Magnetic - Game Design Document 1.13
Magnetic - Game Design Document 1.13
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.