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Xenowar GAM 400 Fall 2002 Warren Church C.J. Clark Adam Hartman Michael Smith G. Damian Witt GAM 400 Fall 2002 Xenowar Table of Contents TABLE OF CONTENTS ................................................................................................. 2 HIGH CONCEPT ............................................................................................................. 3 BACKGROUND ............................................................................................................... 4 GAMEPLAY ..................................................................................................................... 5 USER INTERFACE ......................................................................................................... 9 ART, SOUND .................................................................................................................. 10 TECHNOLOGY ............................................................................................................. 12 MARKETING ................................................................................................................. 13 RISKS............................................................................................................................... 13 TEAM INFORMATION ................................................................................................ 15 APPENDIX ...................................................................................................................... 17 2 GAM 400 Fall 2002 Xenowar High Concept Idea: 3rd person shooter where the player engages in battles between alien and robot civilizations over various outdoor terrains. Summary: When the player starts to play the game Xenowar, they have the choice of playing as a race of aliens or a troop of war robots. This is more of an aesthetic choice as the two sides are well balanced. After selecting a side the player then has to choose a class such as soldier depending on what weapons and features the player wants during the game. Then the player starts as their character and is in the 3rd person view, meaning he can see his character from behind. Then the player runs around in the 3D environment and tries to avoid being shot at and destroyed by the opponent team while trying to kill opponent team members and while trying to complete a specific objective. An example of the specific objective would be to capture the flag or destroy the enemy base. There will also be vehicles that the player can jump inside to get across the terrain quicker to reach his objective. When time runs out or a certain number of points has reached, this will depend on a choice made by the person running the server at the beginning of the game, then the player either wins or loses based on the number of points he has. Then they can stat all over again and have lots more fun. Key Features: Large terrain including cities, forests, artic wastelands and deserts. Choice of two races that offer different game play mechanics Player class system. Hover vehicles for combat and transportation. Custom support for Q3 Models Multiple game play modes include: Capture and hold, capture the flag, king of the hill, and assassination. Platform 3-D Hardware Accelerator with full Direct3D support Pentium or AMD 600 MHz 128 MB RAM A 100% Window 98/2000/XP compatible computer system (including compatible 32-bit drivers for CD-ROM drive , video card, sound card and input devices) 25 MB of uncompressed hard disk space for game files (Minimum Install), plus 45 MB for the Windows swap file Quad-speed CD-ROM drive (600 K/sec. sustained transfer rate) 100% DirectX 8.0 or higher compatible sound card 100% Microsoft-compatible mouse and driver 3 GAM 400 Fall 2002 Xenowar Target Market Since our game will likely have a Teen rating, the target demographic is anyone who fits into the teen category and above. It will cater primarily to action-oriented players who enjoy team oriented or goal oriented gameplay. Estimated Retail 1.00 1.00 3.00 3.00 2.00 8.00 8.00 25.00 CD Cost Manual Cost Box Cost Marketing Distribution Publisher Costs Profit Total Cost Background Long ago a civilization decided they wanted to live in peace away from the rest of the universe. They went about doing this by creating a race of military robots to protect their territory. The robots were given all the space surrounding the civilization to defend and never let anyone ever pass through. The robots did this so fiercely that all the other civilizations that were near by got wiped out. This created a void around the robots and all who knew about them were gone. Many centuries past with the robots just waiting for another enemy to defend their space from. Not long ago a young race started to explore depths of interstellar space. They were hoping to