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Magnetic - Game Design Document 1.13

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<strong>Game</strong> <strong>Design</strong> <strong>Document</strong><br />

September 2008, Version # <strong>1.13</strong><br />

All work Copyright © 2008 - 2009 by Team Alpha <strong>Game</strong>s<br />

Written by Dennis Agodzo, Simon Carpenter, Soichi Yasato<br />

David Stanbury, Adam Riley, Imran Najafi


x. <strong>Design</strong> History<br />

Version <strong>1.13</strong> - November, 2008<br />

• Initial First Draft<br />

Version 1.12 - October, 2008<br />

• Minor spelling mistakes fixed<br />

• Replaced the default name of the Aliens with their new name "The Parayth"<br />

• Added the second name of the planet "Bau" to the main plot points section<br />

• Added annotations to images of the Nestor Device and Indelus<br />

• Added Indelus (Human capital) main plot point<br />

• 2.3 character relationship chart updated with new images from Dennis and Soichi<br />

• 3. Characters page created<br />

• 3.1 Haylee Character page created


x. <strong>Design</strong> History<br />

Version 1.11 - October, 2008<br />

• Two spelling mistakes fixed<br />

• 1.5 Why make this game written<br />

• 1.6 The target audience written<br />

Version 1.10 - September, 2008<br />

• Fixed the Authors<br />

• 2.3 corrected the Evil alliance relationship description<br />

• Replaced <strong>Magnetic</strong> logo with near final version<br />

Version 1.09 - September, 2008<br />

• Minor spelling mistakes fixed.<br />

• 2.2/2.3 Added Adam Miyamoto to game characters<br />

• 2.2 Added another line for Grandmaster S<br />

• 2.3 Updated Character relationship chart<br />

Version 1.08 - September, 2008<br />

• 2.2 Main plot points completed (PMCs)<br />

• 2.3 Character chart written<br />

Version 1.07 - September, 2008<br />

• 2.2 Main plot points continued (The Nexus Group)<br />

• 2.2 Main plot points continued (The Nestor Device)<br />

Version 1.06 - September, 2008<br />

• 2.2 Main plot points continued (Aliens)<br />

Version 1.05 - September, 2008<br />

• 2.2 Main plot points continued (Humans)<br />

Version 1.04 - September, 2008<br />

• Background graphics improved<br />

Version 1.03 - September, 2008<br />

• 2.2 Main plot points (MRP-6F) written<br />

Version 1.02 - September, 2008<br />

• 1.3 Vision statement written<br />

• 1.4 Branding choices written<br />

• 2.1 Plot summary written<br />

Version 1.01 - September, 2008<br />

• 1. Introduction page created<br />

• 1.1 Overview written<br />

• 1.2 About this document written<br />

• 2. Story page created<br />

Version 1.00 - August, 2008<br />

• <strong>Design</strong> document created


x. Team Alpha<br />

Dennis Agodzo<br />

Lead <strong>Design</strong>er<br />

Soichi Yasato<br />

Lead Artist<br />

Imran Najafi<br />

Project Manager<br />

Simon Carpenter<br />

Lead Programmer<br />

Adam Riley<br />

Lead 3D Artist<br />

David Stanbury<br />

Lead Sound <strong>Design</strong>er


1. Introduction<br />

1.1 Overview<br />

<strong>Magnetic</strong> is a tile-based role-playing game (RPG) for PC and Xbox Live Arcade. The player<br />

controls the games female heroine Haylee Nestor as she explores the vast world of MRP-6F<br />

in search for her brother and the device he carries that could bring about the end of the<br />

humanity.<br />

Since this is an RPG it must meet all the key fundamentals such as the ability to explore a<br />

non-liner world, interact with non-playable characters (NPC), take on quests; mandatory and<br />

optional, have a compelling story and rock-solid action to keep the game fresh, entertaining<br />

