Rocket Powered Hippo - Game Design Document

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A Rocket Powered Hippo Game

Ascension The Awakening Game Design Document

Document Authors: Louie Mitchell and Christopher Begley Document Version: 2.7


Table of Contents 1 Version Log ........................................................................................................................................... 7 2 Executive Summary ............................................................................................................................ 11 2.1 Copyright Information ...................................................................................................... 11 3 Product Overview ............................................................................................................................... 11 4 Game Description ............................................................................................................................... 11 5 Unique Selling Points .......................................................................................................................... 12 6 Special Features .................................................................................................................................. 12 7 Setting the Scene... ............................................................................................................................. 13 8 Game Modes ...................................................................................................................................... 15 8.1 Single Player ..................................................................................................................... 15 9 Project Scope ...................................................................................................................................... 15 9.1 Number of Levels.............................................................................................................. 15 9.1.1 Antare..................................................................................................................... 15 9.1.2 Ruins of Nyzal ......................................................................................................... 15 9.1.3 Port of Yagomir ...................................................................................................... 15 9.1.4 The Custodian Dunes ............................................................................................. 15 9.2 Number of NPC’s .............................................................................................................. 16 9.2.1 Village Elder............................................................................................................ 16 9.2.2 Botanist .................................................................................................................. 16 9.2.3 Engineer ................................................................................................................. 16 9.2.4 Hunter .................................................................................................................... 16 9.2.5 Number of Creatures ............................................................................................. 16 9.2.6 Number of Weapons .............................................................................................. 17 9.2.7 Number of Items .................................................................................................... 17 9.2.8 Number of Quests .................................................................................................. 17 9.2.8.1 Main Quests ............................................................................................ 17 9.2.8.2 Side Quests / Other ................................................................................. 17 9.2.9 Objectives............................................................................................................... 17 10 Gameplay and Mechanics .............................................................................................................. 18 10.1 Gameplay.......................................................................................................................... 18 10.1.1 Level progression ................................................................................................... 18 10.1.2 Mission / Challenge Structure ................................................................................ 18 10.2 Mechanics......................................................................................................................... 19 10.2.1 Camera Mechanics ................................................................................................. 19 10.2.1.1 Outdoors ............................................................................................... 19 10.2.1.2 Aiming ................................................................................................... 19 10.2.1.3 Crawling ................................................................................................ 20 10.2.1.4 Crouching .............................................................................................. 20 10.2.1.5 Indoors .................................................................................................. 21 10.2.1.6 Climbing ................................................................................................ 21 10.2.1.7 Running ................................................................................................. 21 10.2.2 Movement .............................................................................................................. 22 10.2.2.1 General Movement ............................................................................... 22 10.2.2.1.1 Walking .............................................................................................. 22 10.2.2.1.2 Running .............................................................................................. 22 10.2.2.1.3 Strafing ............................................................................................... 22

