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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 4
Introduction 5
What is Project: White? 5
Background and Setting 5
The Star System of Taurus – 1 5
Setting 6
Technology 6
Game Design 7
Game Types 7
Territorial 7
Push 7
BioMega 7
Three 8
Death Run 8
Sequential Map System 8
Weapons 9
Reloading & Clips 9
Accuracy 9
Weapon Usage 9
Other Noteworthy Items 10
Weapon Class Loadout System 10
Explosives 11
Standard Weapons 12
Options/Attachments 20
Player 21
Class System 21
Camera Movement 21
Cover Mode 21
Sprinting 21

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Design Document
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Health 21
Nano Probes 22
User Interface (UI) 23
HUD 23
Landing Page 23
Glossary 24

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Design Document
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Change Log
Name Date Comments
Bob Chatman 01/04/09 Removing link to inspiration video for Fenrir
Bob Chatman 12/21/08 Updated Weapon Specifications
Bob Chatman 11/26/08 Working on Weapons
Bob Chatman 11/10/08 Continuing work on the document, minor formatting tweaks
Bob Chatman 11/02/08 Continuing work on the document.
Bob Chatman 10/29/08 Continuing work on the document.
Bob Chatman 10/18/08 Continuing work on the document.
Bob Chatman 09/16/08 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
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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
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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

8 Walking
Sprinting
6
Jumping
4

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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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 Primary / Secondary Loadout Explosives


Light Sniper Rifle + 4 Reloads 4 Concussion Grenades
SMG + 7 Reloads 2 Trip Mines
Med Assault Rifle + 4 Reloads 6 Fragmentation Grenades
Pistol + 6 Reloads
Heavy MG + 2 Reloads 2 Trip Mines
SMG + 3 Reloads 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
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Standard Weapons

Pistols

Specification Value
Name P-88
Cartridge 11mm
Capacity 12 Rounds
Weight (Unloaded - Loaded) (25oz - 38oz) or (1.5625lbs - 2.375 lbs)
Firing Modes Single
Automatic (300rpm)
Sights None – IronSight
Effective Range Up to 45 meters
Attachments Silencer – Decreases accuracy and effective range
Flashlight – Decreases accuracy
Files 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 Value
Name KL-35 Valkylrie
Cartridge 11mm
Capacity 32 Rounds
Weight (Unloaded - Loaded) (xxoz - xxoz) or (7lbs - 11lbs)
Firing Modes Burst (5 round 400rpm)
Automatic (950rpm)
Sights None – IronSight
ACOG
Effective Range 10 to 60 meters
Attachments Silencer – Decreases accuracy and effective range
Flashlight – Decreases accuracy
Files WIP\bob_gneu\Models\SMG\maya\Tech90_Final-02.mb
WIP\bob_gneu\Models\SMG\maya\Tech90_World.ma

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Shotguns
Specification Value
Name SSS-42 ForkTongue
Cartridge Incindiary
Buckshot
Slug
Capacity 8 Rounds
Weight (Unloaded - Loaded) (xxoz - xxoz) or (8lbs - 12lbs)
Firing Modes Single
Sights None – IronSight
Effective Range Up to 30 yards
Attachments Flashlight – Decreases accuracy
Files WIP\bob_gneu\Models\Shotgun\maya\shotgun_world.ma

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Design Document
December 21, 2008

Rifles

Specification Value
Name M-48A Longbow
Cartridge Non Jacketed Round 9.42mm
Capacity 5 Rounds
Weight (Unloaded - Loaded) (xxoz - xxoz) or (12lbs - 19lbs)
Firing Modes Single
Sights ACOG
2x -5x Scope
Effective Range 30 to 140 meters
Attachments Bipod
Grenade Launcher
Silencer

Specification Value
Name SR1 Viper
Cartridge Non Jacketed Round 7.92mm
Capacity 5 Rounds
Weight (Unloaded - Loaded) (xxoz - xxoz) or (16lbs - 22lbs)
Firing Modes Single
Sights ACOG
2x -5x Scope
Effective Range 50 to 180 meters
Attachments Bipod
Silencer

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Assault Rifles

Specification Value
Name KL-75
Cartridge 7.62 x 39mm
Capacity 44 Rounds
Weight (Unloaded - Loaded) (xxoz - xxoz) or (11lbs - 19lbs)
Firing Modes Burst
Automatic (650 rounds per minute)
Sights None – Ironsight
ACOG
Effective Range 30 to 140 meters
Attachments Silencer – Decreases accuracy and effective range
Flashlight – Decreases accuracy
Grenade Launcher – Decreases Accuracy
Skeleton Key

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Design Document
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Machine Guns
Specification Value
Name MM3-66 Fenrir
Cartridge 11 x 62mm
Capacity 150 Rounds
Weight (Unloaded - Loaded) (xxoz - xxoz) or (28lbs - 42lbs)
Firing Modes Automatic (575 rounds per minute)
Sights None – IronSight
Effective Range 60 to 240 meters
Attachments Bipod
Recoil Control Butt Stock

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Sniper Rifles

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Design Document
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Specification Value
Name H2 Siphon
Cartridge 9 x 39mm
Capacity 12 Rounds
Weight (Unloaded - Loaded) (xxoz - xxoz) or (11.5lbs - 15lbs)
Firing Modes Single
Sights ACOG
2x - 5x Scope
Effective Range Greater than 100 yards
Attachments Flash / Sound Suppressor
Bipod

Specification Value
Name ATB 14mm Silkworm
Cartridge 14 x 68mm
Capacity 4 Rounds
Weight (Unloaded - Loaded) (xxoz - xxoz) or (24lbs - 39lbs)
Firing Modes Single
Sights ACOG
5x Scope
Effective Range Greater than 100 yards
Attachments Flash / Sound Suppressor
Bipod

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Rocket Launchers

Specification Value
Name Six Pack
Cartridge Self Propelled Rocket
Capacity 6 Rounds
Weight (Unloaded - Loaded) (xxoz - xxoz) or (11.5lbs – 29.5lbs)
Firing Modes Single
Automatic (120 rounds per minute)
Sights Scope Provided
Effective Range Greater than 40 yards
Attachments None

Options/Attachments
Name Weight Impact
Acog Scope 8oz Improved Accuracy when scoped
Bipod 1.325lbs Improved Accuracy when deployed
Recoil Control Butt Stock 5lbs Decreased Recoil Kick
Extended Clips N/A Increase Loadout Capacity by 20%
Skeleton Key 4lbs Decreased Accuracy
Inaccurate Shotgun Blast
Grenade Launcher 6-9lbs Decreased Accuracy
Reduced Recoil
Flashlight 3oz Reduced Accuracy
Silencer 4-12oz Reduced Accuracy
2x – 5x Scope 18oz 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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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 Location Notes


Weapon Name HUD Bottom Right
Weapon Ammo Count On butt or stock of weapon May be hidden on some weapons
Health HUD Bottom Left
Stance Hidden
Compass HUD Bottom Center
Resource Counter HUD Top Center
Waypoints Imposed on hud in middle of players view Color tweaked by players
Armor HUD Bottom Left
Other Weapons Hidden 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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Glossary
Term Definition
RPM Rounds Per Minute

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