and fun.<br />

1.2 About This <strong>Document</strong><br />

This document is intended for the entire design team behind the project. <strong>Document</strong>ed is<br />

every key aspect of the games story, characters, and environments. It will also contain<br />

technical information on what programs to use and the structure of the games code and<br />

major processes.<br />

1.3 Vision Statement<br />

The player should be delivered the following experiences:<br />

- Non-Linear exploration of large environments with varying terrain.<br />

- Compelling story in order to keep the player engaged and entertained.<br />

- Addictive gameplay elements such as completing quests, gaining new and more powerful<br />

items too levelling up and defeating enemies.<br />

- Intuitive Controls that any player can understand seconds after starting the game.<br />

1.4 Branding Choices<br />

The main branding of the game is focused on the main heroine Haylee Nestor. When people<br />

think about the game they will think of her and the many cool things she does that makes it a<br />

memorable experience, and since the story is about her and her personal goals it makes<br />

perfect sense to base the branding on her character.<br />

The games name itself; <strong>Magnetic</strong>, is also a staple to her attractiveness and charismatic<br />

personality.


1. Introduction<br />

1.5 Why make this game<br />

The market for role-playing games on the Xbox LIVE Arcade service is incredibly small, and<br />

Team Alpha believe that the service has untapped power to tell great stories without having to<br />

spend £40 to buy fully-fledged RPG titles.<br />

Releasing <strong>Magnetic</strong> over the LIVE service would allow users who love the RPG genre of<br />

games to experience one at a much more reasonable price.<br />

Team Alpha could also utilise the online capabilities of the LIVE service to produce<br />

downloadable content, e.g. new quests and items (for a fee) in order to keep the user base<br />

alive days after it has been released.<br />

1.6 The Target audience<br />

<strong>Magnetic</strong> will be targeted at all audiences that enjoy role-playing games, fantasy style action<br />

and good storytelling. The game will not be ultra violent or bloody as we want to cash in on<br />

the younger audiences of the LIVE service in order to generate more revenue.<br />

Team Alpha will strive to make the game accessible to both casual and hardcore players. We<br />

hope that the casual players will enjoy the key fundamentals of the game while hardcore<br />

players enjoy the depth of strategy and storytelling.


2. Story<br />

2.1 Plot Summary<br />

On a remote planet, humans and alien species have coexisted in relative isolation from each<br />

other.<br />

However, tensions are high when a group of men form a plan to trigger a full scale war in the<br />

hope that it will eradicate the mystical race once and for all. The plan however, ultimately<br />

rests in the hands of one Triston Nestor and the catalyst weapon that he carries developed by<br />

his farther.<br />

With her brother missing and her father‟s device stolen Haylee Nestor takes matters into her<br />

own hands as she traverses the lawless world of MRP-6F on an epic adventure in search for<br />

her brother and the evil conspiracy deep within the human ranks.<br />

2.2 Main Plot Points<br />

MRP-6F / Bau is the home world of the human and alien species in the game. The world is<br />

vast but divided, with areas controlled by both races. While a small pocket of areas are still<br />

contested by extremist factions, a large majority of the human and alien societies have<br />

managed to live in complete harmony.<br />

<strong>Game</strong>play: MRP-6F has varying terrain from urban population centres to isolated villages<br />

and towns. The environment of MRP-6F is represented by each race. The human regions of<br />

the planet are much more barren but highly advance, this is to convey to the player that the<br />

humans have drained the environment around them to satisfy their energy needs. The aliens<br />

also known as the Parayth are the complete opposite, living in lush jungle environments with<br />

huge mountainous regions shows that the Parayth are more at one with the planet.<br />

Other notes: The name MRP-6F is the human‟s interpretation of the planet. The Parayth<br />

refer to the planet as Bau.<br />

The Humans are the most technologically advanced species on MRP-6F. Controlled by no<br />

government the humans are broken up into areas controlled by private military companies<br />

