Adalaya Dreams Game Proposal

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Design Document

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What if you were given a chance to save the world, would you save it? What if the only way to save the world was to destroy it first? I am Sorene... I am the Soul Eater.

Table of Contents

Design By: Joey Logan Copyright © 2000-2009 Seductive Games Inc. In Association With Fallen Comic Books LLC

Design Document

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Sections 1 - 10 Pages 1- 19 Section 1 – Cover ----------------------------------------------------------------------------1 Section 2 - Table of Contents ------------------------------------------------------------ 2 Section 3 – Introduction 1. Intro Story --------------------------------------------------------------- 3 2. Summ---------------------------------------------------------------------- 3 Section 4 - Game Structure 1. Key Features ------------------------------------------------------------- 4 2. Player Motivation ------------------------------------------------------ 4 Section 5 – Highlights 1. Gameplay ---------------------------------------------------------------- 5 2. Technolo------------------------------------------------------------------- 5 3. Game Art ------------------------------------------------------------------ 6 4. Character Concepts ----------------------------------------------------- 7 5. Game Audio -------------------------------------------------------------- 8 Section 6 – History 1. Background Story ------------------------------------------------------- 9 2. Game World -------------------------------------------------------------- 10 3. Characters ----------------------------------------------------------------- 11 Section 7 - Gameplay 1. Gameplay Elements------------------------------------------------------12 2. Creation --------------------------------------------------------------------13 3. Missions --------------------------------------------------------------------13 4. Story Progression ---------------------------------------------------------14 Section 8 – Mechanics 1. Physics -----------------------------------------------------------------------15 2. Statistics ---------------------------------------------------------------------16 3. Combat System ------------------------------------------------------------16 4. Artificial Intelligence ------------------------------------------------------17 Section 9 - User Interface 1. Game Screen ---------------------------------------------------------------18 2. Functions --------------------------------------------------------------------19 Section 10 – Assets 1. Team --------------------------------------------------------------------------19 2. Budget ------------------------------------------------------------------------19 3. Schedule ---------------------------------------------------------------------19

Design By: Joey Logan Copyright © 2000-2009 Seductive Games Inc. In Association With Fallen Comic Books LLC

Design Document

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Introduction Adalaya Dreams is a Religion based Role playing game depicting the final days before the Armageddon. Gameplay involves the player to embark on a journey set in the world of purgatory, in which the player takes part in quests and activities in order to progress throughout the story.

3.1 – Intro Story In the year 2010, a young boy named Tristan Page and his best friend Nickolas Deltre are studying to become priests at the Dolkien Monastery in Paris, France. During the week of their final test Nickolas becomes deathly ill and cannot proceed with the training. Tristan is told that outside of his regularly scheduled studies, he will be taught a sacred ritual that will guide him to his priesthood. During the ritual Tristan finds himself standing before his sick friend repeating scripture as the high priest’s recite it to him. Moments into the ritual Nickolas opens his eyes wide as his body begins to rise, he speaks directly at Tristan in a vicious manor “Tristan Paige... You will be judged”! Instantly both Nickolas and Tristan’s bodies fall limp to the ground as the priest’s run to their assistance, only to find both boys in a coma and near death.

3.2 – Summary Tristan awakens to find himself in the world of Adalaya, a place where fantasy meets reality and magic is an essential survival tool. During his journey Tristan is dubbed “Sorene, the Soul Eater” and is sent to find a material known only as the Kaeliq. While travelling Tristan meets a number of faces along the way, from allies to aid in his journey to the many enemies that propose as an obstacle in his path. As the story unfolds Tristan must understand that the things in which he has known to be true are in all actuality lies, and that he must believe in his self in order to save a world that he will destroy. Through the evanescence of his past, and the pain of self realization, Tristan finds himself to be a murderer, a priest, a jury, a lover, a friend, a demon and a God.

