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Project: White Design Document Robert I Chatman
Updated 12/21/2008
Project: White is an Unreal Tournament 3 Mod that focuses on team play. It is set in a star system on the verge of destruction, as its sun is caught up in the throes of a chain of supernovae. The colonies of this system have months till exodus, but which colonies will be included?
Design Document December 21, 2008
Table of Contents Change Log
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Introduction
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What is Project: White?
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Background and Setting
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The Star System of Taurus – 1
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Setting
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Technology
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Game Design
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Game Types
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Territorial
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Push
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BioMega
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Three
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Death Run
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Sequential Map System
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Weapons
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Reloading & Clips
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Accuracy
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Weapon Usage
9
Other Noteworthy Items
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Weapon Class Loadout System
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Explosives
11
Standard Weapons
12
Options/Attachments
20
Player
21
Class System
21
Camera Movement
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Cover Mode
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Sprinting
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Design Document December 21, 2008 Health
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Nano Probes
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User Interface (UI)
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HUD
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Landing Page
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Glossary
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Design Document December 21, 2008
Change Log Name Bob Chatman Bob Chatman Bob Chatman Bob Chatman Bob Chatman Bob Chatman Bob Chatman Bob Chatman
Date 01/04/09 12/21/08 11/26/08 11/10/08 11/02/08 10/29/08 10/18/08 09/16/08
Comments Removing link to inspiration video for Fenrir Updated Weapon Specifications Working on Weapons Continuing work on the document, minor formatting tweaks Continuing work on the document. Continuing work on the document. Continuing work on the document. Formatting Document and extending contents to be more representative of my vision
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Design Document December 21, 2008
Introduction What is Project: White? It is an Unreal Tournament 3 Modification with the express purpose of trying to successfully build out the White universe. The focus of this project is to bring a couple new game types to the Unreal Franchise and at the same time network the team with the rest of the unreal community. Our project’s heart is in multiplayer interaction over the internet or LAN, but we are going to include some extensions of the AI to allow it to make playing alone more interesting. It is highly important to keep in mind that our project is trying to push for believability, where we can. We do not have an emphasis on realism, so much as using reality as a guide. Our universe is different, but we are choosing to keep one foot in reality.
Background and Setting The Star System of Taurus – 1 Taurus – 1 is a star system with a large number of planets. It was colonized only a century ago by a scientifically humanoid race with the goal of learning more about their galaxy and ultimately the origins of life and so forth. Billions of people had moved to these planets and expanded the purpose of the colony out to include other, more entertaining and lucrative, needs. The third planet out, Lars, is the home of the most devastating discovery that the colonies had ever found, and the scientists who had found it were a bit ashamed to have the chance occurrence be named after him. The Kimb Effect is what happens when a star goes supernova in proximity to another similarly large star, triggering that one to go supernova. This discovery was made when Dr. Kimb had caught two supernovae within months of each other, only 18 light years away. As he let his math do the walking he caught a third, only months later. A chain of stars were going supernovae, and they were leading right towards Taurus – 1. He went public with his findings and got the colonies together for a discussion and it was put forward that they needed to get out of the system within three years or they would be witness to one of the most amazing sights availed to anyone ever to live. The skeptics had their say but ultimately the scientists had the data on their side. It was obvious that there was nothing that could be done to get the full three light years out of the zone that was soon to become a scene of superheated space gasses. Nothing conventional at least Plans were laid for a series of ships that the people of the colonies could use to exodus their population from the confines of this soon to be dead zone. The choice to go for the faster than light drive research was difficult to make but quickly turned into the only option. The research was had and the scientists achieved their goals quicker than expected. FTL was not just an option it actually baffled the scientists to think that they hadn’t attempted it previously.