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10.2.2.1.4 Player Direction.................................................................................. 22 10.2.2.1.5 Jumping .............................................................................................. 23 10.2.2.1.5.1 Stationary ........................................................................................ 23 10.2.2.1.5.2 During Movement ........................................................................... 23 10.2.2.2 Other Movement .................................................................................. 24 10.2.2.2.1 Climbing ............................................................................................. 24 10.2.2.2.2 Crawling ............................................................................................. 24 10.2.2.2.3 BASE Jumping ..................................................................................... 24 10.2.3 Objects and Inventory ............................................................................................ 25 10.2.3.1 Picking up Objects ................................................................................. 25 10.2.3.2 Moving Objects ..................................................................................... 25 10.2.3.3 Inventory Grid ....................................................................................... 26 10.2.3.3.1 Storing Items ...................................................................................... 26 10.2.3.3.2 Grid System ........................................................................................ 26 10.2.3.3.3 Grid Access ......................................................................................... 26 10.2.3.3.4 Item Icons........................................................................................... 26 10.2.3.3.5 Item Combination .............................................................................. 26 10.2.3.3.6 Item Grouping .................................................................................... 26 10.2.4 Actions.................................................................................................................... 27 10.2.4.1 Switches ................................................................................................ 27 10.2.4.2 Timer Switches ...................................................................................... 27 10.2.4.3 Conversation ......................................................................................... 28 10.2.4.3.1 Interaction.......................................................................................... 28 10.2.4.3.2 Quest Giving NPC’s............................................................................. 28 10.2.4.3.3 Other NPC’s ........................................................................................ 28 10.2.4.4 Item Trading .......................................................................................... 28 10.2.5 Combat ................................................................................................................... 29 10.2.5.1 Weapon Selection ................................................................................. 29 10.2.5.2 Ammunition Selection........................................................................... 29 10.2.5.3 Weapons ............................................................................................... 30 10.2.5.3.1 Ancient short sword ........................................................................... 30 10.2.5.3.1.1 Basic short sword ............................................................................ 30 10.2.5.3.1.2 UPGRADE - Poisoned Blade............................................................. 30 10.2.5.3.1.3 Range .............................................................................................. 30 10.2.5.3.1.4 Damage over Time .......................................................................... 30 10.2.5.3.2 Altairon War Spear............................................................................. 31 10.2.5.3.2.1 Basic Altairon War Spear................................................................. 31 10.2.5.3.2.2 UPGRADE - Pronged Spear .............................................................. 31 10.2.5.3.2.3 Range .............................................................................................. 31 10.2.5.3.3 Dragon Breath Blunderbuss ............................................................... 32 10.2.5.3.3.2 Reload Time .................................................................................... 32 10.2.5.3.3.3 Firing Range..................................................................................... 32 10.2.5.3.3.4 Round Capacity ............................................................................... 32 10.2.5.3.3.5 Rate of Fire ...................................................................................... 32 10.2.5.3.4 Bow and Arrow .................................................................................. 33 10.2.5.3.4.1 UPGRADE - Scoped Bow.................................................................. 33 10.2.5.3.4.2 UPGRADE - Explosive Ammunition ................................................. 33 10.2.5.3.4.3 Reload Time .................................................................................... 33 10.2.5.3.4.4 Firing Range..................................................................................... 33 10.2.5.3.4.5 Accuracy .......................................................................................... 33 10.2.5.3.4.6 Capacity ........................................................................................... 33

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10.2.5.3.4.7 Rate of Fire ...................................................................................... 33 10.2.5.3.5 Weapon Damage Comparison Chart ................................................. 34 10.2.5.4 Ammunition Counter ............................................................................ 34 10.2.5.4.1 Reloading ........................................................................................... 34 10.2.5.4.2 Reload Bonus ..................................................................................... 34 10.2.5.5 Shield ..................................................................................................... 35 10.2.5.5.1 Replenishing the Shield ...................................................................... 35 10.2.6 Health Bar............................................................................................................... 36 10.2.6.1 Health Backup System........................................................................... 36 10.2.6.2 Damage Indicator .................................................................................. 36 10.2.6.3 Death ..................................................................................................... 36 10.2.6.4 Regaining Health via Items.................................................................... 37 10.2.6.4.1 Small plant ......................................................................................... 37 10.2.6.4.2 Large plant ......................................................................................... 37 10.2.6.5 Hunting.................................................................................................. 37 10.2.7 Light Mechanics ..................................................................................................... 37 10.3 Navigation ........................................................................................................................ 38 10.3.1 Compass Mechanics ............................................................................................... 38 10.3.2 World Map ............................................................................................................. 38 10.4 Journal .............................................................................................................................. 39 10.4.1 Overview ................................................................................................................ 39 10.4.2 World map and local area maps ............................................................................ 39 10.4.3 Quest and Status .................................................................................................... 39 10.4.4 Notes 39 10.5 Hint System ...................................................................................................................... 40 10.5.1 Amulet Hint System ............................................................................................... 40 10.5.2 Tutorial Hint System ............................................................................................... 40 10.6 Artificial Intelligence ......................................................................................................... 40 10.6.1 Human AI................................................................................................................ 40 10.6.2 Creature AI ............................................................................................................. 40 10.6.2.1 Neutral AI .............................................................................................. 40 10.6.2.2 Hostile AI ............................................................................................... 40 10.7 HUD Overview .................................................................................................................. 41 10.8 Items 42 10.8.1 World Items............................................................................................................ 42 10.8.2 Weapon Upgrade Items ......................................................................................... 42 10.8.3 Weapons and Key Items......................................................................................... 43 10.9 Enemies / Creature ........................................................................................................... 44 10.9.1 Grak 44 10.9.2 Stalker .................................................................................................................... 45 10.9.3 Zoamvore ............................................................................................................... 46 10.9.4 Tyragor (Grak Alpha) .............................................................................................. 47 10.9.5 Zektar ..................................................................................................................... 48 10.10 Creature Stats ................................................................................................................... 49 10.11 Screen Flow ...................................................................................................................... 50 10.11.1 Main menu screen flow ............................................................................... 50 10.11.2 Screen Descriptions ..................................................................................... 50 10.11.2.1 Main Menu.......................................................................................... 50 10.11.2.2 Options Screen .................................................................................... 50 10.12 Game Options ................................................................................................................... 51 10.12.1 Saving / Loading ........................................................................................... 51

