C-LEVEL'S
WACO RESURRECTION
Game Design Doc
VERSION 1.1 in MULTICOLOR!
Author:
Eddo Stern
Date:
Sunday August 10, 2003 (VER 1.0)
Revised Monday Sept 16, 2003 (VER 1.1)
Sections:
I. Game cycle/Win Conditions
II. Game events
III. Interaction with environment/objects
IV. Interaction with entities
V. Stats + HUD
VI. Game Flow/Character Development
VII. Phenomenological game design/
Physical interface notes
Color key for all to-dos
BLACK Ð programming (Peter (Eddo, Glen))
BLUE - modeling/animation (Brody (Sky, Dan))
RED - hardware (Mark)
GREEN - sound (Michael)
PINK - writing (Jessica, Michael)
LIME - Game design/Waco knowledge base (Eddo/Michael)
ORANGE - 2D/HUD (Eddo (Brody))
GREY - Grey Area...Philosophical... (All)
I) Game cycle/Win Conditions:
Init pre-game check-in (3 minutes)
. Spawn all Koresh (alive) at pre-determined spots
. Koresh are identical except for some color indication - this could be just the aura color so there will always be a minimal aura particle visible to designate color of player even when aura is really gone, or a different color shirt or hairdo - colors should be red, blue, green, yellow (to correlate to the 4 computer cases (for now until get more cases/colors))
. Begin 3 minute countdown - display
message that new game will start in 3 minutes - play
voice message start counter on all screens - BIG letters - text
. Player check-in - request action from each player to
verify that someone is there - HUD - text + sound-
this can be a actual keypress or a physical sensor
movement or head movement (key presses for now)
. Acknowledge players that are present with HUD - text + sound + slow-motion
resurrection animation (players have 3 minutes to get in the game - i.e.
strapped in...
. When End of countdown -announce that game is starting
display instructions on screen - HUD - text + sound
. Drop absent players from game - leave Koresh corpses in
place - deactivate inputs from absent players
Game inits (beginning of 10 min duration)
. Spawn all Koresh (alive) at pre determined spots -
replay slow-motion resurrection animation (that's
reverse death animation)
. Start 10-minute countdown - HUD
. Spawn enemies - book fall routines - scripted events
timer - random events
Game over (10 minutes run out)
. Game is over when time runs out
. All Koresh must die at the end of the game and their convert
dropoffs tallied
(see below) - if they do not die in the compound fire (see scripted events
below) then a HUGE amount of FBI and ATF should
converge around him and kill them
. All screens at the end of the game should show a dead
Koresh (waiting to be respawned when and if someone picks up the head or issues
a keypress in the next 3 minute new game countdown)
could/should use the clichŽd spinning camera trick
hovering over the corpse rather than a still screen
. NOTE on Death - If Koresh is killed during the game - he
loses all converts, items, aura but is respawned at spawn point at compound -
he does not lose "dropped off converts score"
Win conditions
1. Koresh with the most converts "dropped off"
at time of final death - i.e. end of game wins
3. Daily, Weekly and absolute convert high scores should
be logged so players who find themselves alone playing the game still have a
challenge - these high scores should be categorized into 12 sections
1 player daily high, weekly high, absolute high
2 player daily high, weekly high, absolute high
3 player daily high, weekly high, absolute high
4 player daily high weekly high, absolute high
3. For those who want to play collaborative multiplay -
the total converts "dropped off" by all players in the round could function as a
group high score as well..
II) Game events:
1.Random events:
.
Books Spawn (all about the books)-
. There are five types of books -
all same 3D geometry but different
colors/texture - each is associated with a
particular text that is loaded in to voice recognition hardware and displayed in the hud as a graphic with a place holder for each book/phrase
- ie that space is reserved in the HUD for all 5 books and left empty until
that book has been acquired
. Once books are picked up that phrase in unlocked in the
hardware or in software so that player can use them now to increase aura and
use special effect
. Uttering a book phrase
into the voice recognition hardware will replenish aura each time the phrase is
uttered by the specified amount (all phrases replenish aura by 20) but advanced
books need to be collected to raise the max aura (more about Aura down below in
character stats section)
. The exact wording of each phrase needs to be decided on
by a combination of a technical and aesthetic decision
. The five books have 5 increasing aura "values"
- the values represent the increase in aura when the phrase of the book is correctly
uttered
Book1
+20 AURA on phrase utterance,
Possession increases MAX aura by 100
Special effect - heal
Book2
+20 AURA on phrase utterance,
Possession increases MAX aura by 100
Special effect - levitate
Book3
+20 AURA on phrase utterance,
Possession increases MAX aura by 100
Special effect - levitate
Book4
+20 AURA on phrase utterance,
Possession increases MAX aura by 200
Special effect - wrath of god
Book5
+20 AURA on phrase utterance,
Possession increases MAX aura by 300
Special effect - gun show
. Each book has a "special effect" associated
with it - the special effect is an ACTIVE action that is activated once per
utterance of the book phrase (again, uttering the phrase that is in the book
into the voice chip will cause an aura boost as well) Special Effects should
use particle effects + sound effects for each
+ initiate a vibration in the physical mask + be reflected in the HUD if applicable.