find other races to meet and learn from. Instead all they found were ruins. They continued to follow the worlds of these ancient space-fairing civilizations. Until their own ships start to disappear, all in the same general area. In an attempt to find out what happened to the ship they sent a warship into the area. The warship arrived in the system where one of the explorer ships was lost. The first thing they did was to scan the system for any signal from the explorer. They detected an automated distress signal. They set course and went immediately to the source. In orbit of one of the planets in the system they found the wreckage of the explorer. A small beacon transmitting the signal was the only thing that was salvageable. While amidst the salvage operation they were hit by a barrage of fire from another vessel coming around from the side of the planet. Next they received a power transmission saying, “YOU HAVE ENTERED PROTECTED SPACE AND WILL BE DESTROYED! AND POSSIBLE THREAT FROM YOUR CIVILIZATION WILL BE ELIMINATED!” The ensuing battle severely damaged both ships causing them to crash onto the planet. The now stranded aliens need to defend what’s left of their ship and either repair it so they can take off again or at least get the interstellar radio working so they can send a message home to warn them. 4 GAM 400 Fall 2002 Xenowar The robots are intent on finishing their mission by completely destroying the intruders ship and all the survivors. The robots also would like to retrieve any information on these new enemies and where they came from, so the possible threat can be eliminated. GamePlay When beginning a game the player chooses either the Alien or the Robot races. Then the player picks from between one of four classes (Soldier, Scout, Sniper or Support). All game modes are team based, where the player’s opponents are of the other race. Each game mode is point based, where the team with the most points wins the match. When the player chooses single player, all of the other players on their team are bots (controlled by the game’s AI). By default, teams consist of four players. Based upon what class the player chooses, the remaining three computer controlled players are the other classes. The player has the option of having more than four players on their team. The selected classes for more than four players are randomly chosen, and will be tuned based upon game play testing. If the player wishes, they may choose what all of their allies will be. The opposing team will contain the same class ratio as the player’s team. Game Modes: Deathmatch: In a fight to the finish, each team tries to rack up as many frags (enemy kills) as possible up to the frag limit and/or time limit. Options can be set to make this game mode based on frag or time limits as well as setting those values. Capture and hold: Each team traverses the terrain to find capture points where, after 10 seconds of holding that location, the team gains a point. The holding points will be predefined based upon the selected map. Similar to deathmatch, a team wins when the point limit and/or time limit is reached. Capture the flag: As the name suggests, the player traverses the map to the opposing enemy base, grabs their flag and tries to make it back to the home base in one piece. The team gains a point when this happens, except for when the opposing team is holding your team’s flag. The team with the most points upon reaching the point or time limit Assassination: Each team has one team member that they must protect. The goal is to defend your leader and to kill the enemy leader. The team with the most enemy leader kills win. 5 GAM 400 Fall 2002 Xenowar Game Flow Start Game Spawn Go to objective. Example: Capture flag Achieve Objective Kill Enemies Get Killed Get Points Lose Win Input Design The game is controlled using the keyboard and mouse. By default, the keyboard keys will be used to move the player around (forward, backward, strafing left and right, and turning left and right). By default, mouse movement will be used for turning, and looking up and down. The following table describes the default layout for input. Action Move Forward Move Backward Strafe Left Strafe Right Turn Left Turn Right Primary Fire Secondary Fire Jump Crouch Keyboard W S A D Left Arrow Right Arrow Ctrl Alt Space bar C Mouse Left movement Right movement Left button Right button 6 GAM 400 Fall 2002 Xenowar Player Design Player Description Players can choose between one of the following two types of characters: Robots and Aliens. Robots: Mechanical characters use futuristic weapons such as plasma guns and missiles to attack and defend. Movement is more restricted but they are generally more powerful and can be fast. The following table describes the robot classes: Type Soldier Health High Armor High Speed Medium Jump Strength Medium Scout Medium Low Fast