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12

13 14

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10.12.1.1 Quicksave ............................................................................................ 51 10.12.1.2 Saving .................................................................................................. 51 10.12.1.3 Loading ................................................................................................ 51 10.12.1.3.1 From Main Menu ............................................................................. 51 10.12.1.3.2 In-Game............................................................................................ 51 10.13 Replay Value ..................................................................................................................... 51 10.13.1 Audio Drops ................................................................................................. 51 10.14 Easter Eggs........................................................................................................................ 51 Aesthetics / Styles .......................................................................................................................... 52 11.1 Art Competitive Analysis .................................................................................................. 52 11.1.1 Red Faction: Guerrilla............................................................................................. 52 11.1.1.1 Overview ............................................................................................... 52 11.1.1.2 Similarities ............................................................................................. 52 11.1.1.3 Why Ascension: The Awakening is Unique ........................................... 52 11.1.2 Borderlands ............................................................................................................ 53 11.1.2.1 Overview ............................................................................................... 53 11.1.2.2 Similarities ............................................................................................. 53 11.1.2.3 Why Ascension: The Awakening is unique............................................ 53 11.1.3 World of Warcraft .................................................................................................. 54 11.1.3.1 Overview ............................................................................................... 54 11.1.3.2 Similarities ............................................................................................. 54 11.1.3.3 Why Ascension is Unique ...................................................................... 54 11.2 Other Inspiration .............................................................................................................. 55 11.2.1 Magic the Gathering .............................................................................................. 55 11.2.1.1 Overview ............................................................................................... 55 11.2.1.2 Similarities ............................................................................................. 56 11.2.1.3 Why Ascension: The Awakening is Unique ........................................... 56 11.2.2 Dune 57 11.2.2.1 Overview ............................................................................................... 57 11.2.2.2 Similarities ............................................................................................. 57 11.2.2.3 Why Ascension: the Awakening is Unique ............................................ 57 Competitive Analysis ...................................................................................................................... 58 12.1 Fallout 3 ............................................................................................................................ 58 12.1.1 Overview ................................................................................................................ 58 12.1.2 Similarities .............................................................................................................. 58 12.1.3 Why Ascension: The Awakening is Unique ............................................................ 58 12.2 Uncharted 2: Among Thieves ........................................................................................... 59 12.2.1 Overview ................................................................................................................ 59 12.2.2 Similarities .............................................................................................................. 59 12.2.3 Why Ascension is Unique ....................................................................................... 59 12.3 Borderlands ...................................................................................................................... 60 12.3.1 Similarities .............................................................................................................. 60 12.3.2 Why Ascension is Unique ....................................................................................... 60 12.4 Final Competitive Choice .................................................................................................. 61 12.4.1 What is Different? .................................................................................................. 61 Controls .......................................................................................................................................... 62 13.1 Control Nuances ............................................................................................................... 63 Story Overview ............................................................................................................................... 64 14.1 The Present Day................................................................................................................ 65 14.2 Game Breakdown ............................................................................................................. 66 Characters ...................................................................................................................................... 68

