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Attack of The Ancients Game Design Document Outline

作者:stormcorn│2017-05-31 20:46:59│巴幣:0│人氣:238

 

 

 

 

Attack of The Ancients Game Design Document Outline

AotA

Jason Eaton

David Elner

Dan Haddad

Joe Haskins

Brian McClure

Mike Sherron

Victor Tugulan

 
CIS 488 – Winter2010
 
Table of Contents
Introduction……………………………………………………………………………….1
Game Overview…………………………………………………………………………...1
Gameplay andMechanics………………………………………………………………...7
Story, Setting andCharacter……………………………………………………………..10
Levels…………………………………………………………………………………….11
Interface………………………………………………………………………………….12
Artificial Intelligence…………………………………………………………………….12
Technical…………………………………………………………………………………13
Game Art…………………………………………………………………………………13
SecondarySoftware………………………………………………………………...……15
Management………………………………………………………………………...……15
Appendices………………………………………………………………………...….…16
 
 
 
 

1.     Section I - Game Overview
1.1.  Game Concept – Objective basedfirst person shooter
1.2.  Feature Set
1.3.  Genre – First Person Shooter
1.4.  Target Audience
1.4.1.     First person shooter fans
1.4.2.     RPG Fans
1.4.3.     Defense of the Ancients Fans
1.4.4.     League of Legends Fans
1.5.  Game Flow Summary – How doesthe player move through the game.   Boththrough framing interface and the game itself.
1.5.1.     Player’s decision makingprocess
1.5.1.1.
1.5.2.     How a player may join/start agame
1.5.2.1.
1.6.  Look and Feel – What is thebasic look and feel of the game?  What isthe visual style?
1.6.1.     Try to change the third personexperience of DotA into a first person experience
1.6.1.1.Third person DotA
1.6.1.1.1.      
1.6.1.2.We want to zoom in to give the player a first person feeling
1.6.1.2.1.      
1.7.  Project Scope – A summary ofthe scope of the game.
1.7.1.     Number of locations
1.7.1.1.There is one location/level where the battle takes place
1.7.2.     Number of NPC’s
1.7.2.1.The number of NPC’s can be chosen by the host of the game.
1.7.2.2.Generally, the more NPC’s, the more fun
1.7.3.     Number of weapons
1.7.3.1.Each player has four weapons
1.7.4.     Primary Weapon
1.7.4.1.Machine Gun that needs to windup/down before/after firing
1.7.4.1.1.     It has a moderate firing range, but fires very fast
1.7.4.1.2.     Recharges very quickly as well
1.7.5.     Long Range Weapon
1.7.5.1.Sniper Rifle
1.7.5.1.1.     Long range
1.7.5.1.2.     Slow reload
1.7.5.1.3.     One shot does more damage then machine gun
1.7.6.     Crowd Control Weapon
1.7.6.1.Grenade
1.7.6.1.1.     Semi-spamable
1.7.6.1.2.     Does area of effect damage
1.7.7.     Utility Weapon
1.7.7.1.Boost Boots
1.7.7.1.1.     Allows player to jump ridiculously high
1.7.7.1.2.     When player lands, surrounding opponents are stunned
2.     Section II - Gameplay and  Mechanics
2.1.  Gameplay
2.1.1.     Game Progression
2.1.1.1.As one teams gets farther down a lane, there is more room for anopponent to come up behind them for a kill
2.1.1.2.This may not sound like much, but because spawn times are longerthan a normal FPS, it makes a big difference and can drastically change thegame.
2.1.2.     Mission/challenge Structure
2.1.2.1.The mission is to destroy the other team’s Throne
2.1.2.2.It is challenging because the enemies are not only trying to defendtheir towers, but also destroy yours.
2.1.3.     Puzzle Structure
2.1.3.1.The puzzle comes in trying to counter the other team’s attack plan.
2.1.4.     Objectives – What are theobjectives of the game?
2.1.4.1.Main objective
2.1.4.1.1.      Destroy the other team’s Throne
2.1.4.2.To achieve the main objective
2.1.4.2.1.      Destroy the towers along the path to the Throne
2.1.4.3.Roadblocks
2.1.4.3.1.      The other team is trying to do the same thing as you
2.1.5.     Play Flow – How does the gameflow for the game player
2.1.5.1.The game will flow like a FPS until the player gets low on HP.
2.1.5.2.When the player gets low HP, they should back up and maybe try touse their sniper rifle while their HP recharges.
2.2.  Mechanics – What are the rulesto the game, both implicit and explicit. This is the model of the universe that the game works under.  Think of it as a simulation of a world, howdo all the pieces interact?  Thisactually can be a very large section.
2.2.1.     Physics – How does the physicaluniverse work?
2.2.1.1.The physics work as they do on Earth
2.2.2.     Movement
2.2.2.1.General Movement
2.2.2.1.1.      WASD to move
2.2.2.1.2.      Mouse to look around
2.2.2.2.Other Movement