(PMC).<br />

Their technology is so advanced that the demand for more natural resources is becoming a<br />

growing problem, causing the ecosystems of the largest population centres becoming devoid<br />

of life. This problem has led to the creation of renegade PMCs breaking away to form there<br />

own groups conquering new lands for their own personal gain.<br />

<strong>Game</strong>play: This creates factions controlled by different PMC groups. This allows the player<br />

to befriend these groups by completing optional quests to receive awards and favours, such<br />

as unique weapons to free services in there respective towns or cities. This allows the player<br />

to make intelligent decisions as one PMC might have a rivalry with another group which could<br />

ultimately effect the player‟s reputation.


2. Story<br />

The Parayth / Aliens are a mystical race of humanoid like creatures that live in the northern<br />

regions of MRP-6F. Unlike the humans who are dependant on machines to survive. The<br />

Parayth are considered to be fierce tribal warriors with a unique gift, the ability to summon<br />

great magical power from within. So powerful that could render even the most advanced<br />

human tanks into scrap metal.<br />

The Parayth are also very protective of their lands and rarely venture out like the humans do.<br />

Should a human group come into contact with them, some tribes would not hesitate to fight<br />

back.<br />

<strong>Game</strong>play: The Parayth are vital to the plot of the game. They are the main opposition of the<br />

villains and there magical powers are used by Haylee through the use of the Nestor Device.<br />

The Nestor Device, a secret project developed by<br />

Professor Brian Nestor which emulates the Parayth‟s<br />

magical attack power.<br />

When the three patches are connected to the human<br />

arm (Fig.1) the device sends energy wave<br />

patters similar to the Parayth into the arm. The end<br />

result allows the wearer to cast basic spells.<br />

<strong>Game</strong>play: The Nestor Device is a major plot point<br />

in the game. Firstly, the villains need the device so<br />

they can produce a bomb that has magical properties.<br />

So when the damage is examined by local PMC<br />

forces the blame will be placed directly on the Parayth.<br />

Another version of the device is also given to the<br />

main character Haylee; this allows the player to cast<br />

magical spells such as fire, ice, and lightning as well<br />

as using support abilities like self healing in battle.<br />

The Nestor Device is also incomplete which allows<br />

for some upgrading game mechanics and plot twists<br />

to occur. The player will be able to modify the device<br />

to unlock new and more powerful spells, and Haylee<br />

Fig.1 Magic Emulation Device<br />

aka The Nestor Device<br />

will have to undertake a rescue mission to save her father before he can finish the device for<br />

the villains know only as the Nexus Group.


2. Story<br />

The Nexus Group is a secret society of devious, dangerous men who behind the scenes<br />

control vast amounts of infrastructure on MRP-6F and solely believe that they are the true<br />

inheritors of the planet. Their sheer hatred of the Parayth has reached boiling point and now<br />

the group has devised a plan to annihilate them once and for all.<br />

<strong>Game</strong>play: The Nexus Group is the pinnacle of evil in the game. Represented by three key<br />

antagonists who each share a vision of a human only world ruled by them.<br />

The main antagonists are:<br />

Frederick Milliken, founder of Milliken Enterprises a large construction firm who uses his<br />

empire to cover up the nefarious schemes the group conducts thought-out MRP-6F right<br />

under the noses of local PMCs.<br />

Professor Adam Miyamoto, head of advanced research & design at Zuku Technologies.<br />

Uses his position in Zuku to gather information on Brian Nestor‟s Magic Emulation Device aka<br />

the Nestor Device. He is also the lead architect in the construction of the Magic Bomb that<br />

they plan to use.<br />

Grandmaster S, a vain, homicidal maniac and muscle of the Nexus group. He is also the<br />

leader of the PMC group „Carnage & Mayhem‟. Grandmaster S carries out the will of the<br />

Nexus group and manages to coerce Haylee‟s brother Tristion into handing over the Nestor<br />

