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Combat
4. Setting.............................................................................................................................7
4.1. Game world ............................................................................................................................................ 7
4.1.1.1. Area.............................................................................................................................................. 7
5. Levels..............................................................................................................................7
5.1. Introductory material............................................................................................................................... 7
6. Interface..........................................................................................................................7
6.1. Control keys ........................................................................................................................................... 7
6.2. HUD........................................................................................................................................................ 7
6.3. Audio ...................................................................................................................................................... 7
6.4. SFX......................................................................................................................................................... 7
6.5. Help; ....................................................................................................................................................... 7
7. AI .....................................................................................................................................7
8. Technical ........................................................................................................................8
8.1. Target Hardware: ................................................................................................................................... 8
8.2. Dev Software:......................................................................................................................................... 8
8.3. Dev procedures and standards .............................................................................................................. 8
8.4. Game engine.......................................................................................................................................... 8
8.5. Network: ................................................................................................................................................. 8
8.6. Script: ..................................................................................................................................................... 8
8.7. etc........................................................................................................................................................... 8
11. Management.................................................................................................................8
11.1. Detailed timeline:.................................................................................................................................. 8
11.2. .............................................................................................................. Error! Bookmark not defined.
11.3. costs ..................................................................................................................................................... 8
11.4................................................................................................................................................................ 8
11.5. Risks..................................................................................................................................................... 8
11.6. Localisation plans................................................................................................................................. 9
1. Design History
1.1. Previously a mod concept for Battlefield 1943 and Bad Company 2.
2. Game Overview
2.1. Summary:
A coop MMOFPS with RPG elements such as customisable characters and equipment, which
represents in a realistic and playable way the experience of WW2 in a destructible environment.
2.3. Genre:
MMOFPS
2.6. Gameplay:
Interface needs to be simple, but use of photographs etc to better illustrate options. Gameplay
(online) needs to be fun, but realistic and challenging.
2.8. Scale:
2.9. This is a very large-scale game indeed. This would have to be a very big project for hypergames.
3. Game Mechanics
3.1. Progression: Each company can move, defend and attack neighbouring squares on the megamap
following the captain’s orders.
3.2. Timing: Missions have a 3-minute start timer for defenders to build defences. Mission completion will
result in a 3-minute retreat timer for the losing side
3.3. Objectives: 5 Command points which players must attack or defend. Each map will have differing CPs
with varying bonuses (ammo crates, prepared defences etc). If once the campaign timer finishes,
3.4. Game flow; the game flow must be such that every evening per time zone there will be a mission for the
player lasting 2 hours long.
3.5. Effects:
3.5.1. Physics: as close to real life as possible (bullet drop etc)
3.5.2. Movement:
3.5.2.1. General movement: player jogs
3.6. Manipulation:
3.6.1.1. Objects: players can retrieve dropped weapons (anim) and ammunition from dropped
weapons (unload anim) or can drop (throw anim)
3.6.1.2. Moving objects: Player will carry items in an inventory (not a menu: an anim)
3.7. Communication:
3.7.1.1. Talking: V.O. with commorose and tactical commorose and VOIP
3.7.1.2. Reading: Army newspaper? A reflection of the current situation on the frontline
Main
Menu + Voice
Account Options
Controls
Back Credits
Class Regiment
Selection
Spawn + Battalion
Game
3.9. Screens:
3.9.1.1. Main screen...
3.9.1.3. etc
3.10. Game options: change keyboard layout, mouse settings, voip, sound, screen res etc
5. Levels
5.1. Introductory material: Photos of map, map, objectives
6. Interface
6.1. Control keys:
WASD: movement
1: primary weapon
2: secondary weapon
Q: commorose
C: tactical commorose (NCO’s and CO’s only)
Tab: inventory
E: enter/use/pick up
R: reload
T: VOIP (broadcast from character, similar to MUMBLE on PR)
U: Compass (NCO’s and CO’s only)
I: Map (NCO’s and CO’s only)
O: objectives
F: bayonet/ Deploy weapon
Ctrl: crouch/stand
Z: prone/stand
Space: jump
7. AI
7.1. Enemy AI: intelligent, will attempt to flank or outmanouveur, opens fire on sight of players.
7.2. NPNCCs: civilians: hide away, may attempt to cross the battlefield
7.3. Friendly: Simple Follow and shoot (walking ammo crates for gunners)
7.3.1. Collision detection: 1m radius bubble collision detector
7.3.2. Pathfinding: fences vaulted, otherwise follows player as closely as possible
8.7. etc
9. Game art
9.1. Concepts etc (photorealism of real weapons)
11. Management
11.1. Detailed timeline:
“If you are creating a game or commercial application using UDK for sale or distribution to an end-user or client, or if you are providing services in connection with a game or
application, the per-seat option does not apply. Instead the license terms for this arrangement are US $99 (Ninety Nine US Dollars) up-front, and a 0% royalty on you or your
company's first $5,000 (US) in UDK related revenue, and a 25% royalty on UDK related revenue above $5,000 (US). ”
11.4. Risks: popularity: ww2 genre is less popular (innovative ideas never before seen)
Timing: project likely to be long term, with substantial updates required.
Motivation: project is large and would need extended effort
12. Appendices
12.1. Asset list
12.1.1. Art
12.1.1.1. Model + texture list: see post on hypergames forum
12.4. Sound:
12.4.1. Environment sound
12.4.2. Weapon sound
12.4.3. Interface sounds: rifle load, bolt action
12.4.4. Music: none overall, but gramophones (Lilli marlene, katyusha, oi tumani, o
tannenbaum (xmas only)
12.4.5. voice: soldier: sir, need orders, under fire, urra!, Poyeba!, Da, Nyet, need
arty/at/tank/infantry/aa/air support enemy contact
12.4.6. voice nco/co: you, follow me, move here, attack here, this direction, watch, use
radio/send message, forward, yes, no cease fire, hold fire, open fire!