2.2.2.2.1.      The player has a Boost ability that will launch them high into theair in whatever direction they are looking.
2.2.3.     Objects
2.2.3.1.There are no objects in AotA
2.2.4.     Actions
2.2.4.1.Talking
2.2.4.1.1.      There is no voice communication between players built into AotA
2.2.4.1.2.      There is text chat
2.2.4.1.3.      Chat can be broadcasted to all players or just your team
2.2.4.1.4.      Chatting with the your team is crucial in AotA
2.2.5.     Combat – If there is combat oreven conflict, how is this specifically modeled?
2.2.5.1.The whole game is a battle.
2.2.5.2.Players have the freedom to do whatever they want, given the weaponsthey have in the battle
2.3.  Screen Flow
2.3.1.     Screen Flow Chart – A graphicaldescription of how each screen is related to every other
2.3.1.1.
2.3.2.     Screen Descriptions – What isthe purpose of each screen?
2.3.2.1.Main Menu Screen
2.3.2.1.1.      Lets the user choose if they want to host or join a game
2.3.2.2.Join
2.3.2.2.1.      Shows a list of games that the user can join
2.3.2.3.Host
2.3.2.3.1.      Shows the screen that the user can change the game’s settings on.Settings such as number of bots and difficulty.
2.4.  Game Options – What are theoptions and how do they affect game play and mechanics?
2.4.1.     Number of bots - The less bots,the slower the game will be
2.4.2.     Difficulty of bots – Higherdifficulty makes the bots much better shooters
2.4.3.     Time Limit – End the game early
2.5.  Replaying and Saving
2.5.1.     Since this is a multiplayergame, there is no saving
3.     Section III – Story, Settingand Character  
3.1.  Story and Narrative - Specificdetails like scripts and cut scenes may not be in this document but be in theStory Bible.  
3.1.1.     Back story
3.1.1.1.Year 3045
3.1.1.2.Humans have evolved out of our ownbodies
3.1.1.2.1.     All people are now cyborgs
3.1.1.3.Recently developed androids thatlook exactly like cyborgs
3.1.1.3.1.     Androids are stupid
3.1.1.4.Can't tell if cyborg or human
3.1.1.5.The Army wants to use androids for war
3.1.1.6.Want to test android's ability in battle
3.1.1.7.Sending less cyborgs to war = lesslives potentially lost
3.1.2.     Reasons For Being There
3.1.2.1.You are a cyborg
3.1.2.2.In a two team battle
3.1.2.3.Androids automatically spawn forboth teams
3.1.2.4.The Throne spawns androids
3.1.2.5.Win by destroying the opponentsThrone
3.1.3.     Game Progression
3.1.3.1.As the game progresses, players learn the style of everyone else inthe game.
3.1.3.2.Then, players try to change their strategy in a way to counter theenemy’s style.
3.1.3.3.The play styles also change based on where a team is on the map andthe tower’s/throne’s HP
3.1.4.     Cut Scenes
3.1.4.1.No cut scenes
3.2.  Game World
3.2.1.     General look and feel of world
3.2.2.     Area #1
3.2.2.1.Secret valley in a desert like environment
3.2.2.2.Desert-like
3.3.  Characters
3.3.1.     Cyborg
3.3.1.1.Back story
3.3.1.1.1.      Human + Robot
3.3.1.2.Personality
3.3.1.2.1.      Human personality
3.3.1.3.Look
3.3.1.3.1.      Physical characteristics
3.3.1.3.1.1.Looks like a robot, but still have human internals that cannot beseen
3.3.1.4.Relevance to game story
3.3.1.4.1.      This is the character that the player controls
3.3.1.5.Relationship to other characters
3.3.1.5.1.      Fight side-by-side with Androids
3.3.1.6.Statistics
3.3.1.6.1.      500 HP
3.3.1.6.2.      Regenerate 2 HP/Sec when not being attacked
3.3.2.     Android
3.3.2.1.Back story
3.3.2.1.1.      Look exactly like Cyborg but do not have any human in them
3.3.2.1.2.      Can be cloned and sent into battle
3.3.2.2.Personality
3.3.2.2.1.      Run to next standing tower
3.3.2.2.2.      Will attack if attacked
3.3.2.3.Look
3.3.2.3.1.      Physical characteristics
3.3.2.3.1.1.Look exactly like Cyborg
3.3.2.3.2.      Animations
3.3.2.4.Special Abilities
3.3.2.4.1.      Easily cloned
3.3.2.5.Relevance to game story
3.3.2.5.1.      The government wants to send Androids into battle rather thanCyborgs.
3.3.2.6.Relationship to other characters
3.3.2.6.1.      Fight side-by-side with Cyborgs
3.3.2.7.Statistics
3.3.2.7.1.      500 HP
3.3.2.7.2.      Regenerate 2 HP/Sec when not being attacked
4.     Section IV – Levels
4.1.  Level #1
4.1.1.     Synopsis
4.1.1.1.Secret testing grounds for the Android project
4.1.2.     Objectives
4.1.2.1.Destroy the other team’s Throne
4.1.3.     Physical Description
4.1.4.     Map
4.1.4.1.It is a long, not very wide map. There is a path that is elevatedthat the players must follow to win.
4.1.5.     Critical Path