Other than making the game more fun/complex, adding the
special effects will offer a direct visceral reward to the voice recognition
hardware by vibrating the head with a small cell phone buzzer + help to
"justify" and emphasize the adventure into wearable hardware. Also
the names of the abilities gained should show up in the HUD and be sounded out as audio
as well when used
Special effects could be a feature set that can be added
later or add one or two if time permits
"Special effects" ideas:
(Initial suggestions here are fairly simple to implement
within the basic architecture --- more/other suggestions and better more diegetic names to come
later if needed):
heal - heals 10 hp
levitate - allows Koresh to float over ground avoiding damage from the ground +
accelerating movement speed
convert - doubles the conversion chance (aura strength and radius) for a 5
second duration
wrath of god - a hail of fireballs lands on Koresh doing area
damage around him but not harming him
gunshow - some kind of machine gun fire spewing out in circles
. Spawn location should correlate to book power -
following the logic that the farther it is from the compound (and Koresh spawn
area) the more powerful it is) - getting more powerful books should function as
a catalyst to venture farther out from the compound at increasing risk + reward
. Books spawn at several pre fixed locations - fall from
sky with a trail
.ATF
AI:
ATF AI should include some random events like patrols etc
SOUND - ATF should talk among themselves - maybe use real
recordings here rather than voice acting
.FBI
AI:
FBI AI should include some random events like patrols etc
SOUND - FBI should talk among themselves - maybe use real
recordings here rather than voice acting
2.Scripted events
. Idle test (every 60 sec)
Every 60 seconds should Check for
player idle status - so if no keypresses
are entered for 60 seconds
- if idle 60 seconds then kill the
Koresh - trigger slow motion death animation -
(this means a player has left the game) leave corpse in place till next cycle
. Ambient Sound track
yes - should ebb and flow...maybe
be timed for the assaults
. Aura Drain
Koresh Aura should drain
constantly 1(or more) point(s) every 10 or 5 seconds
Uttering a phrase that's in a book
that has been collected will replenish aura (see book spawn section above for
details)
. Assault waves
Note on assaults: this is a rough draft when I
have more time I will look more closely at the events timeline and watch the
movies again and make these more specific and true
to the order of things
. ATF assault wave 1 (T + 1min)
Send in ATF
search party (maybe 3 types of agents look the same almost but with different
weapons) into the compound thru front door AI should be scripted to
throw in teargas targeting the compound
architecture (tear gas should have an effect on the followers AI making them
either run out or get knocked out - koresh could be stunned for 30seconds if
hit by gas) - agents should leave when done - front door should be knocked out
at this point allowing Koresh to leave compound if desired. one ATF guy has loudspeaker and should say something thru loudspeaker
. ATF assault wave 2 (T + 3min)
Send in bigger ATF search party
into the compound thru front door and back entrances AI should be scripted to
shoot at Koresh and followers in the compound
vicinity (they need AI and animation) - agents should not leave till killed. Helicopters fly by and shoot at follower on tower +
Koresh if he is seen (chopper AI, follower AI) one ATF guy has loudspeaker and should say something thru loudspeaker
. ATF assault wave 3 (T + 5min)
Send in bigger ATF search party
into the compound thru front door and back entrances AI should be scripted to
shoot Koresh and followers + take away weapons cache + begin audio psyops on compound by advancing
4 psyops trucks close to compound
- agents should not leave till killed.
one ATF guy has loudspeaker and should say something thru loudspeaker
. FBI + ATF final assault wave (T+7min)
Bring in the "flame
tank"
Tank equipped with teargas
launcher moves in close providing troop cover (AI...) and sets compound on fire. Fire continues to burn +
delivers serious damage and burns followers if
they are inside - rooms need to burn all over - pool can offer a safe haven -
Koresh are not "on fire" after they are burned merely suffer damage.