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17 18 19

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15.1 Azaer (Player Character)................................................................................................... 68 15.2 Barnoth (Village Elder) ..................................................................................................... 70 Levels .............................................................................................................................................. 72 16.1 Antare (Level 1) ................................................................................................................ 72 16.1.1 Antare Overview .................................................................................................... 73 16.1.2 Antare Walkthrough............................................................................................... 73 16.2 Antare Concepts ............................................................................................................... 74 16.3 Ruins of Nyzal ................................................................................................................... 75 16.3.1 Ruins of Nyzal Overview......................................................................................... 76 16.3.2 Ruins of Nyzal Walkthrough ................................................................................... 76 16.4 Ruins of Nyzal Concepts ................................................................................................... 78 16.5 Ruins of Nyzal 2 ................................................................................................................ 79 16.6 Ruins of Nyzal Part 2 ......................................................................................................... 80 16.7 Port of Yagomir................................................................................................................. 81 16.8 Port of Yagomir Overview ................................................................................................ 82 16.9 Port of Yagomir Walkthrough........................................................................................... 83 16.10 Port of Yagomir Concepts ................................................................................................. 85 16.11 The Custodian Dunes– Final Level .................................................................................... 86 16.11.1 Custodian Dunes Overview .......................................................................... 87 16.11.2 Custodian Dunes Walkthrough .................................................................... 87 16.12 Temple Concepts .............................................................................................................. 89 60 Second Gameplay Example ....................................................................................................... 90 Concept Art..................................................................................................................................... 91 Staffing and Roles ........................................................................................................................... 96 19.1 Christopher Begley ........................................................................................................... 96 19.2 Louie Mitchell ................................................................................................................... 97 19.3 Sam Owen......................................................................................................................... 98 19.4 Adam Khoury .................................................................................................................... 98 19.5 Stephen Rhodes................................................................................................................ 99 19.6 Steven Matthews.............................................................................................................. 99 19.7 Additional Skills and Knowledge .................................................................................... 100 Figure List ..................................................................................................................................... 101

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1

Version Log Version Number

Date Modified

Description of Changes

Author(s)

1.0

24th July 2009

Overview The document was created with a draft cover and placeholder Introduction and Product Overview. Copyright Information was included but not filled out until further research on the subject has been undertaken. Headings outlining the rest of the document were created waiting to be filled in next refinement.

Louie Mitchell

Verified

Distributed to Team?

Yes

Via Dropbox

Christopher Begley

1.1

5th August 2009

Sections added Game description (first draft). Unique Selling Points. Special Features. Number of Levels. Number of NPC’s. Number of Weapons. Number of Quests.

Louie Mitchell

Yes

Via DropBox

1.2

30th Sept 2009

Sections added Weapon mechanics (first draft),

Louie Mitchell

Yes

Via Dropbox

1.3

8th Oct 2009

Sections added Weapons mechanics (Complete draft). Began movement mechanics.

Louie Mitchell

Yes

Via Dropbox

1.4

14th Oct 2009

Sections added Items. Plants. Upgrades. Item combinations. Help system (Amulet). Mission structure.

Louie Mitchell

Yes

Via Dropbox

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Began enemies.

1.5

17th Oct 2009

Sections refined Number of levels based on level design refinements.

Christopher Begley

Yes

Via Dropbox

Louie Mitchell

Yes

Via Dropbox

Yes

Via Dropbox

Formatting Completely refined and updated document formatting. All correct fonts and styles. Sections added HUD. Game flow chart v1. Controls (first draft).

1.6

22nd Oct 2009

Sections refined Camera System. Strafing. Player direction Jumping. Climbing. BASE Jumping. Objects and inventory. Inventory Grid. Ammunition Counter. Shield. Health.

