Contents
XreaL Game Design Document
This document is Work In Progress
We collect game design suggestions here and try to assemble an informal customer requirement specification.
1. General
2. Gameplay
XreaL should have the aim to be the fastest shooter.Fluid and fast gameplay is the goal.
2.1. Movement
As every shooter XreaL should have an own unique movement. The base is given bye the quake3 physics.
- Idea I: faster. instead of g_speed 320 we should test values between 340 and 400
- Idea II: less pauses: reduce time between switching weapons, respawns, this can enhance the gaming experience.
- Idea III: add special movement like a) dodging ( to avoid rockets etc ) and b) rush ( a fast even double jump in front).
Since Gaming and Esports is some years old the Gamer/Player improved there skills a lot. We have to challenge them with faster gameplay, need for less reaction time and the possibility to perform specific movements.
2.2. GameTypes
2.2.1. Deathmatch
Everybody frags everybody else until a fraglimit or timelimit is hit. The player with the most frags wins the match.
2.2.2. Team Deathmatch
Everybody frags everybody else from the other team until a fraglimit or timelimit is hit. The team with the most frags wins the match.
2.2.3. Capture The Flag
2.2.4. Harvester ?
2.2.5. Instagib ?
2.2.6. Warfare ?
2.2.7. Kill The King ?
Kill the king in Unreal 1 style. Everybody frags everybody else until a fraglimit or timelimit is hit. It is important to kill the king to get up to 7 frags at once. The player with the most frags wins the match.
- match starts without a king
- player with first frag becomes the king
- everybody who becomes the king by killing the king or doing the first frag gets 7 frag points
- a normal frag is only 1 frag point
- the king always glows red so other players can recognize him as the king immediatly
2.2.8. Objective Gamemode ?
- cooperative based gameplay
- map specific objectives like holding a place against waves of enemys ( "Invasion?"), clearing a level from monsters ("Seek and destroy?"), storymode in levels ( e.g "kill boss A to open door B, find key C for gate D ...)
2.3. Weapons
Weapons will have a second firemode. A combination of both firemodes is possible. The modes should complement one each other. Weapons do not require a reload function.
2.3.1. The Shelter
- (IDEA)
- the standard weapon replacing the q3 gauntlet and machinegun
- energy based weapon
- primary firemode: bolt of energy
- second firemode: a shield blocking/ slowing projectiles, reducing damage from near by explosions, inflicting damage to players/objects on contact
- Reasons / Explanation:
- The beginning weapon should give the owner the possibility to attack near by enemys while preparing to reach better weapons, items and powerups. The shield is an excellent possibility to avoid attacks until a better weapon is picked up. The shield should expand on use like a shockwave getting weaker on distance. The cooldown should be like two or three seconds. This attack should knock players back, reflect /absorb energy based bolts, redirect missiles / grenades.
2.3.2. Rocket Launcher
- primary firemode: rocket launcher
- secondary firemode: minigun
- third firemode ( IDEA) : when firing at an enemy with the secondary firemode while tracking him with the crosshair for three seconds the next missile fired with first mode could be a homing missile.
2.3.3. The Harvester
- primary firemode: weak but high frequent plasma bolts
- secondary firemode: proxi mines, exploding after a certain time or on contact with enemy.
- third firemode: firing on a mine will cause it to explode
2.4. Ammunition
2.4.1. Shells
2.4.2. Bullets
2.4.3. Grenades
2.4.4. Cells
2.4.5. Rockets
2.4.6. Slugs
2.4.7. Lightning
2.4.8. BFG Ammo
2.5. Instant Powerups
2.5.1. Small Health
- 5 health
- 200 upper limit
2.5.2. Medium Health
- 25 health
- 100 upper limit
2.5.3. Big Health
- 50 health
- 100 upper limit
2.5.4. Mega Health
- 100 health
- 200 upper limit
2.5.5. Armor Shard
- 5 armor
- 200 armor limit
2.5.6. Armor
Game:
- 50 armor
- 200 armor limit
Model:
- vertex : 804
- status: concept, not in svn
2.5.7. Heavy Armor
Game:
- 50 armor
- 200 armor limit
Model:
- vertex : 804
- status: concept, not in svn
2.5.8. Quad Damage
- 30 seconds
2.5.9. Speed
- 30 seconds
2.5.10. Battle Suit
- 30 seconds
2.5.11. Invisibility
- 30 seconds
2.5.12. Regeneration
- 30 seconds
2.5.13. Flight
- 60 seconds
2.6. Holdable Powerups
2.6.1. Personal Teleporter
2.6.2. Medkit
2.6.3. Medkit
2.7. Vehicles ?
3. Artistic Style
3.1. Setting
3.1.1. People can change, human nature can not
XreaL takes place in the early 24th century on earth. Hundred years after the fourth world war mankind founded a new civilization benefiting from technology and social engagement.