One ATF guy has loudspeaker and should say something thru loudspeaker
. Compound burns to ground Koresh dies (T+10min)
All Koresh must die at the end if
they do not die in the compound fire then a HUGE amount of FBI and ATF should
converge around him and kill them
III) Interaction with environment/objects:
. Koresh is free to move as long as geometry allows
. Perimeter -
there should be an outer perimeter fence that can not be breached (it could
be lined with reporters, news trucks, bystanders and
ambulances)
. Fire -
Fire should cause area damage based on proximity or
collision but Koresh should be allowed to move through it - it should have a
certain cycle so it gets bigger and then smaller when it goes out
. Weapon room -
Koresh should be able to get better weapons in room simply
by walking over them - if they are better than what he has then his weapon is
upgraded - weapon room could have AK47s modified for automatic fire - (if time
allows could have a weapons inventory and allow switching between grenades and
two types of AK47s + whatever else was in the arsenal
- I have to look that up)
. Ammunition -
For now should allow for unlimited ammo
. Tower -
Koresh should be allowed to climb
tower
. Books -
Picked up when walked over - if book is already in
inventory do not allow to pick it up - see RANDOM EVENTS above book section for
details on book and CHARCTER/HUD below for Aura details
. Pool -
Should protect from fire - make waves when walked thru
. Other special compound rooms -
Add later maybe
IV) Interaction with entities
. PSYOPS TRUCKS -
After assault wave 3 trucks should be positioned fairly
far from the compound and should broadcast a 3D cone of psyops sounds (Michael knows these intimately).
After and during the trucks movement into position - (they
should be behind the perimeter before wave 3) they should be attackable - deformable which would shut them down
psyops sounds
- exposure to psyops sounds should have two effects on Koresh/player
1. A "real" psychological disturbance for the
player - i.e. really loud sounds + (activate the buzzer in headset with a
change to two way communication with hardware..)) Loudness should increase with
proximity (3D sound functions would be nice...)
2. An increased rapid drain on Aura - based on proximity
. HELICOPTERS -
Should be able to shoot them down - maybe only with rocket launcher in weapons room (will check if they had one)
. ATF -
ATF AI should attack Koresh on sire even when not on
scripted assaults - they should have AFT vans that they huddle around as makeshift
HQ farther back from the compound (Vans and all
vehicles should be deformable and destroyable - i.e. go on fire - burn to the ground)
AFT should resupply their troops if depleted beyond a
certain number lets say 50 for now (find exact
number) - resupply could be another van drives in or just spawn troops
near the van and respawn the van if it is destroyed
ATF should have 70 HP each and carry the correct weapons
+ teargas they will need a death animation (of several) - leave corpses behind
after they die
ATF can be converted and then AI should switch to convert
AI - more below on Converts
. FBI -
similar to ATF for now - need
to do more research to get this straight - since I am confused by
their overlap + since waves are merging the two major confrontations into one
scene
FBI can be converted and then AI should switch to convert
AI - more below on Converts
. ATF/FBI van
See
above
.
Dividians
-
nothing for now - except the idea that they
need to be protected - need to think about them a bit more - should be
repercussions to Dividians lost (see game flow section)
Koresh weapons will not hurt Dividians
. Converts -
Converted ATF and FBI - should still look the same as
before they were converted - retain HP and weapons they had but should glow with
a subtle aura or some marker that showes which Koresh they "belong"
to - i.e. red, blue, green, or yellow
Converts can be
"dropped off" in the compound - in the simplest form this
would work by going to a specific gathering room or drop off point - this issue
is a bit complex and one concern I have is that
it may be overkill for the casual gamer. A simplification would be
that all converts are automatically dropped off when Koresh enters the
perimeter of the compound - the catch then is that agents converted in the
compound would immediately be dropped off and can't be used in combat. Dropped
off converts count towards the player's conversion score
Converts AI is very important and should allow them to
follow and flock to their Koresh - the amount of converts allowed at any time
should be derived from Koresh's Current Aura value w/formula:
MAX followers
= CURRENT Aura/50 (if rounded up this will allow 0-16 followers at any point
IMPORTANT NOTE: THE CONVERT LIMIT SHOULD BE TESTED FOR LAG
and may need to be lowered to 8 or even 4 - in addition should keep the polygon count down for converts (ATF/FBI models)
I like the idea that converts don't run around on their
own but pretty much mirror and amplify what Koresh does so they could form a
protective ring around him - always orient in his orientation and always fire
when he fires
(Arranging themselves so for example if there is one
follower he runs in front of Koresh but can not be shot by Koresh, if two they
are side by side if three arranged at 120 degrees apart so they fan around to
create a circle maxing out with 16 followers all around 22.5 degrees apart...)
