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Version # 1.00
Table of Contents
Cutscenes 11
Multi-Platfrom Porting 11
LIGHTING MODELS 12
Overview 12
Lighting Model Detail #1 12
Lighting Model Detail #2 12
THE WORLD LAYOUT 13
OVERVIEW 13
WORLD LAYOUT DETAIL #1 13
WORLD LAYOUT DETAIL #2 13
WORLD LAYOUT DETAIL #3 13
GAME CHARACTERS 14
OVERVIEW 14
CREATING A CHARACTER 14
ENEMIES AND MONSTERS 14
USER INTERFACE 15
OVERVIEW 15
USER INTERFACE DETAIL #1 15
USER INTERFACE DETAIL #2 15
WEAPONS 16
OVERVIEW 16
WEAPONS DETAILS #1 16
WEAPONS DETAILS #2 16
MUSICAL SCORES AND SOUND EFFECTS 17
OVERVIEW 17
RED BOOK AUDIO 17
3D SOUND 17
SOUND DESIGN 17
SINGLE-PLAYER GAME 18
OVERVIEW 18
SINGLE PLAYER GAME DETAIL #1 18
SINGLE PLAYER GAME DETAIL #2 18
STORY 18
HOURS OF GAMEPLAY 18
VICTORY CONDITIONS 18
CHARACTER RENDERING 19
OVERVIEW 19
CHARACTER RENDERING DETAIL #1 19
CHARACTER RENDERING DETAIL #2 19
WORLD EDITING 20
OVERVIEW 20
WORLD EDITING DETAIL #1 20
WORLD EDITING DETAIL #2 20
EXTRA MISCELLANEOUS STUFF 21
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OVERVIEW 21
WORKING ON 21
XYZ APPENDIX 22
OBJECTS APPENDIX 22
USER INTERFACE APPENDIX 22
NETWORKING APPENDIX 22
CHARACTER RENDERING AND ANIMATION APPENDIX 22
STORY APPENDIX 22
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Design History
In the Design History it will keep the readers and team up to date with the integrations and also
help with version control. This will go through every step that the team has taken and let the reader know
how the progress of the game is going.
Version 1.00
The Deadliest War started from the ground up. The team did not have any sort of build or art
assets to work with prior to this version.
Version 1.10
There were major changes during this time after the team more understood the project and the
direction in which the game was headed.
1. The team has been cracking down on the game and creating more high level assets for the
game.
2. The designers had to restart the white boxing from a multi-tier level to a flat layer, in order to
be more cohesive through the entire game.
3. Narrative design was started during this version as well. The main story of the beginning is
the main character, Afri Anu, was to go to the Elder for a coming of age lecture/ceremony.
He is sent by his parents after having to collect different objects. Once there the player has to
complete a simple memory puzzle. The symbol on each card are important to the Congo
culture. After that we is released and is told be an NPS, non-playable character, that there is
trouble and he has to run away. He inevitably gets caught and it take back to the village to
where his parents are. The player has the choice of killing his parents to save everyone, or not
killing his parents and everyone ends up dying. The only choice that is correct at this stage is
killing his parents.
4. The world is laid out on a flat surface, with different platforming elements throughout the
inner village, outer village, and forest level. The other section of the scene would be the
Elders hut where he would go to unlock the knowledge health bar.
Version 1.20
In this version some minor changes were made. They did not affect the art portion as much as the
design and programming sections.
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Version 2.00
There are a lot of major changes happening from this point onwards.
Further changes and iterations in the game design, mechanics and art.
1. The game has terrain now, which was modeled after images from research.
2. The design team worked on the terrain and placeholder asset placements and started working
on the traps with the programmers.
3. The programmers worked player mechanics and different traps.
4. The artists worked on different art asset models, such as Afri Anu, trees, bushes, and a cart.
Version 2.20
Further changes and iterations in the game design, mechanics and art.
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Game Overview
Philosophy
Philosophical point #1
The Deadliest War is a world game for peace in the sense that the game is teaching the player
about the war in the Congo for conflict minerals. The game want to get the message to the public
Philosophical point #2
The game is going to be a PC, personal computer, game because the team feels that it can reach
out to more people that way. The game will eventually be ported over to consoles.
Philosophical point #3
The game is to capture the attention of the players and make them aware of what is happening in
the Congo with child soldiers and the decisions they are forced into. This also brings attention to the
previously mentioned conflict minerals and how the player can help stop the issue from the comfort of their
home.
Common Questions
The Deadliest War is a world game for piece the follows Afri Anu, the main character, a 12 year
old boy. The player is essentially Afris Guardian. The player lead Afri through the struggles of the
Congo and being forced to join the Rebel army. The rebel army collects conflict minerals and takes them to
the city, where they are handled over to businesses. Past that point no one outside of the businesses and
government knows what happens to the money that is received. The villages people never see the money.
After Afri is captured and taken in, to join the rebels as a child soldier, the game jumps 5 years ahead and
Afri is now around 17 years old. The game shift from a real world game into Afris mind state, called the
Inner Space. This world is more fantastical. Terrible events are happening in the real world but Afri does
not see them. The trauma that he has experienced has locked him away, inside his mind. So, how Afri sees
the world is still through the eyes of the 12 year old boy he once was.