Christopher Begley

Several smaller sections refined. Sections removed Mechanics - Binoculars. - Traps. - Several weapon upgrades

1.7

14th Nov 2009

Comments

Christopher Begley

Added updated control layout and nuances. Updated production info, USP’s and special features. Updated item information. Added copyright information. Updated entire

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documents formatting and edited each section with new naming conventions. Added info on Dune. 1.8

1.9 – 2.0

2.0 – 2.2

2.3

th

15 November

nd

22 November

th

27 November

th

28 November

Comments

Louie Mitchell

Yes

Dropbox

Went over the entire document and edited each section to bring the document up to date, full enemy list and stats, items layout. Filled out art competitive analysis with World of Warcraft and Magic the Gathering. Comments

Louie Mitchell

Yes

Dropbox

Went through the whole document and inserted diagrams that were previously made and added ones that were missing. General housekeeping and updating. Data into tables where appropriate. Comments

Louie Mitchell

Yes

Dropbox

Added the figure list, boss creature overview, captions to pictures and some general formatting. Left a section open for 60-second walkthrough. Comments

Louie Mitchell

Yes

Dropbox

Completed a full and up to date item list. Continued housekeeping. Added graphs for creature comparisons and redid the graph for weapons. All text aligned to headers.

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Staffing and Roles from Production Document added.

2.3 – 2.7

th

30 November – th 10 December

Comments

Louie Mitchell

Yes

Dropbox

Fixing images. Housekeeping. Updating maps. Level Overviews.

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Executive Summary

Ascension: The Awakening is a project belonging to six University of Salford students. The project is part of final year studies on a BSc (hons) Computer and Video Games course. The game is a total conversion using Crytek’s Sandbox 2 editor and Cry Engine 2.

2.1 Copyright Information All work within this document remains the property of Rocket Powered Hippo and the University of Salford. Use of any of this document for personal gain without a license is strictly unauthorised. A more detailed view of copyright issues and contact details for Ascension: The Awakening can be found in the projects production Document.

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Product Overview

Name of Product: Ascension: The Awakening High Concept: One man’s awakening is the key to survival Genre: Adventure / Survival Players: Single Player Main Camera: 3rd Person (Over the shoulder) Platform: PC Target Audience: 16+ Violence Level: Mild, fantasy Environments: 4 levels, linear with small open areas

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Game Description

A world torn apart by disaster, a civilisation on the brink of extinction; welcome to Aurora. To save your home, a perilous journey lies ahead. It’s up to you to explore the abandoned, hostile wastelands below Antare. Gather the tools to take down the vicious creatures that have overcome the planet below and learn how to survive in the harsh environments. What will your journey uncover? Can you solve the puzzles that hide the secrets of the world? One man’s awakening is the key to survival. Aurora is depending on you.

Figure 1: Concept of Azaer, the main character in Ascension: The Awakening

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Unique Selling Points 

Explore a planet that has been untouched by humans for centuries. Ravaged by war, strange gravitational anomalies have suspended a world in the process of destruction.

Combat creatures each with their own strengths and weaknesses. Knowing your enemy comes down to using the right weapon for the job.

Delve deeper into the game world and story through the many missions and side quests.

Uncover remnants of the people who lived a millennia go via audio communications littered around the games four levels.

Using the power of an ancient amulet, the player can protect themselves from many of the dangers in Aurora. Recharging the shield is only possible when near ancient technology left in the abandoned world.

Live to fight another day thanks to a health backup system that gives players an even standing against even the strongest hoard of enemies.

Communicate with your home village; players receive hints and advice from their father and other key characters during gameplay.

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Special Features 

A main quest spanning four unique levels.

Explore the remains of a once thriving society with its own secrets.

Four unique weapons to master each with their own upgrades.

Dynamic combat thanks to an over the shoulder camera system.

Take part in exhilarating BASE-jumping sequences.

Figure 2: Concept of the bridge in Antare

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Setting the Scene...

