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

http://qffx2-dev.de/xreal/xreal_logo.png

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.

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.

2.2.8. Objective Gamemode ?

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

2.3.2. Rocket Launcher

2.3.3. The Harvester

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

2.5.2. Medium Health

2.5.3. Big Health

2.5.4. Mega Health

2.5.5. Armor Shard

2.5.6. Armor

http://qffx2-dev.de/xreal/xreal_powerup_armor.png

Game:

Model:

2.5.7. Heavy Armor

http://qffx2-dev.de/xreal/xreal_powerup_armor_heavy.png

Game:

Model:

2.5.8. Quad Damage

2.5.9. Speed

2.5.10. Battle Suit

2.5.11. Invisibility

2.5.12. Regeneration

2.5.13. Flight

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

GameDesign (last edited 2008-09-02 11:09:21 by AdrianFuhrmann)

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