4.1.5.1.The critical path is right up the middle. If players do not followthat path, they will not be able to destroy the towers to make the Thronevulnerable
4.1.6.     Encounters
4.1.6.1.Players will encounter enemies mostly along the Critical Path. Themap was designed this way to keep the action alive.
4.1.7.     Closing Material
4.1.7.1.When the Throne is destroyed, “Game Over” state is triggered and thegame will end
5.     Section V - Interface
5.1.  Visual System
5.1.1.     HUD - What controls
5.1.1.1.
5.1.2.     Menus
5.1.2.1.
5.1.3.     Camera
5.1.3.1.First person point of view
5.2.  Control System – How does thegame player control the game?   What arethe specific commands?
5.2.1.     Movement – WASD
5.2.2.     Look around – Mouse
5.2.3.     Left Click – Primary Fire
5.2.4.     Right Click – SecondaryFire/Zoom
5.2.5.     R - Grenade
5.2.6.     Space – Jump/Boost
5.2.7.     C - Crouch
5.3.  Audio
5.3.1.     Audio comes from UT3
5.4.  Music
5.4.1.     Music comes from UT3
5.5.  Sound Effects
5.5.1.     Come from UT3
6.     Section VI - ArtificialIntelligence
6.1.  Opponent AI – The activeopponent that plays against the game player and therefore requires strategicdecision making (example, Civilization or Chess, how is it to be designed?)
6.2.  NPC Creeps (Friendly and Enemy)
6.2.1.     Objective AI
6.2.1.1.Navigation
6.2.1.1.1.      Simple, path-based navigation
6.2.1.1.2.      Bots do not know how to use the boost
6.2.1.2.Objective AI
6.2.1.2.1.      Objectives (towers & thrones) may have a list of other objectivesthat must be destroyed before them
6.2.1.2.2.      Objectives ignore damage if previous objectives have not beendestroyed
6.2.2.     NPC’s AI
6.2.2.1.Primary objective is to destroy enemy towers/throne
6.2.2.1.1.      Capable of selecting the correct objective to attack
6.2.2.1.2.      Capable of retasking when the current objective is destroyed
6.2.2.1.3.      Little interest in other players (human or bot)
6.2.2.1.4.      Only use the default weapon.
6.2.2.2.If a friendly tower is attacked, nearby bots will move to the towerto defend.
6.2.2.3.Bots will temporarily patrol near the tower.
6.2.2.4.After a couple minutes, bots will resume normal activity
6.3.  Towers
6.3.1.     Towers continually check forplayers within a specified radius and attack hostile players.
6.3.2.     Capable of identifying nearbyhostile players (human and bot).
6.3.3.     Capable of notifying friendlybots if attacked.
6.3.4.     Projectiles are fired at allnearby hostiles until they leave the area or are destroyed.
7.     Section VII – Technical – Thismay be abbreviated with most in the Technical Bible.
7.1.  Target Hardware
7.1.1.     Windows Vista 64 SP2
7.1.2.     2.0+ GHz multi-core processor
7.1.3.     8 GB System RAM
7.1.4.     NVIDIA 8000
7.1.5.     4 GB of HDD space
7.2.  Development hardware andsoftware
7.2.1.     We each used our personalcomputers and all met the “Target Hardware” listed in section 10.1
7.3.  Development procedures andstandards
7.3.1.     We used an iterativedevelopment procedure. We have a list of requirements and would implement oneat a time. Then test after each feature is implemented.
7.4.  Game Engine
7.4.1.     Unreal Development Kit
7.5.  Scripting Language
7.5.1.     Unreal Tournament 3 ScriptingLanguage
8.     Section VIII – Game Art - Thismay be abbreviated with most of the content in an Art Bible.
8.1.  Concept Art
8.1.1.     Machine Gun
8.1.1.1.
8.1.2.     Sniper Rifle
8.1.2.1.
8.1.3.     Shotgun (Didn’t getimplemented)
8.1.3.1.
8.1.4.     Ultimate Attack (Didn’t getimplemented)
8.1.4.1.
8.2.  Style Guides
8.2.1.     We used DotA as guidance forAotA
8.2.2.     We tried to match player’s HPand damage to the average DotA Hero
8.2.3.     We also tried to match thetower’s/Throne’s HP and damage
8.3.  Characters
8.3.1.     Cyborg
8.3.1.1.Player controlled character
8.3.1.2.Long respawn time
8.3.2.     Androids
8.3.2.1.Look like Cyborgs
8.3.2.2.AI controlled NPC
8.3.2.3.Shorter respawn times
8.4.  Environments
8.4.1.     A hidden valley in a mountainrange
8.5.  Equipment
8.5.1.     Four weapons as mentioned inSections 4.7.4 – 4.7.7
9.     Section IX - Secondary Software
9.1.  Editor
9.1.1.     Unreal Development Kit Editor
9.1.2.     Microsoft Visual Studio 2008w/nFringe and Vault plugins
9.2.  Installer
9.2.1.     Advanced Installer by Caphyonwill be used to create the installer for AotA Gold Release
9.3.  Source Control
9.3.1.     Sourcegear Vault
10. Section X - Management
10.1.   Detailed Schedule
10.2.   Budget
10.3.   Risk Analysis
Risk
  