Design By: Joey Logan Copyright © 2000-2009 Seductive Games Inc. In Association With Fallen Comic Books LLC

Design Document

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Game Structure The Game utilizes key factors in which are designed to catch the eye of the player through the many options in which allow the player more freedom for creativity and imaginative structure. 4.1 – Key Features Basic Features • • • • • •

Choice of Single Player or Multi Player Story Campaign Original Story Based on Adalaya Dreams Comic Book Series Over Twenty Characters Accessible Characters Combination of action, fighting and turn based combat system Choice of character alignment good versus evil Unique team up techniques during magical and skill based combos

Online Features • • • • • • •

Open World Exploration Character Evolution Mode Dungeon Creation Player Versus Player Mode Side Missions Skill Enhancement Trials Skill/Item/Weapon Trader

4.2 – Player Motivation The game pushes the next generation of consoles to the limit by combining multiple game engine mechanics in a single entertaining media. From the choice of multiple combat systems to the game’s unique collaboration of fantasy, religion, science fiction and horror, the game will pull the player in as the story unravels around the lives of its characters. Adalaya Dreams takes place in a beautifully rendered and original world which shows how even the smallest changes to the game’s scenery can affect the

Design By: Joey Logan Copyright © 2000-2009 Seductive Games Inc. In Association With Fallen Comic Books LLC

Design Document

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impression the game has on emotion as well as the imagination of the player. Thus, allowing each player alike to feel as though they are experiencing the events for themselves. Over all the game is impressive and easily portrayed as unforgettable such as titles like Final Fantasy, Resident Evil and other big names on the market today.

Highlights 5.1 – Gameplay Adalaya Dreams takes place in the world of purgatory (Adalaya) in which the player starts out as the stories main character Sorene. The game is set in a third party view and allows the player to adjust the camera angle to fit their preference. Throughout the Story Mode, the player explores the world of Adalaya completing quests, carrying out combat missions and randomly meeting the games other characters allowing the story to unfold before their eyes. The game consists of a variety of options from the basic Story Mode designed around the classic turn based combat system found in most RPGs, to the player created Campaign Mode and Online Versus Mode. There is also a game mode designed essentially around upgradable items and character abilities. This mode is called the Evolution Mode and can be unlocked once the single player Campaign Mode has been beat creating a unique structure in order to touch base on the many different styles of gameplay.

5.2 – Technology • • • •



Multiple Genre Hybrid – Role Playing, Fighting, Action/Adventure. Multiple Platform – Playstation 3, Xbox 360, Wii, PC and Macintosh Hardware – Depending on what platform is used the player may choose to access the options through motion controlling while performing their characters attack actions. Graphic User Interface – the GUI will be based on the platform in which the game is designed, for example if played on the Xbox 360 then the GUI will resemble the Xbox live User Interface and if played on the Playstation 3 then the GUI will resemble the Linux based OS. Graphics Engine – Based around a modified version of the Unreal Engine the graphical quality of the game will utilize each platforms graphic card to the fullest.

Design By: Joey Logan Copyright © 2000-2009 Seductive Games Inc. In Association With Fallen Comic Books LLC

Design Document • • • •

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Combat Engine – The Cobalt Combat System (CCS) is an original design based on mathematical equations which are decided through rolling a six sided dice. (see CCS under Core Mechanics) Creation Engine – Players will be able to customize and create items, dungeons and even their own campaign through the Creation Engine and upload their designs for other players to enjoy. Online Play – Players will be able to connect with and follow their teammates through a click of a button in order to play in player created dungeons and campaigns. Downloadable Content – Players may choose to download a variety of different Content from the online servers such as Player Created Items, Dungeons and other media designed and released by Seductive Games Inc as well as other third party companies.

5.3 – Game Art

The Artistic style to the game will be designed by the Fallen Comic Books Illustration Department in which have a variety of influences from artists such as Hyung-Tae Kim, Dave Mckean, Masamune Shirow, Yoshitaka Amino and many more. The aesthetic backgrounds within the world of Adalaya portray a visual deceit in which the movement manipulates the images from within the distant view. In relevance to how the drug Lysergic acid diethylamide (LSD) affects the way the user perceives images. The background design during gameplay will demonstrate variations of radiant colours, objects and surfaces appearing to ripple or "breathe," a sense of time distorting (time seems to be stretching, repeating itself, changing speed or stopping)as well crawling geometric patterns overlaying walls and other objects in or to perceive the world as if in a dream sequence.