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Design Document December 21, 2008 Construction was begun on a ship for each of the colonies, big enough to include their people and their own FTL drive but something went wrong. Only months away from the expected date of their exodus a wave of their sister star, some three light years away, washed through their system and shifted the orbits of three planets. As they wobbled, two fell too close to the sun and their production was brought to a halt. They were unable to properly develop the parts they needed to allow the exodus to go without issue. Of the 11 colony ships only 7 would be able to be completed. The game play begins at this point. Only months from the date when they need to have their organized exodus the colonies are now forced to fight over the remaining parts, pushing and capturing parts to allow their colony to be a part of the exodus. Setting The many planets of the Taurus – 1 System allow for an almost uninhibited creative vision. The cities and factories of the colonies are reminiscent of the vision of communist Russia, where everything is very simple and plain. Poured concrete and molded cinderblock brick work where people live. Due to heavy industrial utilization we should have smog and desert like areas around any single city or factory. The feeling we are trying to convey here is that things are bleak and the people are working beyond their means to achieve the impossible and get off of their planet and or moon. We could do a map or two on a moon with a short day time period of only a few minutes just for theatrical effect. It could be the case that the day time of this specific moon makes it impossible to be outdoors, as such everything in the environment should be adapted to fit this fact, including gold and aluminum shielded buildings or some such thing. Technology These colonies have been devoting their industrial engine to nothing but this exodus for years, so it can be accepted that their weapons are not advanced, and may not entirely fit into the rest of the environment. The colonies have extensive work with lasers in communication and mobility studies, but there are no weapon applications available. They have achieved interplanetary drives, so moving from planet to planet only takes a matter of days. AI and computer automation are not widely used. People are allowed to do even the most hazardous of tasks, regardless of loss of life. The ultimate goal is the exodus and if a few hundred or thousand seats could be freed up that is a good thing. All units are given a multi-purpose environmental suit, referred to as MPES, which provides shielding from heat, nuclear radiation, biological contaminants, and ballistic rounds. It comes fitted with an oxygen mask to allow the units to breathe in the field, but needs to be replenished at regular intervals.
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Design Document December 21, 2008
Game Design Team play is our primary focus. We are doing what we can to choose to expand upon the concepts that we feel are conducive to it in ways that are both fun and understandable. When we have a choice between fun and interesting and enforced team play we are going to lean towards fun.
Game Types Territorial A number of zones will be noted on the map, each with its own award value and achievement. The zones are initially free, but when a player moves into it a timer is started. The player captures the zone when they have stayed within the confines of the zone and kept the opposition from entering it. When a zone has both sides in it the timer is halted and restarted when the zone is again only inhabited by one player’s side. In the occurrence of trying to capture a zone that has already been captured the opposition may have to wait a longer period of time to take control. With each zone that is captured your team is given further advantage over the opposition, who will quickly lose their militant backing and have to go to another location for a part. Each team starts out with x number of respawns or resource points and forfeits them as they progress through the game. The team with 0 respawns is forced to regroup and assault another location. You can look at this as a bit of the economics of our game, where the team only has x amount of resources to expend on this battle. This amount may vary depending on the map. The mappers are given a number of configurable options for each of these zones, including the number of players to capture and the length of time they need to be within it in order to do so. Push An extension of the concept behind territorial, Push is a linear battle where the teams capture the zones in a mapper defined order and eventually collide somewhere between them. Another point of interest that sets this apart from the disorganization of the territorial game is the Tram, which is a logistical machine that carries troops and materials to the forward lines. BioMega Bringing the fun of being part of a mission, cooperatively working towards the extraction of a part for the exodus, to the gritty drama of an infected population, BioMega opens up a scary aspect to the game. The team drops into the arena and have a series of objectives to secure or accomplish, but a small portion of the assault crew are exposed to a harmful agent that is tearing their brain and immune system apart. While the team is moving forward with accomplishing the objective the infected people have been pulled to the less productive side, instead believing that their only choice now is to make everyones last moments of life a complete and utter mess. The infected players only gain points individually, but are unable to really do much of anything. They are cut off from interaction on the chat level and are fighting against the assault team by infecting them.
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Design Document December 21, 2008 The infection shows seconds later and that player is no longer contributing to the whole. The infected players lose points as the assault team gets closer to completing their objectives. When infecting another player the infected person will be set apart for a moment, but it will be barely noticeable. The infection takes a few seconds to set in, and it’s a gradual process. That is to say that Three Trial by fire is a label applied to a difficult test of ones merits or skills. In the world of White, many of the pieces to the FTL puzzle are locked away in heavily guarded and fortified locations. An elite group of assaulters is selected to attack these bases while a diversionary attack is held in another. Up against stiff resistance and mounting odds, a small group of attackers has been charged with securing entrance to the base. Based on the movie 300, Three chooses a small percentage (ballpark of 25%, no more than 5) players to assault a base in a chasm or tunnel etc. The attacking team is given a number of powerful weapons and lots of things to hide behind, while the defending forces, basically everyone else on the server, are cooped up in their base with selected weaponry. The defenders gain points for the amount of time that the attackers are held back, and the attackers gain points for accomplishing the objectives, including: • • • •
Reaching the wall and planting the explosive charge Destroying minor objectives Not dying for a period of time Achieving the goal without dying
Death Run The antithesis to Three, Defending a little supported outpost is the premise behind Death Run. The assaulters and defenders are divided up into equal teams and posed against each other. The mappers will have created a number of kismet driven elements that the defenders have control over. They may have walls that move or traps that are triggered. Each of the traps are tied to other items in the map, so when a wall is moved to block one entrance, another may be opened, or a lift be raise. Think about the game mouse trap. Sequential Map System Following the premise behind Push game play, our maps are tied together to create a route or path that includes a series of cities. Winning or losing will change your path through the system and may make other parts available to your team.
