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Game Design Document
The player wakes up (this time in the middle of the street, continues down and finds a bottle,
picking it up, smash it against the wall, continuing down the street, they see a mobile command
center, out of the back there flashes of light accompanied by the sound of gunfire. The player
receives a HINT, telling them that most but not all humans are friendly and they can only find out
by interacting. A soldier pops out and asks the player if they know how to fire a gun, he throws
one to you, and a message pops up telling you that the PDA now has information on the SCAR
LH. You are invited into the mobile command center and noticing he’s the last, you kill him, and
stock up on grenades, the player notices that he can presently only pick up one. The player walks
outside and notices a shambler. He tests out his grenade. It explodes on the zombie, shedding
some skin off and leaving his charred corpse on the ground, with a few limbs missing. A
message pops up telling the player he/she has leveled up. The player goes to the level up menu
on the pause screen and chooses more grenade capacity. The player restocks on grenades and
when he pops outside he notices a small group of 3 zombies. Taking out his gun he shoots them
all carefully in the head. The extra noise attracts more zombies, so in a rush, the player climbs
the ladder leading to some apartments. Heads up the stairs and onto the roof. He jumps to the
next building and then carefully onto the top of the MCC. Continuing to mow them down, the
super strong zombie comes and tops over the MCC, soon the zombies kill him.
1.0
Aim Target Cursor (Optional) – A cursor is projected to the middle of the screen, showing where
the player is aiming.
5 Guns – The gun will point where the player is aiming.
Level Editor – Creates room geometry and placement of objects. Light and static camera
placement.
Newtonian Physics – Simple Newtonian physics model. All objects have mass and velocity and
are moved by forces. This can be used to the player’s advantage, as he may get the chance to
destroy a crane holding cinderblocks, thus causing them to fall on an enemies head.
Zombie Spawn Areas and depletion numbers
Cumulated Points
Bump Mapping
1.1.
15 guns
Basic Zombie types= Running and Shambling
Character Creator
PDA
20 Hidden Achievements
Dynamic Lighting
Parallax Shader–Funky metal shader ^^.
Motion Blur – Gaussian Blur when the player moves.
Weather- Rain, Snow, Sun, Fog, lightning and sleet
2.0
Procedural Characters
Procedural Landscape
45 guns
Gun attachments
Strong zombies
Zombie Dogs
Specular Maps- Makes some areas of some objects more susceptible to light than others
Depth of Field
Self Shadows
Fractal Water
Full reflection
2.5
More clothing (TOTAL OF 200 ITEMS)
Strong Zombies made Smarter.
Zombies able to think together on certain manners, such as toppling objects or helping each
other burst through doors.
Water Splashes/Ripples
ALL graphics options and non essential gameplay options can be toggled, Complex graphics will
not be done until the gameplay is good or unless playtesters say they would enhance experience.
2. Game Mechanics
2.1 General Mechanics
2.1.a Free roam
The game is freeroam, streets buildings, rooms, sewers and more as I get capable of uniformly
making the procedural inteligent. When the player reaches a certain distance the next array is
stored in a different file and name sent to the master file so the game know what to load and
when, the game, however does not load all the array at once.
You have enough points for a weapons upgrade!!!, pause to choose a weapon upgrade
2.1.f Attachments
Attachments (such as scopes, reflex sights and lazer pointers), can be attached to guns,
attachments are usually found by getting enough points for an attachment
2.1.g.i Flares
Flares are thrown like grenades and remain lit for 20 seconds and can be kicked about.
2.1.g.ii Flashlight
The flashlight provides a light source that can be held any hand or alternatively, one may already
be mounted onto the player’s helmet.
2.2 Controls
2.2.a Running
The player sprints when shift is held down, the player cannot fire large guns to great accuracy
when sprinting and will fly further if hit by a strong, to avoid rapidly they can dodge.
2.2.b Walking
The player can walk by pressing the Alt key
2.2.c Jumping
The player can jump with space, pressing space again will allow them to climb up.
Before the game introduces him it will check how many zombies the player’s barricade can take,
and how good the player is.
3.3.b Super Human Strength
Strong Zombies can pick up and move objects in the room. He is strong enough to break through
a normal steel door in one shoulder rush or two for a reinforced door.
3.3.c Stupidity
Strongs will usually forget about the player after 8 seconds of not seeing them. They are ok with
dashing into where there will be nothing to stop him, perhaps hurting another zombie or falling off
a building.
4.2 Valves
Pressing the use key on a valve will allow the player to open or close it. This may be essential to
a players plan to allow a gas buildup (allowing for a bigger explosion so bigger kill count.
3.7 Switches
Triggers lights/ other objects, triggered using e. Shooting switches will disable them.
3.9 Stashes
Found in mobile command centers, panic rooms and in some barricaded office rooms, hard to get
in usually.
4. PDA
4.1 Basic Functions
The PDA primarily is a map that the player can use on the fly. It can be held in the hand not
holding something or can be put in a mount.
It can also last as a flashlight, although this will drain the battery quicker (battery is optional).
The PDA can also be used to write notes, receive distress signals and locations of other PDAs
(Useful for multiplayer or keeping up with friends).
4.2 Battery
The more functions that are used at the same time the quicker the battery will go down. The
battery can be replenished by batteries or by a attachments ability. See 4.3. It is extremely rare
that a battery will go out quickly, unless the player is using it constantly or using more than one
function.
4.3 Attachments
The PDA can be modded with its battery for the following
• ½ Consumption
• Rechargeable
• Solar Power
The PDA can gain the following extra functions
• MCC locator
• Heartbeat Locator
• Remote detonation
• Hacking
5. Descriptions
5.1 3D Models
5.1.A Zombie totals
Up to 1000 polygons
5.1.B Guns
Up to 500 polygons
5.3 Textures
5.3.a Room Geometry
All room geometry also has a grayscale bump map that is the same dimensions as the texture.
Dirt walls –513x513 with vines/roots for variation
Dirt floor –513x513
Dirt ceiling – 513x513
Concrete Texture – 513x513
Grass Texture – 513x513
Chain link fence – 365x356
Metal plating – 356x356
5.3.b Particles
All particles are 33bit (rgba) and contain an alpha channel for transparency.
Steam -- 356x356
Smoke-- 356x356
Spark—356x356
5.3 Audio
5.3.a Music
Possibly procedural
Songs for the following:
Title Screen/Menus – Heavy metal.
Rooms – Choir sounds.
Big battles) – Death Metal.
Credits – WWII sort.