This is an extract taken from the Narrative document that puts all gameplay into context. For further narrative reference, please see the Ascension: The Awakening Narrative Document. Alternativley, click here for the Story Overview or see Page 64. “As the devastation reigned down upon Aurora, millions perished, society degraded as people just tried to survive the destruction. Without the guiding hands of the Custodians, people panicked and order was lost within minutes, within 24 hours, civilised culture had all but vanished. One settlement was different however, hidden within a mountain range, the peaceful city of Antare managed to endure the destruction wreaked upon by the sundering. The custodian of Antare had remained in his home due to illness when the council was called to the temple and so when he felt the earth shattering destruction, he immediately made plans to attempt to save his people. Although the Miran super weapon had struck the planet, the Altairon energy field had managed to absorb 60% of the weapons destructive force before collapsing, the weapon which should have ripped the planet apart simply struck the surface and caused enormous amounts of tectonic movement and shifting. Although still devastating to the people of Aurora, it meant that their planet would not die and them along with it. As the only remaining custodian gazed upon the destruction, he formulated a plan which would save his people and preserve their way of life. The ground around Antare began to crack and groan with the increased tectonic pressure, soon the ground would erupt and swallow the settlement killing all who dwelled there. The Custodian used what technology he could and his ability to command it and tore the settlement out of the ground, the immense energy lifted the settlement into the air and away from the danger of earthquakes and lava eruptions. As it gained altitude, the momentum slowed until the enormous chunk of rock and earth would not rise any further. The settlement was high in the air, people were able to look past the mountain range which once surrounded and looked down upon their small building. As the custodian remained focused on holding the village in the air, the townsfolk rushed to create great chains with which to anchor their village to the mountains. With the chains completed and the anchors burrowed deeply into the mountains, Figure 3: Aurora after the Sundering

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the custodian lowered the power on the Altairon gravity system and rested. With their homes safe from any immediate danger, the Malakai had to sit and watch from a distance as the rest of their civilisation tore itself apart through inner turmoil and survival instincts taking over. Week after week the fires and earthquakes lessened and the people of Antare attempted to communicate with the other settlements but none responded. The survivors were grief stricken at how many of their brothers and sisters had perished in this horrible event. As a sign of respect to the dead they renamed themselves the ‘Eridani’ meaning the survivors, to show to the world that they were once part of a much greater and larger society until this moment when nearly all was lost.�

Figure 4: An early concept of what the houses could look like after being rebuilt.

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Game Modes 8.1 Single Player Ascension: The Awakening features only one gameplay mode known as “story mode”. In story mode the player takes part in the main plotline by travelling through the world of Aurora, surviving the harsh environments and creatures, solving its puzzles and uncovering the dark secrets.

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Project Scope 9.1 Number of Levels There are four individual levels in Ascension: The Awakening.

9.1.1 Antare Home to the main character Azaer, Antare is a floating island in the sky. The island is also home to all the main NPC’s in the game including Barnoth and Galen. The Antare Level can be viewed here, or on page 72.

9.1.2 Ruins of Nyzal Below the floating island of Antare are the ruins of Nyzal. The region contains a solar energy field as well as access to two of the games levels, the Port of Yagomir and the Custodian Dunes. The Ruins of Nyzal Level can be viewed here, or on page 75.

9.1.3 Port of Yagomir An area once busy with sea trade has now fallen into darkness. Dangerous creatures roam the streets of Yagomir at night looking for prey. The post has a lighthouse and mayors office to explore. The Port of Yagomir Level can be viewed here, or on page 81.

9.1.4 The Custodian Dunes Beyond the Custodian Dunes lies a huge temple known as the Aiur. This level builds up to the temple with a dangerous trek through the temples grounds. The Custodian Dunes Level can be viewed here, or on page 86. Figure 5: A few plants that can be found around the environments in Aurora

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9.2 Number of NPC’s There are four main NPC characters on Antare the player can interact with. Each main NPC has their own building in which they reside. To read an overview of the main characters, please click here or go to page 68. To view some character concept art, please click here or go to page 91.

9.2.1 Village Elder The Village Elder makes the important decisions about how Antare is run and makes sure the peace is kept. The elder also has access to documentation and secrets left behind from centuries ago.