Very High Sniper Low Low Medium High Support (Medic) Very High Very High Low Low Weapons Plasma Gun Assault Rifle Grenade Launcher Silenced Weapon Flash grenade Sniper Rifle 9 mm Sidearm Cluster Missiles Chain Gun Repair/Refit Kit - Aliens: Alien humanoid creatures that use psionic powers to create fireballs, magic missiles and other forms of generated energy to attack and defend. Movement is less restricted but they are slightly less powerful because they are not made out of metal as the Robots are. - The alien classes will be: Type Health Armor Speed Jump Strength Weapons Soldier High High Medium Medium Psychic Blast Sonic Wave Egg Gun (mortar) Scout Medium Low Fast Very High Silenced Weapon Acid spray (blinding) Sniper Low Low Medium High Long range mental projection HCl Acid Support Very High Very High Low Low Plasma Rain (Medic) Needles Healing Touch Inventory - Players will not have a traditional inventory. Instead they will carry set weapons with limited ammo or a certain amount of psionic powers for aliens. Medic characters will have set numbers of ammo or psionic powers that they can give out to other players of their type that can run out. Bots will play a medic character during single player, so 7 GAM 400 Fall 2002 Xenowar that players can heal themselves in the field. Healing other characters when they are running low on health or ammo will be part of the healing character’s AI. Players can also go to their base to refill their weapon ammo. In game UI - Health: Shows the amount of current health that the player has. - Ammo(for robots): Shows the amount of current ammo that the currently selected gun has. - Psionic Power(for aliens): Shows the amount of current psionic energy the character has left. Enemy Design Enemy Descriptions - Enemy description is the same as the player description. Other Design Elements - Vehicles: Players can get into and use hover vehicles that each have weapons on them to attack and defend and a certain amount of health before they can be destroyed. Vehicles movement is the most restricted but protects the player from damage while the player’s character is inside the vehicle. While the player is in the vehicle they cannot fire their gun but can fire the vehicles gun unless the vehicle runs out of ammo. Vehicles replenish ammo after a certain period of time. Vehicles once destroyed, are forever destroyed and cannot be used at all. In-game Options The in game options will be the same set of options found in the main menu. Pressing the escape key will access the in game option menu. These options include video, sound, controls and player settings. The options are described in further detail in the User Interface Option menu section. Level Design The levels will consist of huge open out door areas that resemble landscapes that could exist on other planets. There are will be two bases, one for each team, on opposite sides of the map. There will be other objects scattered throughout the level such as rocks and trees that will be will be obstacles for the players to get around to get to the opponents base. The edge of the maps will have mountainous areas around them to keep the players from going off the edge of the map. 8 GAM 400 Fall 2002 Xenowar User Interface User Flow The following flow chart describes how the player navigates the game. Run Xenowar Main Menu Single Player Multiplayer Game Mode Select Server/Client Setup & Game Mode Select Game Play Game Play Player Settings Options Video Settings Quit Display Credits Control Settings Sound Settings Exit Xenowar Note: All menus lead back to the main menu, where the user can exit the program. Main Menu This is where the player can choose to play a single or multi- player game, set video options, see the credits of the game or quit. All menus will be mouse driven, clicking on a menu button moves to the respective menu. Options Menu This is where the player can adjust Video, sound, controls and player settings. Video settings include: Screen resolution Color depth 9 GAM 400 Fall 2002 Xenowar Sound settings include: Music Volume Sound Volume Control settings include: Customize controls Player settings include: Player Name Selecting a Model Importing .md3 model files Art, Sound Art Requirements -format - BMP: Primarily used unless CD size constraints prevent the use of large files. - JPG: Used for compression. - TGA: Used for compression, but has an alpha channel. -style - Futuristic post apocalyptic war zone on an alien planet. Art List -Animations - All character animations in the game will be handled using the MD3 file format used in Quake 3. - Frames of animation will be the following: o Running forward o Running backward o Crouching o Crouching forward o Crouching backward o Crouching shooting o Shooting/running shooting o Strafeing left and right o Jumping o Death animation(s) -BGs - Standard textured