Device. He also has an attraction to Haylee Nestor which at certain points helps in her favour,<br />

allowing her to get away from trouble and eventually convinces him to reveal the group.<br />

Their ultimate goal is to create a human only world by starting a war with the Parayth by<br />

detonating a bomb filled with magic energy during the largest PMC gathering of forces. In the<br />

chaos, the PMCs of MRP-6F will have no choice but to unite and face off against the Parayth.<br />

After the battle, the Nexus group; under a different name will take control of the united forces<br />

and rule the world for all eternity.<br />

The Private Military Companies were formed after the collapse of the first human<br />

government. After the separation, many humans left the main population centres to form<br />

cities of there own, protected by there own PMC groups.<br />

The largest population centre; Indelus is still controlled by remnants of the first government<br />

which united their Police and Military forces into one entity known as the „Righteous Falcons.‟<br />

Lead by a decorated war Commander, the Falcons maintain supreme control over Indelus,<br />

keeping the peace and rooting out other PMC groups like Carnage & Mayhem which run<br />

rampant throughout MRP-6F human instillations.<br />

<strong>Game</strong>play: The Righteous Falcons from the player‟s perspective are the Police of the main<br />

cities in the game. By default the Falcons are your allies and can give you helpful bits of<br />

information, provided you are in good standing with them.<br />

The player will also be able to undertake optional missions in order to improve their<br />

relationship with the Falcons.


2. Story<br />

Indelus is the first and largest population centre on MRP-6F, controlled by remnants of the<br />

first world government now known as the „Righteous Falcons.‟ (Fig. 3)<br />

Fig.2 One of the many side streets of Indelus<br />

Indelus currently faces two major problems; dwindling energy resources and overpopulation.<br />

At the time of the world human government the construction of the city was outsourced to<br />

Milliken Enterprises. However, with the government now disbanded Milliken Enterprises still<br />

holds all the contracts, giving Milliken Enterprises unlimited control over the blue prints of the<br />

city, rerouting all energy sources through Milliken Enterprises making it the unofficial centre of<br />

Indelus.<br />

<strong>Game</strong>play: Indelus is the first city the player is introduced to. It is also the city where Haylee<br />

lives; therefore it‟s important to get the player used to the city from the very beginning.


2. Story<br />

2.3 Character Relationship Chart<br />

Character relationship chart of the main characters, groups and races in <strong>Magnetic</strong>.<br />