5.4 – Character Concepts Adalaya Dreams is a game filled with extraordinary characters from our main hero Sorene to the villains in which our hero must face. During the creation of each character there are steps to be taken. From the idea of the character, the clothing, style and weapons in which the character equips.

Design By: Joey Logan Copyright © 2000-2009 Seductive Games Inc. In Association With Fallen Comic Books LLC

Design Document

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Below is a timeline example of the creation of Pesmerga, the female character sent to assassinate Sorene and later becomes his love interest. As you can see in the first sketch the character had a sword, yet as we progress into the colouring stage the sword is removed for future modifications.

Throughout the game the player will encounter many characters and items, each of which have a unique personality and history which help tell the story of Adalaya Dreams as a whole, below are a few concept drawings for some of these characters and items from within the game.

Design By: Joey Logan Copyright © 2000-2009 Seductive Games Inc. In Association With Fallen Comic Books LLC

Design Document

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Design By: Joey Logan Copyright © 2000-2009 Seductive Games Inc. In Association With Fallen Comic Books LLC

Design Document

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5.5 – Game Audio The quality of the audio within the game is extremely important in the creation of an immersive experience. From the sound effects and score to an original soundtrack, the audio within Adalaya Dreams is quite impressive. Through the aid of High Definition technology, the player will be able to hear each slash of the character’s weapons, each cast of the character’s spells as well as each word spoken by the characters as they engage in combat. The ambient sounds heard throughout the game will enrich the setting within the areas the player visits, creating a variety of themes for the player to enjoy. In addition to the sound effects, the music within the game will influence the setting in which the story takes place. From the distant sound of bagpipes in Ireland to the tribal drum beats of South America, the game’s score will allow the player to feel as if he were travelling from place to place. Also as an added bonus the industrial band “Sleeping Cables” from York, Pennsylvania, will be releasing an original soundtrack for the game courtesy of Welt Muzik. Attached is the mp3 audio track in which is heard during the combat sequence. The track is an instrumental from the Sleeping Cables single “20:12 it came From the Sky (vendetta)”.

Design By: Joey Logan Copyright © 2000-2009 Seductive Games Inc. In Association With Fallen Comic Books LLC

Design Document

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History 6.1 – Background Story The history of Adalaya takes place as the war in heaven came to an end. As God casts Lucifer out of Heaven to the fires of Hell, a watcher angel named Adalaya helps guide Gabriel to Earth in order to help teach humanity about Heaven and Hell. Upon returning to Heaven Adalaya wishes to speak with God about the things she has witnessed. She told God that she felt as if she should have told him prior to Lucifer’s attack on God, for she stood witness to everything that had happened. God told her that she was a watcher and that her place as a watcher was to observe what goes on, he told her she was just doing what she was supposed to do and everything had happened as he knew it would. Adalaya then asked God why she did not understand what she was feeling and why does she have feelings of guilt for not telling him if guilt is a mortal feeling and not angelic? In response God told her that when he created Angels, he entrusted each angel with the same feelings as he did with mortals. While he gave mortals the gift of free will he gave all Angelic beings a job in heaven and that is why the Angels are not commonly affected by these feelings. Because they are not subject to free will and if any Angel were to experience these feelings then they have allowed their soul to compel free will and in doing so becoming mortal. Adalaya gasped as if she had done something wrong as God reached for her hand. God told her that she is no longer one of his Seraphim but now she has a new task upon her. He told her that this is what he had planned for her all along. He spoke of a world where the souls of the departed shall be given a second chance before judgment and that he knew when he created her she would be the one to guide this world for the growth of Heaven. God then told her that there will always be obstacles to overcome in this world for this is where the souls from the mortal world come to choose their fate. He told her that she will no longer be welcome as one of his Seraphim but she has a greater purpose now as the caretaker of this world. Moments later Adalaya stood atop a tower watching as the image of her creator slowly vanished to the distant sky. As she stared out upon this new world, she knew that she was where she belonged.