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Design Document December 21, 2008
Weapons The weapons in White are all mass driver type weapons, that is to say there are no energy weapons. Technology related to lasers and sound based weapons was diverted into developing the tram and its associated devices because there was more priority to move things around than to protect them from invaders. It is important to note that every weapon is designed with simple looking exterior, masking a complicated and or technical interior. Reloading & Clips Our weapons will feature reloading and clip management. Keeping track of the weapons ammo count is going to be handled by a readout on the weapon or screen for now, but may eventually be removed entirely to provide a more elite friendly game mode. Instead, we should move to an audible change in the weapon sounds as the weapon is fired. Accuracy Accuracy is dependent upon stance, cover and speed the player is moving. Standing 10
Still Walking
8
Sprinting
6
Jumping
4 2 0
Covered
Crouched
Movement vs. Stance - Accuracy Scores Weapon Usage None of our weapons have a secondary fire. Instead the alt fire will be a toggle between firing modes that will still be executed by the primary fire button. None of the weapons will have any overly complicated processes required to use them. There are no one shot one kill weapons, and all scores will need to be tweaked as the game continues development.
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Design Document December 21, 2008 Other Noteworthy Items
• The last round fired and the first round fired are the most powerful. • Players should be killing each other within 3-8 rounds from automatic • When a player is hit by a round to their center mass they should be given an impulse backwards Weapon Class Loadout System Players begin their trek with two weapons which are class based. There is nothing saying that the player must hold onto only two weapons, these are simply suggested loadouts. Holding more weapons is a burden in weight which translates into more momentum when running or sprinting as well as slower pace overall and increased time when transitioning between the various stances. Class Light Med Heavy
Primary / Secondary Loadout Sniper Rifle + 4 Reloads SMG + 7 Reloads Assault Rifle + 4 Reloads Pistol + 6 Reloads MG + 2 Reloads SMG + 3 Reloads
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Explosives 4 Concussion Grenades 2 Trip Mines 6 Fragmentation Grenades 2 Trip Mines 2 Fragmentation Grenades
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Design Document December 21, 2008 Explosives Each of the explosives that we are going to be using are thrown from the hip. Below is a quick walk through of the types of explosive that we are going to be including. Fragmentation Grenade A fist sized explosive that bounces while its fuse burns through, followed by an explosion with radius of 20 feet. The grenade fuse is 5 seconds. Concussion Grenade Similar in usage to the fragmentation grenade, after the 5 second fuse burns through this grenade has more in common with a flash bang. It explodes and sets off an EMP burst that shorts out the suits that the players are wearing, shutting off their vision, slowing them down or speeding them up and cutting off their audio for a short period of time. Their vision cuts out to black or freezes depending on their proximity to the explosion, their audio may be a ringing or be shut off entirely. Their movement may be tweaked in either direction, but will only last for a moment. The reasoning for this is that the suit has to be active while the computer reboots after the EMP blast, so the results will be different depending on what they are doing at that moment. It can be assumed that the concussion grenade will amplify their movement, ie. If they are crawling they will slow further and if they are running or sprinting they will go faster or we could even lock their motion entirely. Trip Mines Tossed on a wall, these bad boys go off two seconds after a player steps into their 60% zone. When tossed on a wall they have a timer that allows the placer to set it and get away of about 5 seconds. This arming time is the only time when no one will be hurt by it. Once armed, there is no friendly test, they are exploded when a player passes into their 60% zone. Detonating them from a distance is possible by shooting them a few times, or tricking your buddy into walking a bit too close. They can be placed on floors and walls, but not on ceilings, the adhesive/magnetic backing can only hold up the weight of the explosives at these angles. Anything that has any part of it facing downwards will have an effect on its ability to inflict damage or stay in place. Highlights to the trip mine are a red light that fades out 8-10 seconds after it has been placed and a warmup sound effect of an increasing frequency sound that lasts for a half to a whole second before the explosive is detonated. The light also brightens up immediately before the explosion