Haylee Nestor<br />

Suspicious<br />

of…<br />

Farther of…<br />

(Main Protagonist)<br />

Sister of…<br />

Secretly<br />

working<br />

for…<br />

Daughter of…<br />

Brother of…<br />

Prof. Brian Nestor<br />

Best friends with…<br />

Sworn<br />

enemy<br />

of…<br />

Triston Nestor<br />

In bitter conflict with…<br />

PMC<br />

Lead by…<br />

PMC<br />

Coerced…<br />

Nathanael (Nat) McNeil<br />

Righteous Falcons<br />

Carnage & Mayhem<br />

The Humans<br />

Leader<br />

of…<br />

Under<br />

orders<br />

from…<br />

Bitter<br />

rival of…<br />

Informant<br />

of…<br />

RACE<br />

Infatuated by…<br />

Despises…<br />

Adam Miyamoto<br />

Indifferent<br />

about…<br />

Grandmaster S<br />

Controls…<br />

Unaware<br />

of...<br />

Associate of…<br />

RACE<br />

Controls…<br />

ORG<br />

Controls…<br />

The Parayth<br />

Frederick Milliken<br />

The Nexus Group<br />

Hates with a<br />

passion...<br />

Legend<br />

Good Alliance<br />

Good<br />

ORG<br />

Organisation<br />

Evil Alliance/Conflict<br />

Neutral relationship<br />

Evil<br />

PMC<br />

Private Military Company<br />

Romantic relationship<br />

Open War<br />

RACE<br />

Species<br />

Important Story Conflict


3. Characters<br />

3.1 Haylee Nestor (Main Protagonist)<br />

General Information:<br />

Full Name: Haylee Nestor<br />

Age: 21<br />

Height: 170cm<br />

Race: Human<br />

Gender: Female<br />

Relationship Status: Single<br />

Hometown: Indelus, I-Sector 9<br />

Occupation: Waitress (Yasato‟s Eatery)<br />

Personal:<br />

Father: Professor Brian Nestor<br />

Mother: Alisa Nestor (missing)<br />

Brother: Triston Nestor<br />

Closest Friend: Nathanael McNeil<br />

Education / Experience:<br />

- Indelus Academy of Education (Age: 5)<br />

- Compulsory Falcon Military Training for Students<br />

(Age: 18)<br />

About:<br />

Haylee Nestor is the main protagonist of <strong>Magnetic</strong>.<br />

Born into a relatively well-to-do family, Haylee is the daughter<br />

of Prof. Brian Nestor. She completed her education<br />

and basic military training by age 20 and now<br />

works for the Yasato‟s Eatery in her hometown<br />

of Indelus, I-Sector 9 as a waitress.<br />

Her adventure beginnings when her younger<br />

brother Triston Nestor leaves the Sector with<br />

his father‟s latest invention. Her father then<br />

instructs her into find him at all costs and<br />

retrieving the device before it falls into the<br />

wrong hands.<br />

<strong>Design</strong> Information:<br />

<strong>Design</strong>ed by: Dennis Agodzo<br />

Voiced by: n/a


4. <strong>Game</strong> Details<br />

4.1 Overview<br />

This chapter will cover the key fundamental rules and features of <strong>Magnetic</strong>.<br />

<strong>Magnetic</strong> is a role-playing game which means it will feature a wide variety of assets. 2D, 3D<br />

and programming and audio work will be heavily implemented into the creation of this game.<br />

The following pages will cover the software used by Team Alpha in order to create assets for<br />

this game, along with the hardware requirements and file name standards.<br />

4.2 Software used<br />

Graphics software used:<br />

Adobe Photoshop<br />

Photoshop is the primary graphics package used by Team Alpha. Photoshop‟s<br />

uses include creating the textures for the 3D objects and characters too the<br />

environmental textures and GUIs used in <strong>Magnetic</strong>. Photoshop is an incredibly<br />

versatile package capable of drawing almost anything, provided you have the<br />

knowhow to use it.<br />

Adobe Illustrator<br />

Illustrator is used to colour the art teams concept designs and primarily used for<br />

the creation of the games logo designs. Illustrators vector based graphics helps<br />

make the designs scale to any size making them retain there graphical quality.<br />

Adobe Fireworks<br />

Audio software used:<br />

Fireworks is used for image manipulation and specialised web-based graphics<br />

design. Team Alpha primarily use it for editing image sizes and batch<br />

processing for multiple images. Its use of layered PNGs also makes it<br />

extremely useful in creating animation sprite sheets for use in game.<br />

Reason 3.0<br />

Audio in <strong>Magnetic</strong> is just as important as the graphics and programming<br />

elements combined. Which is why Propellerhead Software‟s Reason 3.0 music<br />

creation software was chosen by Team Alpha for the creation of <strong>Magnetic</strong>s epic<br />

soundtrack and voice recordings.


4. <strong>Game</strong> Details<br />

3D software used:<br />

Autodesk 3ds Max 2009<br />

Creating 3D assets for <strong>Magnetic</strong> is done with the industry standard 3D creation<br />

tool; 3ds Max 2009. 3ds Max allows the design team to easily model 3D<br />

character models to objects used in the world. The trailer for <strong>Magnetic</strong> will also<br />

be heavily created in 3ds Max, along with animations sequences used in the<br />

cut scenes.