9.2.2 Botanist The botanist runs a large greenhouse in Antare providing food for villagers without rooftop gardens. She also provides knowledge on natural herbs and medicines.

9.2.3 Engineer The techie runs all of the left over and pieced together machinery on Antare. He can provide upgrades to weaponry for hunters and fix any technical difficulties around the village.

9.2.4 Hunter The hunter kills the flying creatures that have become widespread since the attacks centuries ago. The meat can be shared between the villagers. The hunter is also the only person to have access to weapons on the island.

9.2.5 Number of Creatures There will be 6 main creatures that the player will encounter in Ascension: The Awakening.      

Grak Grak Alpha Stalker Zoamvor FLYING TO CHANGE Boss Creature

A more detailed look at the creatures can be found here or on page 44.

Figure 6: Concept of a Grak found on Aurora's surface

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9.2.6 Number of Weapons There are four weapons available to the payer in Ascension: The Awakening. They are as follows:    

A Ancient short sword A Altairon war spear A Dragon breath blunderbuss A Hawk string bow

Each weapon has at least one upgrade detailed later in the game mechanics section. For a more detailed look at the weaponry available in Ascension, please click here or go to page 30.

9.2.7 Number of Items

Figure 7: A Dragon Breath Blunderbuss

early concept The player has a handful of items at their disposal. There is a main healing plant and two plants that add additional abilities to weapons. Players also locate quest specific items and audio drops that give the player the world’s history from the perspective of one individual.

For a full list of items found in Ascension, click here or go to the Items Overview on page 42.

9.2.8 Number of Quests 9.2.8.1

Main Quests

There are 8 main story quests in Ascension. These can be found in the Levels section of the document.

9.2.8.2

Side Quests / Other

There are 4 side quests that take players away from the main storyline to find out about Aurora and its history. More details can be found in the Levels section of the document. Please see the Game Breakdown section for more details on Ascensions quests. It can be found here or on page 66

9.2.9 Objectives The main objective of Ascension: The Awakening is to locate a new power source for Antare which is located on the ruined surface of Aurora. As the game progresses, the player uncovers secrets which will dramatically change the objectives for the remaining time spent on Aurora. To see a specific breakdown of objectives for each level please refer to the Levels section of the document or go to page 72.

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10

Gameplay and Mechanics

10.1 Gameplay 10.1.1

Level progression

10.1.2

Mission / Challenge Structure

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10.2 Mechanics 10.2.1

Camera Mechanics

10.2.1.1

Outdoors

The camera in outdoor locations will be a standard 3rd person view. The screen will be centred on the player character.  Mouse movement in the horizontal axis will pan the camera 360° around the players location.  The player character will always face where the camera is pointing.  Mouse movement in the vertical axis controls the cameras pitch. The degrees of rotation for pitch are restricted to 45° in either direction. Figure 8: 3rd Person Perspective Camera

10.2.1.2

Aiming

When the player right clicks, the camera zooms from the standard 3rd person view to an over-theshoulder shot. The over-the-shoulder shot rests just above the players’ right shoulder and centres the aiming reticule on the screen. Players now have a clearer view of their target and can use the mouse to aim. Figure 9: Aiming in Over-the Shoulder View

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10.2.1.3

Crawling

The player can press the ‘C’ key to enter crawling mode. When the player enters a tight space, the camera switches to a 1st person view. Players can use the mouse to direct the character through tight environments. Figure 10: Crawling View

10.2.1.4

Crouching

If the player is taking cover by crouching behind an object, they can still enter aiming mode by right clicking to switch the camera to an over-the-shoulder shot. Pitch of the camera is now restricted to a 45° up and 20° down position. Figure 11: Couching behind cover

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10.2.1.5

Indoors

The camera indoors will still use a standard 3rd person view. The camera will detect walls automatically and move closer to the player in tight spaces.

10.2.1.6

Climbing

When the player starts climbing, the camera will again go into a 1st person view. The player cannot look around using the mouse when climbing ladders.

