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Game Design Document: Frontline

Combat

GDD 0.2 Zeyd Issa


24/10/09

GDD 0.1 22/10/09 1


1. Design History ...............................................................................................................3
1.1. History. ................................................................................................................................................... 3

2. Game Overview ..............................................................................................................3


2.1. Summary: ............................................................................................................................................... 3
2.2. Features: ................................................................................................................................................ 4
2.3. Genre: .................................................................................................................................................... 4
2.4. Target audience: .................................................................................................................................... 4
2.5. Mil-sim, Battlefield, WW2 fans ............................................................................................................... 4
2.6. Gameplay: .............................................................................................................................................. 4
2.7. Look and feel:......................................................................................................................................... 4
2.8. Scale:...................................................................................................................................................... 4
2.9.1. Location: Stalingrad ........................................................................................................................ 4
2.9.2. Number of levels: ............................................................................................................................ 4
2.9.3. Numbers of AI: ................................................................................................................................ 4
2.9.4. Number of weapons:....................................................................................................................... 4
2.9.5. Number of Vehicles:........................................................................................................................ 4
2.9.6. Number of artillery pieces: .............................................................................................................. 4

3. Game Mechanics ...........................................................................................................4


3.1. Progression. ........................................................................................................................................... 4
3.2. Timing..................................................................................................................................................... 4
3.3. Objectives............................................................................................................................................... 4
3.4. Game flow. ............................................................................................................................................. 5
3.5. Effects: ................................................................................................................................................... 5
3.5.1. Physics:........................................................................................................................................... 5
3.5.2. Movement: ...................................................................................................................................... 5
3.5.2.1. General movement ...................................................................................................................... 5
3.5.2.2. Other Movement .......................................................................................................................... 5
3.6. Manipulation: .......................................................................................................................................... 5
3.6.1.1. Objects ......................................................................................................................................... 5
3.6.1.2. Moving objects: ............................................................................................................................ 5
3.7. Communication: ..................................................................................................................................... 5
3.7.1.1. Talking: ........................................................................................................................................ 5
3.7.1.2. Reading:....................................................................................................................................... 5
3.8. Screen flow............................................................................................................................................. 5
3.9. Screens: ................................................................................................................................................. 6
3.9.1.1. Main screen... .............................................................................................................................. 6
3.9.1.2. Options screen............................................................................................................................. 6
3.9.1.3. etc ................................................................................................................................................ 6
3.10. Game options ....................................................................................................................................... 6
3.11. Replaying and saving: .......................................................................................................................... 6
3.12. Cheats: ................................................................................................................................................. 6

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

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7.1. Enemy AI................................................................................................................................................ 7
7.2. NPNCC................................................................................................................................................... 7
7.3. Friendly................................................................................................................................................... 7
7.3.1. Collision detection........................................................................................................................... 7
7.3.2. Pathfinding ...................................................................................................................................... 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

9. Game art .........................................................................................................................8


9.1. Concepts etc .......................................................................................................................................... 8

10. Secondary Software ....................................................................................................8


10.1. Editing software.................................................................................................................................... 8
10.2. Installer................................................................................................................................................. 8
10.3. Updates ................................................................................................................................................ 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

12. Appendices ..................................................................................................................9


12.1. Asset list ............................................................................................................................................... 9
12.1.1. Art.................................................................................................................................................. 9
12.1.1.1. Model + texture list..................................................................................................................... 9
12.1.2. Animation list................................................................................................................................. 9
12.1.2.1. Death ......................................................................................................................................... 9
12.2. Effects list ............................................................................................................................................. 9
12.3. Inteface art list .................................................................................................................................... 10
12.4. Sound: ................................................................................................................................................ 10
12.4.1. ..................................................................................................................................................... 10

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.

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2.2. Features:
- Destructible scenery
- 64 players per server
- 2km by 500m maps
- Online persistence
- Campaign tracker website
- Realistic weapons, vehicles and effects

2.3. Genre:
MMOFPS

2.4. Target audience:

2.5. Mil-sim, Battlefield, WW2 fans

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.

2.7. Look and feel:


PHOTORELISM

2.8. Scale:

2.9. This is a very large-scale game indeed. This would have to be a very big project for hypergames.

2.9.1. Location: Stalingrad


2.9.2. Number of levels:
One 35x6km map divided into 2km by 500m
2.9.3. Numbers of AI: Depends on number of players per side, but ai should fill any gaps.

2.9.4. Number of weapons: 23 Soviet, 20 Axis


2.9.5. Number of Vehicles: 17 Soviet, 14 Axis
2.9.6. Number of artillery pieces: 6 Soviet, 6 Axis

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,

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the enemy company will no longer attack but go on the defensive and the soviets can make a
general counterattack.

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

3.5.2.2. Other Movement: sprinting (shift), leg wound jogging

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

3.8. Screen flow

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Screen Sound

Main 
Menu +  Voice 
Account  Options
Controls

Back  Credits

Free play  Campaign Select  Stalingrad Sign‐in  Play Company 


Campaign  Specific 
S

Choose  Updates +  Choose 


Server  Patches  Division
Connection 
Loading  Error  Division
Game 
play 

Class  Regiment
Selection 

Spawn +  Battalion
Game 

Quit  Company Role Quit

3.9. Screens:
3.9.1.1. Main screen...

3.9.1.2. Options screen...

3.9.1.3. etc

3.10. Game options: change keyboard layout, mouse settings, voip, sound, screen res etc

3.11. Replaying and saving: Neither needed

3.12. Cheats: none Easter eggs: none

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4. Setting
4.1. Game world: photo realism wherever possible, weather as close to records as possible
4.1.1.1. Areas: Map to be added

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

6.2. HUD: As little as possible

6.3. Audio: VOIP, SFX etc

6.4. SFX: Weapons, vehicles, effects, destruction, V.O.

6.5. Help; hints, descriptions etc

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

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8. Technical
8.1. Target Hardware: single to quad core PCs with decent graphics

8.2. Dev Software: 3ds Max, Collada etc

8.3. Dev procedures and standards: what is expected of Hypegames devs

8.4. Game engine: UDK

8.5. Network: 64 player

8.6. Script: c++

8.7. etc

9. Game art
9.1. Concepts etc (photorealism of real weapons)

10. Secondary Software


10.1. Editing software: SDK

10.2. Installer: .exe

10.3. Updates: online patches in .exe form

11. Management
11.1. Detailed timeline:

11.2. Release date: august 2012, 70 years after attack on Stalingrad.


costs: costs for modelling tools etc, $99 for the udk license:

“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). ”

11.3. opportunities: could be exploited for a whole range of possible products

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

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11.5. Localisation plans: none as yet

12. Appendices
12.1. Asset list
12.1.1. Art
12.1.1.1. Model + texture list: see post on hypergames forum

12.1.2. Animation list


12.1.2.1. Death
Critical wound
Heart compression
Bandaging
Commorose: Forward!; Attack!; Target; This direction; Point; Watch; Move
Binoculars
Ironsights
Fire weapon
Reload
Carry weapon
Move weapon
Vehicular
Artillery
Arm wound
Stomach wound
Leg wound
Explosion flinging soldier
Stances
Listen for heartbeat
Melee
Destruction (light,medium,heavy)

12.2. Effects list: explosions: (light,medium,heavy)


Weapons fire
Footsteps
Tracks + wheels
Vehicular + building destruction
Blood
Disintegration

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12.3. Inteface art list: to be determined

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!

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