Design By: Joey Logan Copyright © 2000-2009 Seductive Games Inc. In Association With Fallen Comic Books LLC

Design Document

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6.2 – Game World The world within Adalaya Dreams is designed to feel as if the player were experiencing a dream sequence. Depending on what area of the world the player is in and what elements depict this part of the game, the scenery changes from light to dark and from colour to grey in order to allow the player to feel that they are actually dreaming. The concept of the game is set around purgatory, in which tells the story of the main character Sorene and his experiences between the land of the living and realm of the dead. In the essence of the story, the elements used in designing the world were horror, fantasy and science fiction. With these factors at hand, the world changes within each area in which the player explores. From the tribal Askari Village to the Charon’s black fiery River of Styx, the world of Adalaya is a vast and rich experience for the player to enjoy throughout the game. Below is a map concept of the Askari Village, the area in which the Askari Tribe resides which is also the area in which Sorene meets Rune Rynehart.

Design By: Joey Logan Copyright © 2000-2009 Seductive Games Inc. In Association With Fallen Comic Books LLC

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6.3 – Characters Tristan Paige (Sorene) is a young expressionless and distant teenager who devotes his future to his development as a Priest. Though his ambition isn't shortsided, he tends to speak only when he needs to. As a Priest at the Dolkien Monastery Tristan’s hair is short cut with a medium brown tone and he wears a black Priest’s robe over his normal street clothes. Yet as he becomes Sorene in the world of Adalaya his hair grows lengthy and turns a dusty white as he wears bandages over his chest and arms to help his body heal as he suffers the Stigmata. To complete his wardrobe, Sorene wears a half strap leather jacket bearing blood red cross designs throughout the lining. As days go on Sorene learn to lead his followers through many obstacles in which they must overcome in order to complete their journey all while falling in love with Pesmerga. Nickolas Deltre is a lean compact man, with bright blue eyes and wiry blonde hair worn short and messy. He is wearing a cream-colored tabard under a tan and white Priests robe to which he uses to shadow a metallic stave he uses for combat. Nickolas was studying to be a Priest alongside Tristan until he fell into a coma and could not carry on. Later to meet Tristan in the world of Adalaya and help guide him on his journey to save the world, in which he sacrifices his own life to save his

Design By: Joey Logan Copyright © 2000-2009 Seductive Games Inc. In Association With Fallen Comic Books LLC

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friend. Pesmerga is a mysterious woman, with luminous ultra-violet eyes that glisten in the moonlight. Her face is an image of sheer beauty and is defined by her sleek black hair hidden under a dark blue hooded tunic. Pesmerga, abandoned as an infant on the steps of a Pelji Temple, where she trained under the Pelji Monks in order to assassinate the Soul Eater upon arrival. Attempting to carry out her mission, Pesmerga is captured by Rynehart to later be set free by Sorene in which she decides to accompany them on their journey to eventually fall in love with her target. Damien Josef is a young charismatic man with burgundy-black hair and dark piercing eyes. He wears a grey and white dress shirt embroidered with symbolic language. He carries and unmistakably unique cross around his neck in which becomes a sword in the detection of combat. Damien is the son of Adalaya and Agito and holds the key to understanding the Kaeliq. Rune Rynehart is a large dark skin man with reddish brown hair and hardened copper eyes. He speaks with a slight accent through a deep stern voice. He was born within the Askari Village and has trained as a swordsman since the age of eight while excelling in his fishing and hunting skills. He bears the curse of the berserker and is chosen to guide Sorene on his journey to the white tower. Rei Kin Ru is a slim young woman, with deep-set green eyes and coarse red hair which is hung just below her shoulders. She acts arrogant yet sociable, and has a very obvious birthmark below her right eye. Since her father’s death Rei has felt that she does not want to remain as the leader of Kin Ru which leads to her decision to join Sorene and his comrades on their journey.

Elizabeth Bane is a young hyper girl, with small grey-blue eyes and shaggy lightbrown hair worn shoulder-length. She is an ex-member of the guild of thieves and seeks revenge on her brother’s murderer. As Sorene and the others find themselves captive to the guild of thieves, Bane guides them to freedom to later join in their journey. Memnoc Briams is a romantic young alchemist with auburn hair and mismatched eyes; he is also a cousin to Lady Gweovyth. He is extremely athletic and uses alchemy to create new forms of ammunition. When the group is sent to find and alchemist in order to process the Kaeliq, Memnoc steps up to assist the travellers in quest. To later fall in love with Rei Kin Ru and double cross the Bearded Ladies by assisting the team. Quelsar is a slim man with beady green eyes and his kinky grey hair which guides his high forehead. He acts fanatical, yet as time goes on the things he speaks of truly demonstrate the gift of wisdom.