Converts' bullets should not be allowed to hurt their
Koresh, and Dividians)
If and When Aura drops to a level below what is necessary
to keep a convert the last convert added to the Koresh is unconverted Back to
ATF or FBI
A Koresh's Converts can be stolen (reconverted) by another
Koresh if they fall under his Aura and fail their conversion "saving
throw"
. Other Koresh (Player Characters)-
Koresh' weapons should not damage other Koresh physically
but harm can be done to other Koresh' Converts, and Aura -
Shooting another Koresh' converts can kill them
When Koresh fall under another Koresh' Aura they
experience an Aura drain - it is possible then for two Koresh standing next to
each other to drain each other's Auras
. Reporters, Bystanders, Ambulances -
Seen but not interacted with - ie bullets wont hurt them
. Barriers -
Trees, low Fences, walls, terrain - can not be destroyed
V) Stats + HUD
. All these stats should be reflected in the HUD - graphical solutions should be figured out for dynamic display of
all HUD stats!!
. Life - (0-100)
Character health - Starts at 100 goes down to 0 then
Koresh dies and is respawned with 100 life
. MAX Aura - (0-800)
Starts at 0 increases as books are collected (see book
section above to see increases
MAX Aura value has several effects - it determines the
chance of conversion - to use
D&D terms - the higher the MAX aura the higher the saving throw target
number is that a potential convert must roll against - note all convertible (no
roof) enemy entities need to have a saving throw vs. conversion modifier to see
how easy it is to convert them - since now only two types of convertible
enemies exist - ATF and FBI , need to decide who it is harder to convert and
give them a modifier - I would suggest a d1000 roll with any roll(+ modifier)
above the MAX Aura considered a resist and any roll below or equal to the MAX
Aura a failed resist resulting in a conversion - the modifiers then should be
on the order of +100 or so for FBI if decided that they are harder to convert
Attempts to convert other Koresh' converts should include
a modifier based on their "owner's" MAX Aura (or maybe less obviously Current
Aura) that makes
it more difficult to convert them
. Current Aura - (0-800)
Starts at 0 is increased when proper phrases are uttered
correctly
Aura id drained with time needs to be replenished through
utterances
Current Aura value has several effects - it determines the number of MAX
converts and the
range at which the aura operates and the physical depiction of the Aura effect around the character
. MAX converts - (0-16, 0-8 or 0-4 depending on
framerate)
Number of converts that can follow Koresh at any given
time
. Current Converts - (0-16 or 0-8 or 0-4 depending on lag)
Number of converts currently following Koresh - if MAX
converts drops
below Current Converts convert reverts to original state
. Convert Score
or Total Converts
- (0-infinity)
Number of converts dropped off at compound
This is basically the player's "score"
. Time remaining -
(10:00 - 00:00)
Display the time remaining in the round
. Koresh Color - (red, blue, green, yellow)
Show in the HUD to identify which Koresh player is
. Books collected -
(any combination of the 5 books)
The HUD should display which books the player has
collected - a suggestion for HUD here is to reserve graphical place holders for
each + maybe even leaving room for the phrase that is associated with each book
- this could become the book's name in the HUD
If special effects are
added to books then they should be represented in the HUD
. Current Weapon(s) - (an image of the current
weapon)
I would suggest adding multiple weapons as a later feature
- but if its in the plan should allow the HUD to cycle thru them
. Ammo (0-clip size*clips)
I would suggest unlimited ammo for now - add as a later
feature
VI) Game Flow/Character Development
. Player should be enticed to explore and
"collect" ATF agents bringing them back to the compound for
conversion (dropped off converts should disappear so as not to clog up
compound)
. More powerful books will fall in farther more dangerous
locations - serve as catalyst to explore game arena and improve character aura
. Once psyops begin there is an incentive to venture out
and destroy the towers (maybe add an individual-
rather than collective reward for this)
. Character development should not be too complex for a
10-minute game - something to think about....
. Maybe more attention should be played to more specific
rooms in the compound to entice compound exploration and navigation
So far player has a special reason to visit only - drop
off room, weapons room (if extra weapons are used or ammo), pool, tower
Maybe being in the vicinity of Dividians can also prevent
aura drain or even increase it? a good idea maybe
. Player vs. Player competition has a natural incentive to
"steal" converts as they are being delivered to compound
.
BIG question to
figure out - why defend the compound?
One assumption: is that players must return to compound
anyhow to drop off converts and will defend it by default so no reason to add
to this (weak ) )
Two Solution: is to add a life bar to the compound (ala
PS2 gmee Òthe two towersÓ, and also add more book powers later to quell fires
and command dividians to repair and rebuild Ð very rts aspect
Another suggestion is to have personal (per Koresh)
repercussions to Compound attacks and Dividians dying - i.e. loss of aura or
loss of "deposited converts" as Dividians die...