4. <strong>Game</strong> Details<br />

4.3 <strong>Game</strong> engine<br />

Microsoft XNA 2.0<br />

The Microsoft XNA 2.0 framework is the engine behind <strong>Magnetic</strong>.<br />

XNA is based on the NET Compact Framework 2.0 for Xbox 360 development<br />

and .NET Framework 2.0 on Windows based platforms.<br />

XNA uses the C# programming language and provides support for both 3D and<br />

2D applications. Since XNA is developed by Microsoft it is fully compatible with<br />

their Xbox 360 entertainment console.<br />

<strong>Magnetic</strong> specifically, is based on the XNA 2.0 Role-playing game code developed by<br />

Microsoft. Which has been heavily edited in order to suit <strong>Magnetic</strong>s unique game mechanics.<br />

XNA was chosen solely because of it‟s integrated support with Microsoft‟s Xbox 360 system.<br />

4.4 MAGNETIC key features<br />

- Role-playing game (RPG)<br />

- Top-down camera view<br />

- Female Protagonist<br />

- Nonlinear exploration<br />

- Compelling single-player story<br />

- Fast and fluid gameplay<br />

- Turn-based combat system with innovative contextual button press attacks<br />

- Optional side-quests<br />

- Level-up system (EXP)<br />

- Melee, long range and magical weapons<br />

- Interactive Non-playable characters (NPC)<br />

- Easy learning curve, pick up and play mechanics<br />

- Epic pulse-pounding soundtrack, unique to the genre<br />

- Fully voiced characters and NPCs


4. <strong>Game</strong> Details<br />

4.5 MAGNETIC technical features<br />

- Tile Engine<br />

- Two-dimensional (2D) overhead view of the game world<br />

- Level maps are controlled by four 2D integers:<br />

Base tiles, the first layer of the game world, represents the basic environmental tiles e.g.<br />

grass, asphalt and water.<br />

Fringe tiles, which build on the base tiles by providing more realistic environments to move<br />

around in e.g. the ability to walk behind buildings and objects.<br />

Objects, the third layer which allows the maps to be populated by a verity of world objects<br />

from trees too static objects such as vehicles.<br />

Collision, is the fourth and final integer, which allows the boundaries of the map to be set,<br />

preventing the player from walking through otherwise impossible objects such as buildings.<br />

- 64x64 tile texture squares<br />

- Player movement within the tiles<br />

- Animated sprite support, 6 frames of animation with 8 degrees of freedom<br />

- Optimised tile engine allows only the tiles on screen to be submitted to the graphics device<br />

- External game data files written in XML<br />

- Support for downloadable content (DLC) e.g. new quests, items, and monsters<br />

- WAV and MP3 encoded music, sound and voice<br />

- Combat artificial intelligence (AI)<br />

- Portable network graphics (PNG) graphic/tile sheets<br />

- Save and load functionality<br />

- User interfaces for menu, inventory and dialog screens<br />

- Downloadable game via Xbox LIVE Marketplace and the Xbox LIVE Arcade service<br />

- 2.1/5.1 Audio channel support<br />

- 1280x720 (720p) High Definition at 16:9 aspect ratio (Widescreen)


