Sie sind auf Seite 1von 23

Outbreak

A twin stick co op shooter


Game Design Doc Version 2.0

Author of Document: Daniel Perzan - Associate Producer, Designer

Team: James Justin -Technical Director Maureen Perzan - Project Lead, Programmer Jordan Barrett - Technical Lead, Programmer Jill Parr - Design Lead, Designer Jeff Rosenberg - Art Lead, Programmer Zach Snader - Audio Lead, UI Design Nick Ferri - Programmer, Audio Alex St. John - Programmer Jason Jorgenson - Programmer Rod Lekey - Programmer Cody Robinson - Programmer Dustin Rodda - Programmer Darryl Sterne - Programmer Finnen Cerises - Designer Jon Jansma - Designer Dan Rolling - Designer Eric Sponaugle - Designer Ken Welch - Designer Ben Harris - Modeler Scott Robbins - Modeler Bianca Gelli - Animator

Table of Contents
Table of Contents

Design History Section I - Game Overview Game Concept Feature Set Genre Target Audience Visual Style Project Scope Section II - Gameplay and Mechanics Gameplay Controls Camera Movement Scoring Health Player Death Objectives Mechanics Power Ups (More To Be Determined) Guns Time-based Power Ups Wish List: for Negative Power Ups (TBD) Interacting in the Environment Ally AI Interacting in the Environment Options Screen Lobby Screen Level Selection Screen Heads Up Display Screen Game Options Saving Cheats and Easter Eggs (Wishlist) Section III - Story, Setting, and Character Story and Narrative Character Backstory Gloria Harris Miguel Torres Franklin Jones Mi Sun Park Cutscenes (TBD) Section IV - Levels and Scripted Events Suburban - J. Parr Park - J. Jansma Subway - F. Cerises Downtown - D. Rolling Docks - E. Sponaugle

Bridge - K. Welch Section V - Enemies Zombies Zombie Variants: Aliens Section VI - Game Systems Ally AI Weapon Damage Spawning Capture Points Section VII - Management Milestone Deliverable Schedule Risk Analysis Team Section VIII - WISH LIST

Design History
(Jump to Table of Contents)

2/10/2013 - AP: The initial creation of this document. 2/11/2013 - AP: Worked further on the doc. 2/12/2013 - AP: Began to fill out character bios. 2/14/2013 - AP: Finished character bios. 2/21/2013 - Project Lead: Review and format. 2/22/2013 - Project Lead: Added Weapon information and Level specifics. 2/23/2013 - AP: Added clarification to control system, added items to wishlist, fleshed out alien and alien variants. 2/26/2013 - AP: Clarified zombie alien relationship.

Section I - Game Overview


(Jump to Table of Contents)

Game Concept
GAM460 is a class that challenges students to complete a game in a single semester, with the added challenge of making a game for a client that wants to pursue an overplayed concept, such as a zombie outbreak or an alien invasion. Outbreak is a twin stick networked multiplayer shooter that supports up to four players built in Unity3D which showcases humans surviving through an alien invasion twenty years after a zombie outbreak. Players progress through levels with various set piece moments by capturing control points. Levels may be chosen but can only be revisited in the level select menu. If a level is revisited its reset.

Feature Set
Networked four player co op, unique zombie swarm behavior, power up system, celshaded visuals, and Artificial Intelligence (AI) controlled allies.

Genre
Cooperative Action/Twin Stick Shooter

Target Audience

Fans of pick up and play games would enjoy selecting a level for five to ten minutes of gameplay.

Visual Style
Cel-shaded

Project Scope
Number of locations:One primary location (city) broken out in different levels Number of levels: 5 to 7 Number of weapons: 5

Section II - Gameplay and Mechanics


(Jump to Table of Contents)

Gameplay
Players will have control of their avatars movement and the direction in which they are firing. There will be two variants of control, Windows based controllers and keyboard/mouse. The only button utilized in the Windows based controller is the reload button. When reloading, the player will not lose the ammunition (ammo) that is in the clip. The keyboard/mouse control will have this functionality but also a fire button (left mouse click) to account for the lack of joysticks. The fire button fires when held, the rate of whichever weapon the player has does not increase if the player rapidly hits the fire button.

