone over my design, how do you think the game would make you feel? Competitive,
satisfied, bored, frustrated, intrigued etc.
Having gone over my design, what did/or didnt you like? Is there anything youd like to see removed
or added- off the top of your head?
Do you think you would find this game fun? Why is that? Explain your answer
Do you think you would find this game easy to play/understand? Explain your answer.
Finally, here is a link to Denkis current project, Save the Day- their first labelled Postcore game.
http://www.denki.co.uk/save-the-day/save-the-day.html
After trying it out, and bearing in mind it is an early prototype,
What did you think of it?
Did you enjoy it?
Would you play it instead of your favourite games? Explain your answer
Page | 69
On a scale of 1-10, how did you find this questionnaire? Briefly explain your score.
Page | 70
Appendix B- User Interface Copyright 2012 Last Chance Games All rights reserved
Total map view
5.Kill-chain
active
4.Incoming
wave
8. Current Salvage.
6.Score
Section of map
currently in
view.
3.Objective
in danger
off-screen
7.Alert box
1.Player
condition
Player shields
Player
2.Remaining
ammo
X X
Page | 71
ASSET
TYPE
VISUAL ITINERARY
Sprites
AUDIO ITINERARY
For ALL Asset Types
Defender ship:
o Thrusters engaging /
dying
o Weapons fire
o Destruction
o Re-spawn
o Salvage pick-up
o Weapon pick-up
o Ammo resupply
o Shield depletion /
recharge
Martian ship:
o Movement
o Weapons fire
o New wave
approaching
Chronodome:
o Structure beginning
to build
o Structure finished
building
o Structure demolished
Page | 72
Effects
ALL weapons-fire
effects (both player and
enemy alike)
Enemy death explosion
Player death explosion
Kill-chain abilities
Player shield recharge
Player taking damage
Enemy taking damage
Player jet thrusters
(slow/ fast)
Animations
Civilian abduction
Civilian structure
damage/ demolition
Civilian panic
Fire
Water
Wind
Chronodome Structure
construction
Chronodome Structure
removal
Cloud movement
Ammo gauge re-fill/
depletion
Environmental
ALL environment
backgrounds
Hazards (per time
period):
o Dragons
o Geysers
o Falling rubble
o Electric storm
o Tidal Wave
o Wrath of Gods
(lightning bolts)
o Ambient sound:
Hissing
Whirring
Environment:
o Civilian ambient:
Panic
Cheering
War cries
Abduction
o Hazard effects:
Wave
Eruption
Electricity
Dragon roar
o Fire crackle
o Water wash
o Wind blowing
o Rubble tumbling
o Civilian structure
destruction
Kill-chaining:
o Effects
o Ka-ching for
accessing kill chain
On-board A.I.:
o Ammo depleted
o Kill chain active
o Structure, ready
o Approaching wave
o Incoming
transmission
o Congratulations
Sentinel
Menus:
o Button press clicks
o Mechanical door
opening / closing
effect.
Page | 73
Static
Main Menu
o Workshop and all
adjoining screens
ALL Main Menu and
adjoining screen icons
The Majors mission
feedback speech
bubbles
Page | 74
References
http://www.macross2.net/m3/sdfmacross/vf-1d-valkyrie.htm
http://wildones.wikia.com/wiki/Missile_Stream
http://www.clker.com/inc/svgedit/svgeditor.html?paramurl=/inc/clean.html?id=10454
http://ssb4u.wordpress.com/2012/04/10/items-laser-cannon-oil-slick-andwatermelon/
http://j70.deviantart.com/art/Tesla-cannon-257035306
http://kidicarus.neoseeker.com/w/i/kidicarus/0/0c/Dynamo_Cannon.png
http://kidicarus.neoseeker.com/w/i/kidicarus/7/78/EZ_Cannon.png
http://www.wreckamovie.com/shots/show/1438
http://www.predatorstuff.com/gallery/?level=picture&id=1371
http://guide.smashball.tv/index.php/Spider_Mines
http://www.deviantart.com/morelikethis/108335693
http://ryandemita.blogspot.co.uk/
http://www.vectoons.com/stock-vector/speeding-bullets-3-5624.html
http://vfxfuture.net/goto/cartoon-explosion-animation
http://applenapps.com/review/jetpack-joyride-casual-gaming-perfection
http://militarytimes.com/blogs/scoopdeck/2009/09/page/4/
Page | 75
http://www.squidoo.com/Airplane-pinup
http://ludocraft.oulu.fi/elias/dokumentit/game_production_process.pdf
http://starwars.wikia.com/wiki/Quarren_laser_cannon
http://www.mobygames.com/game/ipad/jetpackjoyride/screenshots/gameShotId,557144/
http://livehelpindia.blogspot.co.uk/2011/05/how-business-rate-pace-up-with-agile.html
https://twitter.com/SentinelsOTM
Page | 76