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Design Document December 21, 2008 Standard Weapons Pistols
Specification Name Cartridge Capacity Weight (Unloaded - Loaded) Firing Modes Sights Effective Range Attachments Files
Value P-88 11mm 12 Rounds (25oz - 38oz) or (1.5625lbs - 2.375 lbs) Single Automatic (300rpm) None – IronSight Up to 45 meters Silencer – Decreases accuracy and effective range Flashlight – Decreases accuracy WIP\reijih\Concepts\pistol.jpg WIP\bob_gneu\Models\Pistol\P_396.ma
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Design Document December 21, 2008 Submachine Guns Specification Name Cartridge Capacity Weight (Unloaded - Loaded) Firing Modes Sights Effective Range Attachments Files
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Value KL-35 Valkylrie 11mm 32 Rounds (xxoz - xxoz) or (7lbs - 11lbs) Burst (5 round 400rpm) Automatic (950rpm) None – IronSight ACOG 10 to 60 meters Silencer – Decreases accuracy and effective range Flashlight – Decreases accuracy WIP\bob_gneu\Models\SMG\maya\Tech90_Final-02.mb WIP\bob_gneu\Models\SMG\maya\Tech90_World.ma
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Design Document December 21, 2008 Shotguns Specification Name Cartridge
Capacity Weight (Unloaded - Loaded) Firing Modes Sights Effective Range Attachments Files
Value SSS-42 ForkTongue Incindiary Buckshot Slug 8 Rounds (xxoz - xxoz) or (8lbs - 12lbs) Single None – IronSight Up to 30 yards Flashlight – Decreases accuracy WIP\bob_gneu\Models\Shotgun\maya\shotgun_world.ma
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Design Document December 21, 2008 Rifles
Specification Name Cartridge Capacity Weight (Unloaded - Loaded) Firing Modes Sights Effective Range Attachments
Specification Name Cartridge Capacity Weight (Unloaded - Loaded) Firing Modes Sights Effective Range Attachments
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Value M-48A Longbow Non Jacketed Round 9.42mm 5 Rounds (xxoz - xxoz) or (12lbs - 19lbs) Single ACOG 2x -5x Scope 30 to 140 meters Bipod Grenade Launcher Silencer
Value SR1 Viper Non Jacketed Round 7.92mm 5 Rounds (xxoz - xxoz) or (16lbs - 22lbs) Single ACOG 2x -5x Scope 50 to 180 meters Bipod Silencer Robert I Chatman - Updated: 12/21/2008
Design Document December 21, 2008 Assault Rifles
Specification Name Cartridge Capacity Weight (Unloaded - Loaded) Firing Modes Sights Effective Range Attachments
Value KL-75 7.62 x 39mm 44 Rounds (xxoz - xxoz) or (11lbs - 19lbs) Burst Automatic (650 rounds per minute) None – Ironsight ACOG 30 to 140 meters Silencer – Decreases accuracy and effective range Flashlight – Decreases accuracy Grenade Launcher – Decreases Accuracy Skeleton Key
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Design Document December 21, 2008 Machine Guns Specification Name Cartridge Capacity Weight (Unloaded - Loaded) Firing Modes Sights Effective Range Attachments
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Value MM3-66 Fenrir 11 x 62mm 150 Rounds (xxoz - xxoz) or (28lbs - 42lbs) Automatic (575 rounds per minute) None – IronSight 60 to 240 meters Bipod Recoil Control Butt Stock
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Design Document December 21, 2008 Sniper Rifles
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Design Document December 21, 2008 Specification Name Cartridge Capacity Weight (Unloaded - Loaded) Firing Modes Sights Effective Range Attachments
Specification Name Cartridge Capacity Weight (Unloaded - Loaded) Firing Modes Sights Effective Range Attachments
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Value H2 Siphon 9 x 39mm 12 Rounds (xxoz - xxoz) or (11.5lbs - 15lbs) Single ACOG 2x - 5x Scope Greater than 100 yards Flash / Sound Suppressor Bipod
Value ATB 14mm Silkworm 14 x 68mm 4 Rounds (xxoz - xxoz) or (24lbs - 39lbs) Single ACOG 5x Scope Greater than 100 yards Flash / Sound Suppressor Bipod
Robert I Chatman - Updated: 12/21/2008
Design Document December 21, 2008 Rocket Launchers
Specification Name Cartridge Capacity Weight (Unloaded - Loaded) Firing Modes Sights Effective Range Attachments Options/Attachments Name Acog Scope Bipod Recoil Control Butt Stock Extended Clips Skeleton Key
Weight 8oz 1.325lbs 5lbs N/A 4lbs
Grenade Launcher
6-9lbs
Flashlight Silencer 2x – 5x Scope
3oz 4-12oz 18oz
Value Six Pack Self Propelled Rocket 6 Rounds (xxoz - xxoz) or (11.5lbs – 29.5lbs) Single Automatic (120 rounds per minute) Scope Provided Greater than 40 yards None
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Impact Improved Accuracy when scoped Improved Accuracy when deployed Decreased Recoil Kick Increase Loadout Capacity by 20% Decreased Accuracy Inaccurate Shotgun Blast Decreased Accuracy Reduced Recoil Reduced Accuracy Reduced Accuracy Improved Accuracy No peripheral vision
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Design Document December 21, 2008