Controls
Windows based Controller: Left Thumbstick: Player movement Right Thumbstick: Fire in direction Left Bumper/trigger: Reload gun Keyboard/Mouse: WASD: Player movement Mouse Movement: Aim in direction Left mouse click: Press and hold to fire. R: Reload

Camera Movement
Angled overhead camera that tracks the player. The camera will compensate for a greater view of the terrain in the direction of the avatar movement. If there is an object in which the height would exceed the camera, the top of that object will be displayed in with a black top. If there are internal areas that are entered by the player, the top of that object will become opaque. The camera keeps the player in the center of the frame by default. If the player is moving and firing in the same direction the camera will pan towards that direction. This allows for the player, greater visibility in the direction they are heading. If the player is firing in one direction but moving in another, the camera keeps the player in the center of the frame.

Scoring
Players gain points by killing enemies and capturing control points. Points will be calculated based on who fired the killing blow on an enemy. If a player is responsible for dealing over 50 percent damage they will be rewarded half of the point value of that enemy. These added points act as a bonus, and are not removed from the player that killed the enemy. There is no bonus for killing enemies while standing on capture points. However a point value is awarded to everyone standing in the capture point when its taken. Zombies: 2 Special zombies: 6 Special zombies within a swarm: 12 Alien Warrior: 10 Alien Turret: 12 Alien Assault: 15 Capture Point: 50 Enemy Health: Zombie: 5 health Special Zombie: 10 health Alien Warrior: 15 health Alien Turret: 30 health Alien Assault: 20 health Enemy Damage:

There are currently two ways enemies can do damage to the player, melee attacks (zombies utilize) and projectile based attacks (that aliens utilize) . zombies (Includes specials): 5 Alien Warrior: 10 Alien Turret: 5 Alien Assault shotgun: 20 Alien Assault rifle: 10

Health
Players start each level with 100 health points.

Player Death
When a characters life drops to 0 they die. There is no way to revive during a match. However, all players will respawn at the start of a new level with 100 health.

Objectives
Players must capture control points in order to progress through the level. These points all behave similarly but may have slight differences in order to add variety to gameplay. Once the final point is captured, the player no longer controls the character and the level will conclude by loading the level selection screen.

Mechanics
The game is based around traditional twin stick shooter controls. With projectiles that the players fire comparable to the size to the smallest enemy unit. Projectiles must move slow enough that they are capable of being avoided. While enemies will not actively avoid shots, they will constantly be mobile. With these two factors in place, players will always have to concentrate and account for where their shots are landing. Enemies will not be capable of interrupting or canceling out of attacks when they are fired upon.

Power Ups (More To Be Determined)


Players can pick up power ups while playing through the game. Power ups are presented in two basic ways, gun power ups and instant power ups. When a player walks over a gun power up they are automatically equipped with that gun. The player will have that gun equipped until they run out of ammo for it or walk over another gun power up (whichever happens first). If a player walks over a gun they already have equipped, they will gain the ammo that the gun originally spawns with.

Guns Semi auto pistol (Default gun, unlimited ammo, 16 bullets per clip before reload) Revolver (Finite ammo, instant kill with one shot, 6 shots before reload, total of 12 shots per pick up) Full auto rifle (Finite ammo, fires triple the rate of the default gun, 32 bullets per clip) Shotgun (Finite ammo, widespread shot, 8 shots before reload, total of 16 shots per pick up) Wish List for Guns: Alien Grenade Launcher (Finite ammo, fires grenade that leaves acid pool in a small diameter, 4 shots before reload) Rocket Launcher (Finite ammo, 2 shots before reload) Time-based Power Ups Chainsaw: Makes player character invincible from damage, instant kill capability. Once the timer runs out the player has whatever weapon they did before activating the power up. Instant Use Power Ups Health: Heals player 50 health points Nuke: Kill all enemies in a set diameter

Wish List: for Negative Power Ups (TBD)

Interacting in the Environment


Players will automatically pick up power ups when they collide with them. Interactable objects in the game world will have an outline near them. This indicates where player should stand in order to activate it.