Design By: Joey Logan Copyright © 2000-2009 Seductive Games Inc. In Association With Fallen Comic Books LLC

Design Document

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Lady Gweovth is a tall arrogant woman, she has large grey-green eyes and her silky golden hair is in an elegant chignon. She acts businesslike, and has a tendency to speak her mind. Occasionally she represents the kingdoms military force by enduring the wear of their uniform as well as beret. She is one half of what the thieves refer to as the Beaded ladies as well as Rei Kin Ru’s combat trainer. Lady Affinity is statuesque woman, with dark hazel eyes and mystique blue-black hair worn long and flowing. She is wearing an elegant purple evening gown and unmistakably carries with an umbrella with a bladed sleeve. She is one half of what the thieves refer to as the Beaded Ladies as well as Rei Kin Ru’s lessons instructor.

Gameplay 7.1 – Gameplay Elements Throughout the game there will be challenges presented to the player from missions, quests and story based oppositions. During gameplay the players will need to keep a record of the duties set by each obstacle in which the player takes part in. This is done through the player’s quest log and also through auto-save function. During game play there will be many design functions in which the player must learn in order for character growth, such as learning new spell, combo and creation techniques. This allows the player to not only progress the characters level but improve the player’s knowledge of how the different characters work with one another as well solo. During gameplay the player will experience a variety of culture, religion and history in which the world within the game is constructed around. From tribal villager’s to uptown business men the character environments that create the world will not only pull the player in but create the setting for a true exciting experience. The player will need to control the avatar in order to interact with the world while accepting quests and missions as well as learning about vital information needed to proceed through the remainder of the game. In doing so the player will learn basic skills, manoeuvring operations, how to operate through the User Interface, as well as special techniques that may become of use later in the game.

7.2 – Creation

Design By: Joey Logan Copyright © 2000-2009 Seductive Games Inc. In Association With Fallen Comic Books LLC

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Within the game options there will be many different ways for the player to create items in which can be used during online or offline game play. From Weapons and Armor to Dungeon creation, players will have a sense of control over their game which has not been seen to date. Players will collect items throughout the Campaign Mode as they play and use these items to create or enhance other items they have in their possession. These items can then be traded or sold over the online feature for others to use for their own creation or gameplay. There will also be a Dungeon creation feature where as the player progresses through more of the game world more environment options will be unlocked for players to create their own maps and upload them for guilds, tournaments and party exploration.

7.3 – Missions As the player explores the world there will be missions in which the player will have to complete in order to progress in the evolution of the character’s abilities, levels, stats as well as gain items vital to completing the game in a whole. There will be missions that the character will not be able to complete without certain items or abilities as well as level restrictions. There will also be quests throughout the game in which are currency essential, these quests will be optional and will be offered only once or twice to you at certain levels and if accepted and completed will keep the player wealthy within their game experience. Yet if you accept a quest and do not complete the required task, the player may be held accountable and have to compensate for the lack of dedication to the quest giver. With the use of the online capabilities as well as the creation system there will unlimited downloadable content in which player’s can be a part of in order to complete missions through single player, multiplayer and of course player created mission within the player created dungeons.

7.4 – Story Progression While Mission’s help the player progress through the game, there will be essential scenes in which the player must take part in throughout the game in order

Design By: Joey Logan Copyright © 2000-2009 Seductive Games Inc. In Association With Fallen Comic Books LLC

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to complete the game as a whole. The game’s story is a very deep and personal piece that has multiple dimensions from within the writing. Through the mix of religion and politics, the player learns how the controversial dilemmas amongst the characters can affect how the game plays out, as well as the emotional ties and values of losing a loved one or falling in love. As the story progresses the player will find that each character’s roll within the game will change adding a more dramatic feel to the way the game feels the player. Certain rolls may affect how the player chooses his next move and the likeness the player feels for a character will change as well. Through the many twists and turns in which the player experiences, the story will always end with same basic ending, yet through each different choice the ending may be affected by what follows with the different choices and characters in which the player used to complete the game. Below are two storyboards from within the game dealing with the birth of Damien.