Learning from the failures of the past, mankind set up an environment to control humans nature of hate, fear and violence. As long as the hunger for blood is satisfied in a peaceful and no harming way for the society, there is no need for jealousy and craving for power among people.
Using battle as sports the masses are brimmed over with enthusiasm for the "Extended Reality" - an all over present event where single warriors are fighting each other for glory and worldwide recognition.
3.1.2. Welcome to the Extended Reality
The fighters battle in prepared arenas entertaining the masses with their power, speed and will to survive. Using modern technology every match is broadcasted 24/7 all over the world. Bets, leagues and championships are causing exaltation.
No Fighter dies in the end, they are linked via the "Core", a great artificial mastermind controlling the entire environment, into the arenas and are reanimated on defeat. Even the fighters survive the games getting hit and respawned is painful and can cause long therm damage for brain and nerves, but in doing so this guarantees adrenaline driven behavior.
Fighters have to prove their abilities in face to face fights and team based competitions taking place in the "Extended Reality".
3.1.3. Environments
The leavings of the last civilization are providing excellent grounds for those arenas. There are XXX main environments, each has its unique feeling and flair with advantages and disadvantages. The fighters can use the environment and everything in it to enhance their chances. Weapons, Powerups and tactical items are placed in the arena by the "Core" to arrange the match more exciting.
3.1.3.1. Desert Ruins
Decades of exploitation caused the desertification of most areas in the world. Cities went down under dunes and sandstorms of the ruthless desert. Heat, sand and ruins are the characteristics of this enviroment.
Large areas, terrains and urban warfare are the keywords for desert maps.
3.1.3.2. Industrial Junk
The economy before the last war produced more weapons mankind could handle. These factories, plants and facilities are now out of service but still present and dangerous. Explosive residues, radiation , vestiges of machines and installations are typical for this enviroment.
Mixture of out- and indoor design on cramped confines define industrial maps.
3.1.3.3. Blue Death
During the last years of war the factions went under the sea and build up last bastions. Without supplies during the war these bases turn into giant coffins for thousands of innocent civilians. Some parts are restored and usable for competitions, but they are hundreds of feet under the sea and the pressure of water could force the entire environment to collapse from one moment to another.
Narrowness, fast motional flow and indoor fights should be the main design targets of military maps.
3.1.3.4. Virtual Experience
Placing items, controlling environments and monitoring players are not the limitations of the "Core". It is also able to create hole virtual areas with limited size targeting specialized gameplay and unique look and feel. Overteched, digitalism, and insubstantiality are keywords for design in funmaps, jumpmaps, spacemaps and so on.
This environment is not for allowing any possible design, its more to make some settings possible the other environments cant provide.
3.2. Mapdesign guideline
3.2.1. Fast Gameplay
Fast gameplay is essential. Fluid movement has to be possible in every map, no blocking elements, no complicated constructions. No irritating objects. The use of doors, jumppads, teleporters should help the players to move through a map as fast as possible. No objectives, missions or anything story guided is allowed in standard gameplay modes like deathmatch, teamdeathmatch etc. ( see GameTypes ).
3.2.2. Architecture and layout
A map has to fit one of the three main environments ( see Environments ). A heavy use of the fourth environment should not be the main focus for the standard gameplay modes ( see GameTypes ). The use of realistic architecture is as much as important as a logical room layout. Keep in mind that the environments could be build in our century + 200 years, destroyed by a war.
Items , constructions ( teleporters, pads , doors etc ) and gametype-specific elements are virtually linked via a artificial mastermind into the arena. They can look unnatural, but has to fit as they are just defined for this special use. The recognizability value among those elements has to be very high through all maps - they all are part of one big game.
Everything except those elements have to look as natural as possible, no design is allowed which could not be build in our real world in T+200 years. Besides the "Blue Death" design the maps should be bright, visibility is is a must-have.
There should be a minimal use of organic material like trees, gras, animals etc. because the world itself suffers a nearby death by the last world war.
3.2.3. Scripting and gamelogic
The gamelogic is provided by Xreal's code. The use of LUA and the trigger-and-link logic provided by the gameengine should not influence the gamelogic itself that much, it should just help to improve a maps look and feel, sticking to one of the main environments ( see Environments ).
3.2.4. Effects and sound
XreaL provides a powerfull particle engine, many other effects and the possibility of parallel streaming sounds.
The use of them should not block the gameplay but enhance the atmosphere. Bright maps can produce beautiful environmental shadows.
3.2.5. Textures and Mediaassets
There will be a textureset for each environment and gameplay-fitting mapmodels.
The use of 3rd. party assets is possible, but they have to fit into the game ( by license and style ).
3.2.6. Side notes
- the "X" as it and the gamelogo in its different variations should be present in layout and texturedesign
- no dead bodies in maps, keep gore at minimum