Ally AI Interacting in the Environment


AI allies can pick up power ups. But only if all player characters have weapons besides the default pistol. If that parameter is met, a 5 second counter will appear. Once the counter expires the AI will pick up the weapon. If the AI walks over the power up before the counter is complete, the power up will not be picked up.
Main Menu Screen (Image will be inserted here)

Options Screen
(Image will be inserted here)

Lobby Screen
(Image will be inserted here)

Level Selection Screen


(Image will be inserted here)

Heads Up Display Screen


(Image will be inserted here)

Game Options
The game will have a single player mode which will spawn three ally AI, or through multiplayer mode, which will spawn any ally AI needed to have a four player team. The player can choose the screen resolution, the master volume, and difficulty of Easy, Normal, or Hard. The player can also pause, however in multiplayer a vote can be cast to remove that player to be replaced with an ally AI. Difficulty The game will offer three difficulty modes; Easy, Normal and Hard. The only difference between the modes are the amount of health that the enemies have and the damage the players take. Difficulty is selected by the host of the game. Easy Mode: Doubles the damage that each player does. Halving the damage that they take from enemies. Halves the score points for each enemy/capture point. Normal Mode: Default mode, all stats that are written in the doc are based around it. Hard Mode: Halves the damage that each player does. Doubling the damage that players take. Doubles the score points for each enemy/capture point.

Saving
The game will save whenever the player completes a level. Once a player restarts the game they will be able to select a new level. Players will not be able to save the game during the level. Players can join any online match.

Cheats and Easter Eggs (Wishlist)

Section III - Story, Setting, and Character


(Jump to Table of Contents)

Story and Narrative


Humanity was infected by a zombie outbreak by an unseen alien force in current day. Half of humanity was instantly infected causing them to transform into zombies. The infection hit all parts of the world evenly, which resulted in humanitys infrastructure to collapse in under a month. Twenty years pass, marking the return of the aliens. Instead of remaining unseen, they land and begin procedures to mine the earth of all of its minerals. The player will not have this story revealed directly, as this would cause a narrative dump that will not appeal to the target audience. Instead the story will be portrayed through the games atmosphere and art direction. Due to the quick descent from society there isnt major signs of militaristic warfare throughout the levels. The damage done to the environment will be caused by overgrowth in vegetation from lack of upkeep, and remnants of small groups making their way through environmental obstacles.

Character Backstory
The group of characters met shortly after a fire burned away Gloria Harris farm. The fire ended up killing many survivors and attracted numerous zombies to swarm towards that area. The four meet while fighting a few swarms and decide to stick together. As they move away from the fires, they find a dead carrier pigeon. The bird had a report of an incoming alien army. The four decide they must fight the aliens head on.

Gloria Harris Sex: F Race: Caucasian Age: 65 Height: 56 Build: Average General Skills: Exceptional Cook Key Personal Events (Before the Collapse): A southern belle who spent her childhood competing in the beauty pageant circuit. She married young to an elderly dairy farmer. As her looks faded so did her husbands heart, leaving her to tend to the farm on her own. Key Personal Events (Post Collapse): Glorias farm was a safe haven for nearly a decade. However as the population grew, so did the inner turmoil

and politics. Eventually she was voted out of power, and left sharing a barn with the livestock. The farm was eventually overrun by zombies, ending with the barn catching flame. Gloria still questions herself as to whether or not she caused the fire. Description: Still takes time to apply makeshift makeup. She doesnt slather it on though. She also takes time to tailor her clothes, leaving her the cleanest looking out of the four. Quirks: Cocky