skybox. -Textures - Textures will be in one of the above mentioned formats. -Fonts 10 GAM 400 Fall 2002 - Xenowar Bitmap fonts will be used instead of the standard default computer fonts. -GUI - The user interface will use set graphics for all necessary images with a generic and simple look. Sound Requirements -format For sound effects that are run through our sound system they will all be in standard Wav file format. Specifically they will all be mono wav files that are in 16-bit and 22 KHz. They must be in a mono format and not stereo since our sound system will be using Direct3D to do the 3D effects. All the music in our game will be in standard mp3 stereo format. -style All of the Alien team sounds will be squishy. All of the Robot sounds will be like things found out of Star Wars or other popular science fiction movies. The music will be high tempo and fast instead of slow and moody, this is because our game is primarily an action game so the music should get a person’s adrenaline running. Sound List -SFX One to two sound effects per a weapon. For example a two sound effect weapon would be the sound of a rocket launching and the explosion sound when the rocket hits. Since each class will have a total of two to three weapons and with four classes for each side (eight total classes) we will need somewhere about 2630 sound effects for weapons. There will be two sound effects needed for jumping, one for when the player jumps, and a second from the impact of landing. We will need one to two sound effects for the footstep sounds. We would use two sound effects if using just one footstep sound didn’t sound like real walking. Each race would also require a unique footstep sounds so that means 2-4 sounds. When a player takes damage they will make some sort of pain or yelp sound (or beep for the robots). This sound would be different depending on how hurt the player is. Since each side is a different race we will need two sets of sounds. Using three to four different pain sounds per a race, we will end up need either six or eight different pain sound effects. For the hover vehicles each will need some sort of unique moving sound effect and with two hover vehicles we will need two different engine sound effects. Total sound effects needed: 38-43 unique sounds -music Instead of having one music track loop over and over per a level we will have a playlist of songs that loop. Since we’re using the standard mp3 file format, it will 11 GAM 400 Fall 2002 Xenowar be easy to allow players to add their own songs that play during the game. We chose to have a looping playlist instead of dynamic music since dynamic music that changes would not fit well in this game. Estimated total number of music tracks needed: 6-8 would be good, but more would not hurt us. At a bare minimum we would probably want at least 3-4 music tracks so that the music does not seem overly repetitive. -VOX There will be a voiceover sound effect whenever a team wins, for instance it will say “Alien Team Wins” or “Alien Team has been Annihilated”. Also when a team takes the lead over the other one a voiceover will announce that the respective team has lost or taken the lead. Technology Tools -mapeditors: The maps themselves will be height maps and therefore can be generated in Photoshop or Microsoft Paint. All of the objects, including trees, bases, way points, etc, will be placed in the map with a map editor. Since the maps are open terrain, the map editor will have a top down perspective of the map and all objects can be selected from a list and placed within the map. -animation editors: 3D Studio Max with plug-ins, Milkshape. -sound editor: Sound Recorder Engines The graphics engine will use Direct3D. It will have support for terrain, .md3 file loading, and displaying bitmaps. The sound engine will use DirectSound. It will have support for 3D sound effects and .mp3 playback. The user interface includes mouse driven navigation between menus and movement for in game. DirectInput will be used to capture keyboard and mouse input. Installer The installer will be created using InnoSetup. It will be capable of creating a shortcut on the desktop and in the start menu. Also, an uninstall shortcut will be in that start menu group. 12 GAM 400 Fall 2002 Xenowar Marketing Costs -Develop 5 employees that share hats such as producer and they all do art at $50,000 per year 7 months in development + $50 dollars for marketing = $145,883.34 -Sequels Xeno Wars 2: The Spider Monkey Infestation Because game engine is done, it will take only 5 months in development so: 5 employees that share hats such as producer and they all do art at $50,000 per year 5 months in development + $50 dollars for marketing = $104,216.67 Risks Technology We’ve never worked with Direct 3D before. We are attempting to use Quake 3 models. Unsure about good collision detection methods. Development We have no artist to assist in making art. Balancing the two sides and classes. Team Lose a team member. Can’t stand team members by end of semester. Equipment No graphics cards on our computers. We don’t have a method of making 3D models yet. Competitors Their games look better. Game of similar game play comes out first. 