Mechanics

Design By: Joey Logan Copyright © 2000-2009 Seductive Games Inc. In Association With Fallen Comic Books LLC

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8.1 – Physics The physics within the game are designed to allow the player to interact with the elements within world as if not just playing the game but allowing the player to have some freedom away from the direct sequence of the game. From a compelling environment where the trees may reach out and grab the character and say hello to watching a sunset because it is the end of the day within the game. These unique elements help create the feel that the world is alive. Adalaya Dreams will have the commonly known elements most games on the market have today, such as areas that can be damaged, destroyed and even reconstructed. There will be modes of transportation as in mounts, vehicles, running and even teleporting to give the game an all around complete feel for an enjoyable experience. Adalaya Dreams will also have an element called “Time Warp”. As the player explores certain locations and times periods throughout the game, he may come across a portal in which warps the time within the game and transports the player to any time or location. Once transported, the player may choose to stay in this time period or location but if the player has not been there prior, it would be wise decision to not proceed on.

8.2 – Statistics Throughout the game the characters in which the player controls a well as the non playable characters in which the player interacts with, will have stats in which will increase and decrease with each level the characters gain. Each character will have a fixed stat system in which will represent their overall growth. These stats are labelled as follows: Strength, Intelligence, Wisdom, Dexterity, Constitution and Charisma As the player progresses each of the basic stats, new stats will be obtained depending on what class, what weapons and what skills the character is proficient. These stat changes can also affect how the character’s combat, movement and social interaction within the game plays out. Overall each character’s stats will continue to change throughout the game with every action that the player takes part in.

Design By: Joey Logan Copyright © 2000-2009 Seductive Games Inc. In Association With Fallen Comic Books LLC

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8.3 – Combat Combat within the game is based on the Cobalt Combat System or CCS. The system is a strategy based operation designed around combat oriented actions in which character data and statistics are determined through the players dice roll in order to produce a victor. Below is the prototype demonstration for the basic combat system within the Adalaya Dreams Game. Please remember with of the player’s dice rolls, the game engine will complete these actions with as the player pushes the buttons. Percentage Chart: Each number on the D6 is governed by a percentage as directed below: 1 = 0%, 2 = 20%, 3 = 40%, 4 = 60%, 5 = 80%, 6 = 100% Positive Directive: is used to determine a positive roll between the numbers 4, 5 and 6 and is governed by four rules: • • • •

Rule 1 – If 3/5 dice rolled is greater than *4 then multiply the % by 5 and divide by 100. Rule 2 – If 4/5 dice rolled is greater than *4 then multiply the % by 10 and divide by 100. Rule 3 – If 5/5 dice rolled is greater than *4 then multiply the % by 20 and divide by 100. Rule 4 – If success to Rule 3 then offensive player rolls an additional D6 multiplied by 5 then adds to the sum of Rule 3 causing a Critical hit.

Negative Directive: is used to determine a negative roll between the numbers 1, 2 and 3 and is governed by three rules: • • •

Rule 1 – If 3/5 dice rolled is lesser than *3 then the roll then the attack is a miss. Rule 2 – If 4/5 dice rolled is lesser than *3 then target defensive player has chance for counter attack determined by a positive roll on a D6. Rule 3 – If 5/5 dice rolled is lesser than *3 then offensive player is affected by Retribution. The offensive player takes Combat Damage equal to the % multiplied by 5 divided by 100 and target defensive player has chance for Counter attack determined by a positive roll on D6 and equal to attack power.