Miguel Torres Sex: M Race: Mexican Age: 35 Height: 59 Build: Heavy-Set General Skills: Knowledge of Basic Mechanics Key Personal Events (Before the Collapse): As a young teen, Miguel was a day laborer who followed a traveling carnival. While he never made much money, most of his basic needs were filled. He fell in love with a young mechanic Jak and the two began an affair that would be illegal in most states. Key Personal Events (Post Collapse): Miguel and Jak joined a militaristic group right after the collapse, but it quickly became clear that the group was anti-gay, which caused them to go hid their relationship. It was rare that the two were able to be intimate with one another, so whenever the opportunity came, they took it. Their group eventually took up guarding a small farm. The two took advantage of this and often stole away in one of the barns. During one of these instances they knocked over a candle which caused the barn to burn to ash. When the group found the two, Miguel blamed Jak for the fire which led to Jaks execution. Description: Militaristic cloths (though not a uniform) that are tattered because of zombies attacks. Quirks: Obnoxious

Franklin Jones Sex: M Race: African American Age: 62

Height: 63 Build: Slender General Skills: Very articulate and multilingual (English, French) Key Personal Events (Before the Collapse): As a child Franklin was fat very fat. His weight led him to fall victim to Type II Diabetes. This was a great shame to his family, and often a point of ridicule towards young Franklin. This led him to spend most of his time studying the human body, and eventually led him to cure his Diabetes. He wrote a self-help book entitled Lose Yourself with Dr. Franklin. Key Personal Events (Post Collapse): Franklin was in the middle of a book tour when the outbreak hit. Luckily the mall he was in ended up being the perfect safe haven. Through the years many other survivors gained access to the mall, leading the mall to be overrun. Franklin eventually decided to leave, hoping to find a small group to stay with. Description: Wears a formal tie along with survivor gear. Quirks: Shy

Mi Sun Park Sex: F Race: Korean Age: 19 Height: 52 Build: Tiny General Skills: Most adept at using weapons, fantastic hunter Key Personal Events (Before the Collapse): Not valid Key Personal Events (Post Collapse): This is her world, she never knew another. Humanity was always broken, and anyone could be killed by one foolish mistake. She spent most of her childhood disguised as a young boy. Not remembering who gave her the advice, but knowing that they are probably dead. Description: Clothes are extremely bright, as most of her outfits are child sized. Quirks: Existential

Cutscenes (TBD)

Section IV - Levels and Scripted Events

(Jump to Table of Contents)

Suburban - J. Parr
Scripted Events: #1: Apartments
Approaching the area of a capture point, the players will enter the section of the map which is the construction site/ruins of an old apartment complex. When the players move closer to the site, a section and/or support wall of the complex will fall and crumble. (Camera shakes and vibrations for effect? If possible.) #2: Mansion When the players enter the area of the map with the old mansion and the last capture point, the characters, in the seemingly very quiet and abandoned property, will be alerted by the mass moaning of the oncoming zombie swarm. This zombie swarm will erupt from the mansions doors and come after the players while they are attempting to secure the capture point. NOTE: Since the zombies come out of the mansion, this means the building will be blocked off for player entrance. #3: Level End The players will witness their first signs of the Alien invasion. After securing the last capture point, and starting to make their way to the end of the level/transitioning point into the second level, either a small sight of an alien ship crash will be present, or the sight of an alien/aliens will provide more cause for the characters to want to advance into the next level.

