Gameplay and Balance
3.1 Movement
3.1.1 The player will be able to move forward backwards, strafe, duck, jump, select multiple gun. He will be able to select different guns throughout the game. Player will have to crawl, jump and run through many different obstacles found in the level scenario.
3.2 Environments Visuals
3.2.1 The player will have notion of the surroundings with a panoramic view of 120 degrees on the x axis and 60 degrees in the y axis.
3.2.2 Different creatures might be interacting indirectly with the player or be part of the environment.
3.2.3 Player will have the ability to view any angle position through the use of the mouse or the keyboard.
3.2.4 Lighting could differ depending on the course of the game (Night or Day time)
3.2.5 Fog of war could be used to decrease the amount of graphical computation of elements outside of the range of the player.
3.3 Environment Sound
3.3.1 The player will perceive the environment sound in a stereo signal mode. Different levels having specific sound effects according to the scenario they are in.
3.3.2 The environment also includes different animals’ sounds that might react to the presence of the player.
3.3.3 Personal movements will include footsteps, switching of guns, grunting and death like simulation for a realistic behavior.
3.3.4 The environment could be run with background music, or a mix of environmental sounds.
3.4 Weapons
3.4.1 Weapons could be acquired through the game either from dead bodies, hidden in the environment or as the player completes assignments.
3.4.2 Weapons would have a red laser dot as an aiming feature.
3.4.3 Recoil and trajectory of the weapons might differ with the variety of weapons.
3.4.4 Stronger weapons having a greater impact on the players posture, whereas weaker weapons being barely noticeable do the players reaction.
3.4.5 Ammunition would be used for some weapons that can also be picked up from the floor throughout the game.
3.4.6 Picking up ammunition or guns will consist on just walking at a near distance from the gun or weapon.
3.4.7 Weapons may not be lost once they are acquired in the game; however, ammunition could limit its use once it reaches 0;
3.4.8 Health packs could be picked up and used throughout the game. It will eventually heal (increase player’s health points) up to a certain level according to the type of health pack being picked.
3.5 Missions or Assignments
3.5.1 Throughout the game the player might have to accomplish overall missions to go to the next level.
3.5.2 Missions could consist on reaching a certain point, or eliminating a certain creature.
3.5.3 Other extra features could include staying alive for a certain amount of time.
3.6 Controls
3.6.1 Controls such as the mouse and keyboard might be able to be customized by the user.
3.6.2 However, there will be a default preset of its functions.
3.6.3 Left mouse key will be used to shoot. Whereas right click can be used to zoom in with certain weapons.
3.6.4 Jumping could be done with the space key to go over some of the obstacles throughout the environment.
3.7 Physics
3.7.1 Physics on the game will be very similar to the real world.
3.7.2 Ammunition will be carrying a lot of force, being able to produce more damage if the enemy being shoot at is at a closer range.
3.7.3 Shooting guns can also produce certain recoil as the effect of pushing ammunition out and counterbalancing its power by transferring this force to the player by pushing or disturbing the player’s balance or posture.
3.7.4 Gravity will also play an important factor on different aspects on the game.
3.7.5 Gravity will modify the player’s ability to jump over obstacles having a certain height that he can reach.
3.7.6 Gravity under water might have different characteristics than on an open space. Normal jumps might give the player higher heights.
3.7.7 Jumping down from a higher ground might injure the player proportionally to the height he jumped from. Thus, simulating real life injures due to the force exerted against the floor from the user’s mass and earth gravity.
3.7.8 Gravity also affects different guns. The harp carrying a lower level of ammunition speed will slowly decrease its altitude as certain levels of length are reached.
3.7.9 Grenade launchers ammunition will also have an inversed parabola trajectory from the position that the player shoots it out.
3.8 Difficulty
3.8.1 Difficulty of the game will be based on effectively eliminating enemy creatures without getting killed (receiving too much damage done on the player).
3.8.2 Different creatures will have a different percentage of damage; thus, presenting a challenge to the player throughout the game.
3.8.3 Many creatures could be presented at the same time to attack the user. This will be presented as a different type of challenge since many creatures ( of lesser power) could simultaneously do damage to the player.
3.8.4 Trying to find the route to the checkpoint location could be also challenging as the amount of enemies show up throughout the game and the visibility of the area decreases as the night approaches.
3.8.5 Two modes of difficulty could be used. Normal or Difficult
3.8.6 Normal mode will start as the first option. Once the player finishes the game, a hard mode would be included as an option
3.8.7 Hard mode will differ from the normal option by increasing the amount of enemies and increasing the amount of damage that each enemy does.
3.8.8 In case that the player reaches a health point percentage of less than 0, he will lose his life. Thus, letting the player start the game again from one of the checkpoints with a full percentage of life.
3.8.9 Different checkpoints will be distributed throughout the game, so that the user does not have to completely restart the game. They will be usually located throughout a mid game of a level.
3.9 Multiplayer gameplay
3.9.1 Different modes could be implemented for multiplayer
3.9.2 Cooperative mode will consist on finishing playing the game cooperatively with a multiplayer partner. Thus, the level of difficulty will have to be highly raised to make it challenging enough.
3.9.3 Deathmatch mode will consist on a multiplayer game in which users connected to the game will have to fight against each other.
3.9.4 Ammunition will be unlimited throughout the game.
3.9.5 Different maps will have different types of guns that will respawn after a certain amount of time in specific locations.
3.9.6 A score based system will be implemented to show how many kills the user has done to certain players and how many times the player died.
3.9.7 Killing another player will consist on shooting until the other player’
3.10 Gameplay Balance
3.10.1 Gameplay balance is leveled so that the user will always have ammunition to kill the creatures.
3.10.2 Difficulty increases throughout the game, but the skills of the players will also increase. Thus, there is a specific level of difficulty implemented to keep the playing level challenging and at the same time not too difficult.
3.10.3 Balancing of the enemies will be done accordingly while testing the game. Changes for the gameplay difficulty could be done by decreasing or decreasing the level of damage of the players ammunition, or increasing or decreasing the health of the enemy units.
3.11 Gameplay overall
3.11.1 Gameplay will basically be focus on a first person action shooter immerse in an environment that interacts with the user through sound, exotic environments, and animated characters.
3.11.2 Game is designed to be rated for teenagers, since blood, action scenes will be involved in the game.
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