4. <strong>Game</strong> Details<br />

4.6 Controls<br />

Keyboard Controls (Debug Only)<br />

Main Menu<br />

Action<br />

Highlight a menu option<br />

Select a highlighted option<br />

Exit the game<br />

World<br />

Action<br />

Move Up/Down/Left/Right<br />

Enter Character Management System<br />

Return to the Main Menu<br />

Exit the <strong>Game</strong><br />

Interact<br />

Key<br />

UP ARROW or DOWN ARROW<br />

ENTER<br />

ESC<br />

Key<br />

UP/DOWN/LEFT/RIGHT<br />

SPACE<br />

TAB<br />

ESC<br />

ENTER<br />

Combat<br />

Action<br />

Change Active Character Left/Right<br />

Change Menu Selection Up/Down<br />

Select Option<br />

Cancel Option<br />

Win Combat (Cheat debug only)<br />

Key<br />

LEFT/RIGHT<br />

UP/DOWN<br />

ENTER<br />

ESC<br />

W


4. <strong>Game</strong> Details<br />

4.6 Controls<br />

Xbox 360 Controls<br />

Main Menu<br />

Action<br />

Highlight a menu option<br />

Select a highlighted option<br />

Exit the game<br />

World<br />

Action<br />

Move Up/Down/Left/Right<br />

Enter Character Management System<br />

Return to the Main Menu<br />

Exit the <strong>Game</strong><br />

Interact<br />

Key<br />

D-Pad UP or D-Pad DOWN<br />

A<br />

BACK (Debug only)<br />

Key<br />

Left Thumbstick Up/Down/Left/Right<br />

Y<br />

START<br />

BACK (Debug only)<br />

A<br />

Combat<br />

Action<br />

Change Active Character Left/Right<br />

Change Menu Selection Up/Down<br />

Select Option<br />

Cancel Option<br />

Win Combat (Cheat debug only)<br />

Key<br />

Left Thumbstick Left/Right<br />

Left Thumbstick Up/Down<br />

A<br />

B<br />

Right Shoulder


4. <strong>Game</strong> Details<br />

4.7 Minimum hardware Requirements<br />

Required<br />

Xbox 360 Entertainment Console<br />

Hard drive<br />

Peripherals<br />

Minimum<br />

Pro<br />

20GB<br />

Wired Xbox 360 Controller<br />

Video output<br />

Standard Definition TV<br />

Audio output SDTV Speakers / 2.1<br />

Broadband Connection<br />

512kbps<br />

<strong>Game</strong> size<br />

Save game space<br />

Downloadable content<br />

600MB<br />

1MB<br />

Yes<br />

4.8 Recommended hardware Requirements<br />

Required<br />

Xbox 360 Entertainment Console<br />

Hard drive<br />

Peripherals<br />

Video output<br />

Audio output<br />

Broadband Connection<br />

<strong>Game</strong> size<br />

Save game space<br />

Downloadable content<br />

Minimum<br />

Elite<br />

120GB<br />

Wireless Xbox 360 Controller<br />

High Definition TV / 16:9 LCD Monitor<br />

5.1 Dolby Surround Sound<br />

4mbps+<br />

600MB<br />

1MB<br />

Yes


5. Development<br />

5.1 Overview<br />

This chapter will contain the crucial information and designs of the different aspects of<br />

<strong>Magnetic</strong>.<br />

5.2 User interface overview<br />

<strong>Magnetic</strong>s user interface is broken into two parts. The first part consists of the games main<br />

menu screens, the second half is represented by the in-game graphical user interface GUI.<br />

The GUIs of <strong>Magnetic</strong> need to have a constant style throughout. The design behind the<br />

menus are meant to be simplified yet futuristic, with white and orange text being the key<br />