Level Path: The level path will go in a counter clockwise flow. The level path will go in a counter clockwise flow. The critical Path: Start: House in the end of a cul-de-sac Follow street south, and the critical path will go onto the street heading East. The streets will guide the players to an destroyed gate, and a dirt path that leads from
the street, to the back yard of a house. This is the entrance to the Woods. As the players make their way through the designated path in the woods, there will be Capture point Forest Continue through the woods, to and there will be the police station and another opening to make it back onto the streets. Power ups will be provided inside the police station. Players will continue to the school. Going into the parking lot of the school a scripted event will be triggered (Taken out scripted event), and the next capture point is inside. Players have the option to try to check out the library

From the school, the players have the option to make it into the apartment ruins, where
another scripted event will be triggered, leading to the next capture point. Capture point Apartments Players follow the path in the NorthWest to make their way to the Mansion. Players have the option to explore the Fire Dept. and more of the apartment ruins. Power ups will be throughout these areas. (Wish list items will be information that can be collected about the zombie outbreak and/or aliens). Branching off to the west will be a dirt path to the mansion/Capture point Mansion Once enemy swarms are defeated, the ending of the level and transitioning to the next level will be to the SouthWest of the map Ending scripted event

Park - J. Jansma
Scripted Events: Light up Tent and Roller Coaster Zone Light up capture point 1 and the hedge maze Roller Coaster: Getting Cart to follow spline Level Path:
Pre-game conditions lights are all off, no noises, eerie wind gusts through. Sound: Eerie Wind plays Enter through already open Park Gate Weave way through tables during eerie quiet Cross final tables and all the lights turn on, carnival music begins playing, children laugh plays Scripting: Lights over CAPTURE POINT 1 and whole Hedge Maze triggered to turn Sound: Carnival Music Plays, Children Laughing Plays Blockage on the left and hedges ahead, players turn right. Reach CAPTURE POINT 1. Enemies spawn from behind and out of nearby hedge maze Hedge Maze entrance is now clear. Fight/navigate through hedge maze up to CAPTURE POINT 2. Zombies attack from all sides, continue the critical path Continue through Hedge Maze to Survivor Base, trigger turns on Roller Coaster Electricity. Scripting: Lights turn on over Tent Section and Roller Coaster Section Leave the Hedge Maze and traverse through tents to get CAPTURE POINT 3. Zombies come out of all tents in larger waves than CAPTURE POINT 1, however player now has turret help from survivors.

Travel to Roller Coaster Entrance gate and open it Gate Opens (Alternate Plan to Wish List) Protect Roller Coaster which is carrying bombs to be dropped off at Alien Capture Points. Scripting: Get Carts to follow the Roller Coaster Path (Serious Wish List)All players get on Roller Coaster travelling around the track repeatedly until CAPTURE POINT 4-6 are captured. (Serious Wish List)Exit Roller Coaster Final wave spawns breaking through wall Defeat final swarm and run through to enter Mall Entrance Safe house.

Subway - F. Cerises
Scripted Events: #1: Horde of enemies that originate from the beginning of the level and swarm the
tunnel. #2: The player hears a train screech down the tracks behind a large pile of rubble. There is a crash and dust blasts out from the gaps. #3: Players will be able to activate a, currently non-active, alien turret in order to either step inside and control it or make it fire upon the enemies.

Level Path: The level path will X. Start: Scripted Event? Capture point A Scripted Event? Capture point B Scripted Event? Capture point C

Downtown - D. Rolling
Scripted Events: #1: #2: #3: Level Path: The level path will X. Start: Scripted Event?