Probability  1 – 5
  
Mitigation
  
Not  meeting all the requirements
  
5
  
Prioritize  the requirements to make sure we get the most important ones implemented  first
  
Unreal  is not capable of meeting a requirement
  
4
  
Modify  the requirement so it can be met or drop the requirement completely
  
Team  member drops the class
  
1
  
We  made teams after the drop date, so this is still possible, but not likely
  
 
10.4.   Localization Plan
10.4.1. Built into the UDK there areLocalization Files
10.4.2. As of now, AotA is onlyformatted for English
10.5.   Test Plan
10.5.1. Everyone was supposed to playtest every time there was an update on source control. Not only the newlyimplemented feature, but also the old things to make sure the new did not breakthe old
10.5.2. The last week we have to workon AotA is also devoted to testing. We wanted to make sure we implementedeverything we could into the game. During the last week, we play test andbalance the weapons, recharge times, and the hit points.
11. Appendices
11.1.   Asset List
11.1.1. Art
11.1.1.1.1.  Model and Texture/Animations/Effects
11.1.1.1.1.1.           Enforcers.upk
11.1.1.1.1.2.           Redeemer.upk
11.1.1.1.1.3.           SniperRifle.upk
11.1.1.1.1.4.           Stinger.upk
11.1.1.1.2.  Interface List
11.1.1.1.2.1.           InGameHud.upk
11.1.1.1.2.2.           ChrisBLayout.upk
11.1.2. Sound
11.1.2.1.               Environmental/Weapon Sounds
11.1.2.1.1.  Weapon.upk
11.1.2.1.2.  BulletImpacts.upk
11.1.2.1.3.  Enforcer.upk
11.1.2.1.4.  Sniper.upk
11.1.2.1.5.  Stinger.upk
11.1.3. Music
11.1.3.1.               Ambient/Action
11.1.3.1.1.  Music.upk
11.1.3.1.2.  Music_Room.upk
11.1.3.2.               Victory
11.1.3.2.1.  Default
11.1.3.3.               Defeat
11.1.3.3.1.  Default
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