13 GAM 400 Fall 2002 Xenowar Cost We all run out of money and can’t print our game documents. We go broke and can’t pay for school Schedule When Metroid Prime comes out, four members of our team will get little work done. Bottlenecks cause us to not get work done on time. Such as, if the 3D engine is not done then no one can test to see if the other parts of the game work and then nothing gets done. 14 GAM 400 Fall 2002 Xenowar Team Information Company Background We have the same team as our sophomore and junior year team, but with the addition of C.J. Past team games include Blackhole and Subterrania. Designer—Michael Smith Worked on Subterrania, a side scrolling action adventure game. Implemented the 2D Graphics engine using DirectDraw to display maps and sprites, sound engine using DirectSound to play wave files for sound effects and input engine using DirectInput to capture user input. Also worked on BlackHole, a 3D Space Simulator reusing Sound engine code and added 3D sound effects. Implemented the game menus and file system for saving/loading. Reused Input engine with minor changes. Producer – Warren Church Warren Church during his Sophomore year worked on Subterrania. He worked on the AI and made a few of the Deathmatch maps that were found in the game. He was the product manager and created the box and manual for Subterrania during that time too. During his Junior year he worked on Blackhole as a producer for one semester. He worked on a lot of the base level Graphic code that revolved around the OpenGL API and a lot of the in game user interface like the status bar and the radar. His only wishes are that Adam would stop complaining that Farscape being cancelled, and that he can’t find a yoda action figure (Damn you George Lucas!) Lead Technology – Damian Witt I worked on Subterrania as the Lead Programmer. I designed and wrote the Level Editor using GDI, used to make maps and place enemies. I also wrote the file system for saving and loading the game, and loading the levels and enemy data. And did all the networking code for multiplayer. The next project I work on was the 3D Space Sim Black Hole. I worked as the Designer and Lead Programmer on this project. I worked on the flight control, target selection, and detecting collision threats for the AI. I designed and wrote the random mission generator. I also reused the networking code from the previous project with only minor changes. Lead Artist - C.J. Clark The last project I worked on was my Junior project NullSpace, a 3D OpenGL based game where I wrote the particle effect engine and map editor. Using the particle effect engine I created jet engine flames and a radial circular explosion. The previous project was Lasers, a 2D game where I wrote the menu tool and math tools that took care of laser beam updates and laser beam reflections. Prior to that was my sophomore project The Eighth Amulet, a 2D isometric adventure game where I worked on UI, A* pathfinding, AI and the credits. My second semester project was Intergalactic, a 2D 15 GAM 400 Fall 2002 Xenowar windows game where I worked on player shots which comprised of a double gun, spread gun, missiles, and lasers. I also wrote item collection code which interfaced with the inventory management system. My first semester project Face the Odds, was a DOS based ASCII graphics game where I worked on ASCII cut scenes, game design and fixing bugs. During this time I have worked on numerous side projects such as several different 2D games, none completed but all in working condition. I have also worked on one 3D game that is still in simple stages of production. Aside from games I have worked on different technologies that I can use for games such as a height map, currently an octree for heightmaps and a bug-free 2D rect collision engine. Lead Animator – Adam Hartman Adam Hartman is awesome. For the Junior Project, Black Hole, he worked on: 3D model loading and displaying in Open GL; all the weapon code, including: mouse aiming, firing and differences in the weapons such as the homing missile; camera rotations; and enemy artificial intelligence. For the Sophomore Project, Subterrania, he worked on: the 2D Direct X graphics engine, including displaying sprites, animating and moving sprites; all shooting enemy artificial intelligence for the aliens at the end of the game; created ice level of game, which consisted of multiple maps liked together. He also thinks Farscape should NOT have been canceled. 16 GAM 400 Fall 2002 Xenowar Appendix Revisions to this document: - 17