Capture point A Scripted Event? Capture point B Scripted Event? Capture point C

Docks - E. Sponaugle
Scripted Events: 1 The Raft: While all players/main characters are standing on the indicated platform--a makeshift raft--the rope tying it to the nearby fixed platform can be cut. This causes the platform to move, drifting along a fixed path (indicated on my map) until it reaches the paths end. As they drift along, the players will have to defend themselves against nearby turrets 2 Alien Ambush: When a player crosses the indicated line, an alarm sounds. The three nearby disabled Aliens are enabled, and so attack the players. They may be the vanguard of a larger enemy wave. 3 Tidal Waters: Within the indicated region, the water level oscillates between a fixed low point and high point. At its highest point, it will only reach a PCs waist. High water levels wont directly affect the players; they simply obscure any submersible platforms in the area, making navigation more difficult. Level Path: 1 Coming from the Downtown, emerge from an alleyway and walk out into the shantytown. 2 Fight east through a light zombie presence. Optional paths hold Power Ups. 3 Head south across walkway, moving from cover point to cover point to avoid Turret fire. Alternatively: Destroy turret, using cover to reload. 4 Capture Point 1: Help the survivors holed up in the nearby buildings. Fend off waves of zombies, supported by the survivors as they fire from windows. A Power Up is nearby, for players willing to stray from the Capture Point. 5 Scripted Event 1: Once the Capture Point is secured, all players board the makeshift raft tied up nearby. A player can cut the rope once all players are abroad, setting the raft adrift. It cannot be controlled, instead following a fixed path (drifting with the current) to the next section of the level. The raft will drift past a few Alien Turrets; players must destroy these or take cover.

6 No zombies in the immediate area, giving players a moment of rest. Another Power Up is available nearby, off the critical path. 7 Walk onto the Alien Highway, head east. Light to non-existent zombie presence here, for a short distance. 8 Scripted Event 2: After passing a certain point, players trip an Alien alarm. A handful of Alien Warriors ambush the players. 9 Continue along the Alien Highway. There is a mixed Zombie/Alien Presence here. A Power Up is available off the critical path. 10 Capture Point 2: A gate across the highway bars passage. As the CP is secured, waves of Zombies and the occasional Alien spawn in the west, boxing the players in. Once the CP is taken, the gate opens. 11 Exit the highway; walk into an abandoned section of the shantytown. Zombies dominate this area. 12 Scripted Event 3: Active throughout this section. 13 Capture Point 3: At the end of the abandoned shantytown section is the final Capture Point, an Alien Water Collection Machine. Fend off mixed waves of Aliens and Zombies throughout capture process, while dealing with the effects of Scripted Event 3. Turrets may spawn nearby. Once the CP is secured (Water Collection Machine is destroyed), a nearby Alien door opens, allowing players back onto the Alien Highway. 14 Head east to level exit.

Bridge - K. Welch
Overview:
Light Level and Time of Day: Time of day will be end of day near end of sunset; so a decent amount of dark coloring with some tinges that a night sky will have like light reds or light orange. Ive personally gone with a reddish tinge that doesn't dominate the landscape but that doesnt mean its going to be different later on when we have actually textures. Main Enemy Type: 1st Half (Bridge): Zombies 2nd Half(Island): Aliens Locale (Optional, reference city on google maps): http://upload.wikimedia.org/wikipedia/commons/f/f2/Brooklyn_Bridge_-_New_York_City.jpg Timeline of Events Until Present: 1.Run through of every other level?

Current State of Locale: The current state of the bridge is a mix of decay and some attempts to rebuild. Considering the ideal possibility of fortifying the island, there has been attempts to rebuild sections of the bridge to get people to the island which; never landed any fruit for the labor. Other than that, the bridge is showing its lack of maintenance and the destruction that the seawater has caused unchecked. While the initial sections of the bridge and crack-lines have allowed plantlife to thrive in the concrete, it cannot exist all over the bridge because of the salinity levels. While the bridge have have initially given off a blue hue, the lack of maintenance has allowed the stonework to de-saturate its color, as well as most of the metal used has become extremely rusted. General Level Gameplay Overview: This is going to be the final battle so the hordes of zombies will be more frequent and fighting should have a very quick pace to it. The players will initially start on what is considering part of the main body of land they have been playing on. Zombies will initially be the main problem as the players navigate through the bridge. What can be considered the second half of the bridge the players are cut-off from progressing and must take a mini-catwalk to a series of formations to an island that can be summed up as the main alien base for this sector. These pillar type configurations will be the transition from the zombie infested areas to the dense alien zoning. At the very end the player must fight off anything that comes at them on the last capture point. When it has finally ended, a cutscene would hopefully start and be the last scene of the game and then the credits.