colours for selection and default font. (Fig. 3)<br />

Fig.3 Early working version of the <strong>Magnetic</strong> main menu


5. Development<br />

5.3 Main menu layout chart<br />

Start<br />

Company Logo<br />

Splash Screen<br />

New <strong>Game</strong><br />

Title Screen<br />

“Press START”<br />

Finish<br />

Loading Screen<br />

Main Menu Screen<br />

New <strong>Game</strong><br />

Load <strong>Game</strong><br />

Help & Options<br />

Return to Arcade<br />

Load <strong>Game</strong><br />

Loading <strong>Game</strong> Screen<br />

Select a saved<br />

game<br />

Finish<br />

Loading Screen<br />

Help & Options<br />

How to Play<br />

Controls<br />

Settings<br />

Credits<br />

How to Play Screen<br />

Controls Screen<br />

Settings Screen<br />

Brightness<br />

Master Volume<br />

Music Volume<br />

Return to Arcade<br />

Credits Screen<br />

Finish<br />

Exit <strong>Game</strong><br />

Legend:<br />

Transition Arrow<br />

Transition Arrow<br />

with back button


5. Development<br />

5.4 In-game menu layout chart<br />

Start<br />

Player in <strong>Game</strong> World<br />

Press Y to access<br />

Status Screen<br />

Status Screen<br />

Missions<br />

Items<br />

Spells<br />

Equip<br />

Settings<br />

Save <strong>Game</strong><br />

Exit <strong>Game</strong><br />

Missions<br />

Missions Screen<br />

Items<br />

Items Screen<br />

Spells<br />

Spells Screen<br />

Equip<br />

Equip Screen<br />

Settings<br />

Settings Screen<br />

Save <strong>Game</strong><br />

Exit <strong>Game</strong><br />

Brightness<br />

Master Volume<br />

Music Volume<br />

Save <strong>Game</strong> Screen<br />

Finish<br />

Title Screen<br />

Legend:<br />

Transition Arrow<br />

Transition Arrow<br />

with back button


5. Development<br />

5.5 Single-player demo overview<br />

This chapter will go over the single-player demo to be featured at the COMx08 exhibition.<br />

The <strong>Magnetic</strong> demo that will be featured at the COMx08 exhibition will introduce players to<br />

the games main protagonist Haylee Nestor, her personal story and one of the games<br />

antagonists Grandmaster S. The demo will run for approximately 10 minutes depending on<br />

player skill and will cover the key features of the game:<br />

- Prologue to Haylee Nestor<br />

- Introduction to the world of MRP-6F and the human capital Indelus<br />

- Navigating the world tutorial<br />

- Combat tutorial<br />

- Demo mission


5. Development<br />

5.6 Musical Scores and Sound Effects overview<br />

The sound can be split into two separate sections, diagetic and non-diagetic sound. Diagetic<br />

means the sound that would be generated by the world itself were it reality such as speech,<br />

footsteps or any other real world sounds. Non-diagetic sound relates to the sound that is<br />

outside of the world and this usually relates to the musical score but in a computer game<br />

context it can also relate to small jingles to show the player that they have picked up an item<br />

or any small sound effect such a clicking or shuffling sound of a cursor scrolling down a<br />

menu.<br />

5.7 Diagetic Sound<br />

The diagetic sound will include the voice acting for the character dialogue, all the sound<br />

effects for the character movement such as walking, running and weaponry use, gun fire,<br />

melee attacks and magic attacks, etc.<br />

The non-character based audio will include things appropriate to the context so if the level is<br />

based in the city there will be crowd chatter and traffic noises.<br />

5.8 Non-Diagetic Sound<br />

The music for this game will be predominantly designed and created using Reason 3.0<br />

because it is much more cost effective than using a full orchestra and allows for much more<br />

flexibility and control.<br />

The theme of the music, whilst not being played by an orchestra will be based on orchestral<br />

music because it is very effective at creating appropriate moods as apposed to relying on<br />

genres such as rock or techno which were sampled early on. This is also the case because<br />

the game is an RPG which as far as computer games go, are the most effective for applying<br />

a narrative and as such it is a genre convention to use orchestral music to aid the range of<br />

emotive elements in the story.<br />

There will be three separate movements of the score all based around a similar chord<br />

progression. The movements will be used respectively for the level, the menu and the trailer.<br />

The in game version that the player hears when they are playing the game will be quite quiet<br />

and subdued so as not to distract from the gameplay itself. The menu theme will be very<br />

similar to the level theme in its properties but it can afford to be a little louder and more<br />

flamboyant because it won‟t distract the player from any important information in the game.<br />

The trailer music will the most exciting because it is then the music really has to help sell the<br />

game therefore the most complicated exponents of the score will come out in the trailer<br />

music.

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