VII) Phenomenological game design/
Physical interface notes
. Having a physical interface is an important part of the
game and actions that use it should be central to gameplay - can do allot with
some simple devices that can radically alter the game experience -
. using phenomenological effects - or effects diegetic to the
Player's reality should be something to keep in mind -
Examples:
1.Using the psyops to thwart the Player's concentration
2.Using the mask as a confining/immersion device
3.Using the head vibration to channel special effects
4.Allowing players to hear their own and other Koresh's
voices while playing
5.Players being able to see the other players in real life
6. Using real recorded audio - figure ways to integrate Koresh's
singing in the compound + psyops + other documentary materials
7. Audience hanging around
8. Split screen projection screens + miked sound
9. Using the Faces and Names of the real FBI, ATF and
Dividians as in game texture maps
10. Addressing the NPC by their real names - changes the
way you interact with them emotionally
lists:
3d models:
Chracters:
Koresh
(4 versions red,yellow, green,blue)
Dividian
male (3 versions)
Dividian
female (2 versions)
Dividian
male child (2 versions)
Dividian
female child (2 versions)
Dividian
Spawn
ATF
(2 ver)
ATF
boss
FBI
(2 ver)
FBI
boss
Converted
ATF (4 colors)
Converted
FBI (4 colors)
Bystander
male (3)
Bystander
female (3)
Reporter
(2)
Structures:
Mt Carmel compound
pool w/water
Tower w/ladder
Fence
Other buildings
background?
Vehicles:
Special APC w flame arm
Special Truck with
speaker in bed
Dividians' cars (5 ver)
ATF/FBI truck ?
pickup truck (3 ver)
Bus
Ambulance
Fire engine
Helicopter
Items:
American flag - Wave
Texas flag - Wave
Books (5 colors)
AK47
AK??
Special Gun ring (for
gun show spell)
M16
Guitar
Musical instruments
Computer
misc indoor
Misc:
trees
shrubs
grass
3d Animations/poses:
koresh move
koresh mount
weapon (later book, guitar)
Koresh
convert anim
Koresh Cast
anim
ATF/FBI
converting anim
everybody
move
koresh die
everybody
die
koresh spawn
(quicken)
ambient
anims for bystanders
vehicles
anim
Special APC
anim
Vehicle
deform textures or anims
Mt Carmel
deform Anim
American
flag - Wave
Texas flag -
Wave
HUD Graphics:
png
format - with transparency alpha
chaneels
lifebar
Current Aura/ Total
Aura representation
Book icons 1-5
weapon icons (Ak 47,
M16)
followers icon
Declas and Particle Graphics:
png
format - power of 2 dimensions ie 4x4,32x32,25x256 pix etc)
bullethole decals (5
var)
burn decals (5 var)
fire particle (5 var)
cross
gun
heal
koresh (convert)
Sounds
Format:
MONO, 22khz, 8bit .WAV
ATF talk (3)
FBI talk (3)
ATF yell (3)
FBI yell (3)
FBI on phone
Reporter talk(5)
Bystanders talk (5)
Koresh sing
Koresh talk
Koresh on phone
FBI negotiator talk
news report
Psyops stream (4 types)
Ambient soundtrack
bullets
Fire burning
Crashing
explosion (5 types)
Pickup Truck driving
Tank driving
chopper
coyote
owls
birds
chirps
footsteps
crashing
magic sounds (5)
"convert"
phrase voice over
"gunshow"
phrase voice over
"heal" phrase
voice over
"levitate/fireproof"
phrase voice over
"fire and
brimstone" phrase voice over
baby cry
instructions voice over
+ text
CODE
Snippets
player control -
keybinding
ATF/FBi AI
follower AI
Dividian AI
Aura convert code
Aura visual code
Voice recognition code
Hardware feedback code
Doors code
"Spell" code
Sound code
book/meteor visual code
book/meteor
functionality code
Mulitplayer testing
Daynight code
Radiosity code
Particle effect visuals
code
Particle effect damage
code
Vehicle/structure
deform code
Animation control code
HUD code
visuals
functionality(time, score, aura, items...)
Timer/events code
Game cycle code
mission cleanup code
Climb tower code
item mount code
weapon damage code
water code
...
Physical/Hardware
router
4 PCs (keyboards, mice,
net cards, 3d cards, sound cards..)
video splitter
audio mixer (8 port)
headphones (4)
Koresh Heads (4)
Head hardware
Carrying cases
microphones
cbales to heads
backup data storage