Scripted Events:

Name: Car Alarms Go Off

a b c d e

Event: Sound Cue, car lights blink on and off. Trigger: Proximity Usage: Once Duration: 8 seconds Description:

When the players engage the trigger, a sound file should play of car alarms going off, four to five cars. At the same time a few of the cars headlights (spotlights, and yes car batteries wouldnt really survive that long) and brake lights flicker on and off. This will only need to happen for a few seconds and everything stays off afterwards.

Name: Car Falls through hole in bridge

a b c d e

Event: Model movement maybe with some sound? Trigger: Proximity Usage: Once Duration: 3 Seconds? (Long enough for the model to disappear into the water. Description:

The initial vehicle model would be blockage on the path, but as the players come into the trigger, vehicle will slide into the crevice it is next to and full disappear down the hole.

Capture Point:

a b c d e

Event: Trigger for end of game cut-scene and credits Trigger: Requirement: All three capture points have been taken and all aliens are dead. Usage: Once Duration: Instant Description:

This script will load up the endgame cutscene and credits as it signifies the end of the level and of the game. This script will only activate once all aliens are dead and the last capture point is taken.

Section V - Enemies
(Jump to Table of Contents) The game is populated by two different primary enemy types, zombies and aliens. The enemies do not target one another, however they are able to damage each other.

Zombies
One zombie is not dangerous. Its slow, dumb, and easily dispatched. The danger in zombies is found in their massive numbers. When a zombie notices a player it becomes activated. Once activated it will walk straight towards the player. If an object gets between the zombie and the player, the zombie will path around it when possible. If an activated zombie walks by a nonactivated zombie, that zombie will become activated as well. Groups of these type of zombies are called Swarms. There will be a maximum of ten zombies per swarm. Swarms may merge with one another, but the number of zombies per swarm may never exceed ten. There are different zombie types found within the game. Once again, these individual zombies are not a danger on their own. They become dangerous once they join a swarm. When a special zombie joins a swarm, that swarm picks up the latent attributes of that special zombie type. If a special zombie is killed within a swarm, the swarm loses that ability. Special zombie types can be readily identified by a special colored texture that matches the color of the ring at that zombies feet, and because they are visually larger than the typical zombie. Zombies in a swarm will inherit the color of the ring of the special zombie. If the swarm has multiple power-ups of special zombies, there will be a designated ring color for the multiple effects. Instead of overlaying multiple rings, any zombie with two or more effects will

use this special multiple effects ring. Zombies do not target aliens, but if an alien gets in the way of a zombie attack it will take damage.

Zombie Variants:
Base Zombie (all Zombies before joining a swarm) Zombies with Increased ability to Damage Frenzied Zombies with faster movement (controlled through a public variable) Zombies with Increased Health

Note: Zombie power ups stack on top of one another, however redundancy in these power ups will be ignored, not multiplied on top of one another.

Aliens
Aliens are projectile enemies that do not follow the swarming behavior. Aliens target players, though their shots can damage zombies. The weapons aliens wield share the same stats as the weapons that players can wield. Alien weapons will have different models and weapon trail effects. Aliens will attempt to keep their distance from players while staying close enough to have their shots land. Alien Variants: Alien Warrior: Basic unit. Lower Health, projectile-based attack, equivalent to human pistol. Alien Turrets- destructible - fires assault rounds, is stationary. Alien Assault-Heavily armored aliens with shotgun or assault rifle (infinite bullets). Wishlist: Commander Aliens, high health, equiped with alien launcher Wishlist: Flying Saucer Enemies that fly low enough to shoot? Possibly scripted. Simple movement such as patrolling. Height can be scripted.*

Section VI - Game Systems


Ally AI
Each level will always start a team of four survivors. When the total number of players is less than that, ai will take over the remaining slots. The purpose of Ally AI is to insure that there is always multiple things happening on screen at once. Ally AI will have several modifiers compared to player controlled characters, their key stat differences are (compared to player controlled characters): Do damage Take damage Behavior wise, they should follow these general guidelines

Stays close to host Friendly AI can die and follow the same rules as player death. Players can not take over Friendly AI Friendly ai ignore capture points, but may still capture them.