The team is developing The Deadliest War in order to bring awareness to the war going on in
Congo and to show the conflict minerals that are causing this war. The team hopes that if awareness if
brought to these issues then, as a collective whole, make a difference and bring these issues to the masses.
The first part of the game takes place in the Congo, in one of the villages. This portion of the game
shows the player three different scenes; the village, the inside of the Elders hut, and the forest.
The second portion of the game takes place in Afris mind state, called the Inner Space. This is a
more fantastical world where we are looking through the eyes of the once 12 year old Afri, currently he is
17 years old.
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What do I control?
The player control Afri Anu, the main character of the game. The guide Afri through quests,
challenges, and traps throughout the levels.
The player only control one characters, the previously mentioned Afri Anu.
The main focus of the game is getting players to be aware of the war in Congo and how conflict
minerals are the cause of said war, and to make a difference in helping stop the war.
Whats different?
The difference between The Deadliest War and other game is that it is an educational game that is
being awareness to a specific region and issue. The Congos war has been going on for a long time and this
is the first time a lot of the team is hearing about this issue. The game is being the issue to a vast number of
people since it is to be released on PC.
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Feature Set
General Features
Action
Adventure
Platformer
2D
3D
Resource Management
Real World
Gameplay
Action
Adventure
Platformer
Puzzler
Narrative
2D into 3D
Resource Management
Non-Violent
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Overview
Inner Space
The Inner Space is Afri Anus mind state. This world is more fantastical. Afri is currently 17 years
old, but still sees the world through the eyes of his younger self; he was 12 years old in the 2D portion of
the game.
The Congo Village shows our interpretation of the real world village that the team saw through
pictures and research throughout the first three versions on the game. The huts for the home of the
Congolese people, the interior of the Elders hut, where boys would go for their coming of age ceremony,
and the forest that surrounds the village on all sides.
Overview
The physical world was created by the designers on the team. The first portion of the game, the 2D
environment, is a linear level with platforming throughout the different scenes.
The worlds are showing the teams interpretation of the real world villages with a cartoon art style.
Key Locations
The key location include the village, the interior of the Elders hut, and the forest in the 2D
environment.
The village shows the huts the people live in, assets such as baskets, and the
environmental background.
The Elders hut shows the inside of one of the huts and stands as a quest point for the
player.
The forest surrounds the villages in the Congo. In game it is the main section where Afri
is running away from the Rebel armies.
Within the 3D environment the key locations are the village, the bridge, and the city.
The village is where the player starts and receives a quest to take the conflict minerals to
the city.
The road is where most of the game play take place in the 2.00 version. This is where
traps and challenges will be placed.
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Travel
The player uses the standard control of WASD to move Afri around the space and uses the mouse
to look around the world.
Scale
The scale of the levels are big. The village is a moderate size, but past that the road is long and
rough, while the player is taking the conflict minerals to the city.
Objects
Weather
The real world is going to set around high noon during the day.
The Inner Space is always as a dusk time.
Time
The world does not have a time system, possibly for future iteration there will be a day night cycle
for the real world.
Rendering System
Overview
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Camera
Overview
The camera angle does change, it start off as a side-scrolling camera in the 2D environment and
then it is going to change to a third person over the shoulder in the 3D environment.
Game Engine
Overview
Cut scenes
With the use of Unity Standard, animation and storyboard style cut scenes.
Multi-Platform Porting
The ability to port the game over to several different platforms is much easier when working in
Unity engine and as we are looking to release to multiple platforms.
Lighting Models
Overview
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Overview
There are two portions of the game. The 2D environment and the 3D environment.
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Game Characters
Overview
Creating a Character
In the 2D environment, Afri was created as a flat assets. Afri is a 12 year old boy during the
opening of the game. After the opening is completed, the game changed into a 3D environment and Afri is
not 17 years old. He is modeled out, rigged, and motion caption animations are applied to Afri.
There are enemies in the game in the form of rebel soldiers. The game is non-violent so there is no
actual combat, but through story and narration, it is expressed that the rebel soldiers are the enemies.
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User Interface
Overview
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Weapons
Overview
There are weapons depicted in the game but they are not used, or shown being used.
Weapons Details #1
The rebels are carrying guns and machetes.
Weapons Details #2
In the end scene of the 2D environment, Afris hand is shown raised with a machete.
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The sounds include 3D sounds, music, environment sounds, and voice acting.
3D Sound
3D sounds allow the player to hear NPCs that are closer to them to become louder and NPCs that
are further away are quieter.
Sound Design
There are environment sounds because is wildlife and NPCs are walking around. There is also
voice acting within the game for a few of the NPCs.
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Single-Player Game
Overview
Story
The story is depicts a real world problem. It to help raise awareness about the war on conflict
minerals in the Congo. It takes the player through the life of Afri Anu, a Congolese child, who is forced to
kill his parents and into the rebel army.
Hours of Gameplay
Victory Conditions
Victory conditions include the higher the players knowledge, health, and spirit health bars are
then higher the players score.
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Character Rendering
Overview
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World Editing
Overview
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Overview
Extra levels are being build but are not as important as the main levels and storyline.
Working on
Idea #1: Space level, where the player can interact with assets.
Idea #2: Grey box level, where the player can interact with all the art assets in one place.
Idea #3: Liberty mechanic, where the player can world from one world to another.
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XYZ Appendix
Objects Appendix
Networking Appendix
Story Appendix
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