Player There are a few key elements of our player that need to be walked through because they are a bit different than the default UT3 player. Class System When spawning the player will be given the choice of choosing a default loadout, and include a score for accuracy and speed that is driven by the players weight and loadout. Camera Movement At first we should note that we are a third person shooter, so over the right shoulder and back far enough that the player can be seen moving around. The camera is something that will be highlighted from time to time. The function of the camera is to emphasize the movement of the player, and to draw attention to events in the map, while allowing the player to move appropriately. Cover Mode When coming up to a wall of any height greater or equal to the crouch height the player has the option to press against it. The advantages include being able to depend upon the wall for cover as well as increased accuracy when the player pops around the corner. This pop-out action is quick, allowing players to hold positions, pop out shoot and pop back behind cover to avoid being killed. Sprinting When in transit between locations it may be necessary for the player to increase their speed for a short period of time. Double tapping forward will give them this ability. The boost will allow them to get from cover to cover and minimize their exposure. When sprinting the player ducks his head and pulls the gun into their chest. They are free to shoot in this position, but as soon as they do the sprinting is cancelled. A diving tackle may be included for instances where the player is trying to run through someone. The tackle will look something like the dive to cover in gears of war, only we will dive forward and check their opponent. Once the check has been triggered, the player is unable to fire their weapon for a second until they get back on their feet. Being checked will either kill or knock them out, a similar effect to what happens with the concussion grenade goes off. Health Our health system is driven by a pairing of items. As expected health is present, but in white it is regenerative. Being shot, hit by a vehicle or falling an extended distance will deduct from this health. When your health hits zero they have died. Regeneration is driven by nano probes. The probes are exhausted over time, as they are correcting minor issues within your suit and correcting your health. When you have been damaged you have to get out of combat and let your nano probes go to work on correcting the issues with your health and body. The regeneration rate is impacted by the loadout of the player. A certain amount of energy is spent on each pound that the player carries and the remainder is shared between the health system and mobility.
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Design Document December 21, 2008 You can live without nano probes, but your probes are useless without health. Nano Probes The medic has a primary role of giving you a syringe of nano probes. The probes are injected individually and will automatically correct health and broken limbs. They are spent continuously, but when you have low health or a broken limb the probes are spent at a faster pace. When nano probes are exhausted regeneration is stopped.
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Design Document December 21, 2008
User Interface (UI) Similar to the architecture we should avoid anything where it would be super artsy and instead push for intuitive and simple. HUD The hud is going to be slowly whittled away, to become the bare minimum items that will need to be present for the game to be anything more than a confusing maze with mysterious deaths. Following is a table of necessary items and their location. Please consult this listing for any clarification. Item Weapon Name Weapon Ammo Count Health Stance Compass Resource Counter Waypoints Armor Other Weapons
Location HUD On butt or stock of weapon HUD Hidden HUD HUD Imposed on hud in middle of players view HUD Hidden
Notes Bottom Right May be hidden on some weapons Bottom Left Bottom Center Top Center Color tweaked by players Bottom Left Depends on user feedback
Landing Page The background is going to be a moving image of a star coming around the far side of a planet. The star should have bloom and it’s light should be pulsating while the planet is rotating. On the right, centered, is the main menu system. It will list the standard items that UT3 does, allowing an intuitive menu system and avoiding the confusion of having to learn a new menu system. • • • • •
Instant Action Multiplayer Community Settings Exit
On the bottom right should be the Version of UT3 and the Version of White and the release code name as well. On the bottom left should be a quick blurb about what is currently selected within the menu. The current user should also be included in this area.
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Design Document December 21, 2008
Glossary Term RPM
Definition Rounds Per Minute
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