Attack Phase:

Design By: Joey Logan Copyright © 2000-2009 Seductive Games Inc. In Association With Fallen Comic Books LLC

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To initialize an attack the offensive player rolls five D6 (six sided dice) to determine the attack. A successful attack is determined when 3/5 or better of the dice rolled falls within the Positive Directive otherwise the attack attempt fails and is determined through the Negative Directive. Upon a successful attack the offensive player must calculate how much damage is being directed to the defensive player by adding the Positive Directive % to the Characters attack power (Atk). During a Non-Successful attack the offensive player must calculate how much damage is be re-directed back to the offensive player by following the Rule set within the Negative Directive. Defence Phase: Once the Attack directive has been calculated, the defensive player begins the Defence Phase in which the defensive player roll an even number (2,4 or 6) on a single D6 to determine a successful block. During a successful block the damage directed towards the defensive player is then divided in half and redistributed minus the defensive players defence strength (Def). Upon a Non-Successful block, the offensive player’s damage is dealt in whole and subtracted from the defensive players Health Points (Hp). Techniques: Are anything that can manipulate the outcome of combat such as Character Abilities and Modified Combat Actions are described as Techniques. Modified Combat Actions: are techniques in which the combat field is modified through the attack phase by the rules set within the Combat Directives. Counter Attack: is a technique that the defensive player is granted after a failed attack by the offensive player during their attack phase and is treated as a normal attack. (See Negative Directive Rule 2) Critical Attack: is a technique that the offensive player is granted after a successful attack is rolled allowing the damage dealt by the offensive player to be enhanced. (See Positive Directive Rule 4)

Design By: Joey Logan Copyright © 2000-2009 Seductive Games Inc. In Association With Fallen Comic Books LLC

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Retribution: is a technique that happens after a failed attack by the offensive player during their attack phase in which the attack is redirected back to the offensive player causing the offensive player damage. (See Negative Directive Rule 3) Character Abilities: are techniques that can be found on each character card. These abilities can modify the game play as directed on the character card.

8.4 – Artificial Intelligence In a Role Playing Game the story in which the game is created around, allows the player to experience and depicts most of how the game is played. Yet the key to creating a world in which the player can feel the experience is not just a digital book, but a challenge. The world needs a reactive entity in which we turn to AI or Artificial Intelligence. Below are a few key examples of what to expect from the AI within the Adalaya Dreams game. • Life AI System – system for default behaviour when bots are not alerted • Recon AI System – alerted bots searching for presence of player • Fight AI System – when player has been engaged in combat • NPC AI System – this AI decides what to say or do in response to the player’s actions As player’s behaviour in the most cases within a Role Playing Game, the Non Playable Character might be engaged in active responses for hours of game play from repeatable quests and questions. With this in mind the NPC AI System needed to be designed to change rotation in order to entertain the player during interaction.

User Interface 9.1 – Game Screen

Design By: Joey Logan Copyright © 2000-2009 Seductive Games Inc. In Association With Fallen Comic Books LLC

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The GUI within the game is designed to be simple and easy to access all the key features with a single selection. The navigation will be directed so the player will not have any issue finding the right command in order to carry out the functions needed to perform each action. The game screen itself will be designed to adapt to the platform in which the player has purchased the game for. An example would be the Playstation 3 has a Linux based Operating system, so the GUI will have a look of a simple side scroll menu in which will have the main selections sequenced in order a top with many of options featured throughout mini drop down menus.

9.2 – Functions Throughout each selection within the menu screen, the command functions will be easy to manoeuvre by using either the controller’s essential joypad for the platform systems or by an easy click of the mouse button or hot keys used PC or Macintosh users.

Assets 10.1 – Team Team Soul Eater has been working together for over six years on the comics, characters and story behind the game and would like to thank each and every one of these creative minds for their efforts to bring the world of Adalaya Dreams to life. Joey Logan: Writer/Script Editor Robbie Bryan: Illustrator/Fallen Comics Division Joshua Lowe: Concept Artist/Psycho-Tech Designs

10.2 – Budget The ideal budget for a game with such a rich story, graphics and character development would be in the area of six million, which should cover cost, production and salaries along with advertisement shorts and media exclusives.

Design By: Joey Logan Copyright © 2000-2009 Seductive Games Inc. In Association With Fallen Comic Books LLC

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10.3 – Schedule Production will begin roughly mid-January 2010 and carry through the next two years in hopes of closed and open beta tests being done in 2011. A release date sometime in the fall of 2012 would be a great profit enhancement since the game takes place around the same time and in the essence of marketing for the 2012 franchise movie and Armageddon ideals facing the end of the world.

Design By: Joey Logan Copyright © 2000-2009 Seductive Games Inc. In Association With Fallen Comic Books LLC

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