Weapon Damage
Reference Weapons and Power-Ups stat sheet

Spawning
Spawn points will be placed throughout each level. Spawners should keep track of the number of zombies that are currently active, and never exceed set limit. Variable 1 When player enters maximum range the spawners activate. Variable 2 When player enters the minimum range they stop spawning. Whether or not it permanently spawns Variable 3 Special zombie spawn rate percentages. Variable 4: auto aggro Variable 5: How many zombies spawn per second.

Capture Points
Wont be capturable when zombies are in it. The higher number of players/ai characters in a capture point, the faster the point is captured.

Section VII - Management


(Jump to Table of Contents)

Milestone Deliverable Schedule


Prototype: 02/05/13 First Playable: 02/28/13 Alpha: 03/28/13 Beta: 04/18/13 Final: 05/02/13

Risk Analysis
To prevent failure to complete project objectives, the scope is limited and accounts for all members hours required for a 3 credit course.

Team
Technical Director: James Justin Associate Producer: Daniel Perzan Project Lead: Maureen Perzan Programming: Jordan Barrett* - Technical Lead, Ally AI, & Capture Points Nick Ferri - Base AI & Waypoint Objects Rodrick Lekey - HUD, GUI, Menus, & FSM Support Maureen Perzan* - Project Lead & Networking Cody Robinson - Zombie AI Alex St. John - FSM Jason Jorgenson - Custom Scripts Jeff Rosenberg - Player Character & Controls Darryl Sterne Jr.- Alien AI & Score System Dustin Rodda - Powerups, Spawning, & Weapons Design: Jillian Parr* - Design Lead & Suburban Level Finnen Cerises - Subway Level Daniel Perzan - Associate Producer & Mall Level Daniel Rolling - Downtown Level Zachary Snader - UI Design Eric Sponaugle - Flooded Docks Level Kenneth Welch - Bridge Level Jonathan Jasma - Amusement Park Level Art: Jeff Rosenberg* - Modeling, Rigging, Texturing Scott Robbins - Modeling Benjamin Harris - Modeling Fatima Mekkaoui - Texturing Bianca Gelli - Animating Audio: Zachary Snader* - Primary Audio Nick Ferri - Unity Implementation

Section VIII - WISH LIST

(Jump to Table of Contents)

Guns: Alien Grenade Launcher (Finite ammo, fires grenade that leaves acid pool in a small diameter, 4 shots before reload) Rocket Launcher (Finite ammo, 2 shots before reload) Power Ups: Negative Power Ups Cheats and Easter Eggs: TBD. Alien Variant: Flying Saucer Enemies that fly low enough to shoot? Possibly scripted. Simple movement such as patrolling. Height can be scripted.
Friendly AI: Different aggression levels depending on the character.

Saving: Unlockable levels. Players can join any online match, regardless if the they have reached that level on their own. Player Health: Players can pick up "Health Pack" power ups in levels, which act as Lives. Players start the game with one health pack. If players die fully within a level, they restart the level with one health pack. If a player dies fully while they have at least one health pack, a health pack is consumed to instantly revive the player without restarting the level or reverting to a checkpoint. Player death--Judged through play testing-When a character dies, they go into a downed state. While downed their health is set to a fixed amount. If the player loses all health from enemy attacks, the character dies fully and then spawns again in the next level. Downed characters can slowly heal through tapping a button which will reinstate a certain amount per button tap.. Once their health is full, they revive. Ally AI simulate this by steadily healing by a fixed amount.

Das könnte Ihnen auch gefallen