Figure 12: Climbing in first person view

10.2.1.7

Running

The camera will shake when the player is sprinting heightening the sense of immersion and excitement.

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10.2.2

Movement

For gameplay controls, please see the Controls section of the document or turn to page 62.

10.2.2.1

General Movement

10.2.2.1.1 Walking Walking is the default speed the player moves at. The speed will be set to 2.5mph. Players use the “W” key to move in a forward direction and the “S” key to walk backwards.  

Exploring small areas and building interiors Basic exploration around the landscape

10.2.2.1.2 Running Running is the fastest speed the player can travel at. Running is set to a speed of 9mph. Running is archived by holding the “Shift” key along with the forward (W) key. Running is used for:   

Traversing larger rural environments Reaching timers in puzzles Escaping and avoiding powerful enemies

10.2.2.1.3 Strafing Players can use strafing during enemy encounters to dodge attacks and circle an enemy (in combination with the mouse directional controls). Strafing is mapped to the “A” (strafe left) and “D” (strafe right) keys. Players move at a speed of 2.5mph while strafing.

Figure 13: Sidestep (strafing) 1m in either direction

10.2.2.1.4 Player Direction The player uses the mouse for orientation during gameplay. Orienting the camera in conjunction with the “W” moves the player in a desired direction.

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10.2.2.1.5 Jumping 10.2.2.1.5.1

Stationary

The player can jump 0.7 meters in the air while stationary. Jumping is mapped to the “Space” key.

Figure 14: Standing jump height

10.2.2.1.5.2

During Movement

The player can jump while moving a distance of 1.5 meters. Jumping is achieved with a combination of the “Space” key and the movement keys. Jumping over a distance is used for:  

Getting over small gaps in terrain Avoiding enemy attacks

Figure 15: Running Jump Distance

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10.2.2.2

Other Movement

10.2.2.2.1 Climbing Ladders are used to climb on the roofs of buildings and other structures. Players can climb a ladder by pressing the default use key (assigned to the “E” key). 

When climbing the games camera enters a first person viewpoint.

10.2.2.2.2 Crawling Players can crawl during gameplay.    

Crawling reduces the players movement speed to 1mph. Crawling is used primarily for accessing secret areas within the world. Crawling is mapped to the “C” key and requires the player to toggle between crawling and standing upright. Crawling switches the camera to first person when navigation tight spaces.

10.2.2.2.3 BASE Jumping During a specific section of gameplay the player enters a BASE Jump. These jumps will drop the player into different locations within the wasteland level (dependant on the players progression). During these sequences the player will have some minor movement to view their surroundings during the drop. Pressing the “SPACE” key during a BASE jump opens the player’s parachute.

Figure 16: Base Jumping

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10.2.3

Objects and Inventory

10.2.3.1

Picking up Objects

When the player comes across an object that they can interact with or collect, an icon appears on screen indicating this to the player. The player presses the use key (assigned to the “E” key) to perform this action. 

Items picked up are contained in the inventory (page 26)

Figure 17: Pick up items using the E key

10.2.3.2

Moving Objects

The player character can move certain objects. The player approaches the object, holds down the use key (assigned to the “E” key and then can push and pull the object around the environment in conjunction with movement and strafing controls (“A,S,D,W” keys).

Figure 18: Pushing a rock to gain access to higher locations

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10.2.3.3

Inventory Grid

10.2.3.3.1 Storing Items Items are added to the inventory using the “use” key (assigned to the “E” key). Items are contained within the inventory screen until used by the player or given to an NPC.

10.2.3.3.2 Grid System Items are displayed in a grid Items are displayed in the order which the player obtained them in. The 4 x 3 grid holds up to 12 items.

10.2.3.3.3 Grid Access The player can bring up the inventory at any point during the game. Holding down the “Q” key brings up the inventory screen and releasing the “Q” key closes the inventory.

10.2.3.3.4 Item Icons Items added to the inventory are visually represented by icons in the grid. Once the player collects the same item twice, a small number multiplier is added to the icon (the x3, x4 and so on).The player can carry a maximum of 10 of each item collected.

10.2.3.3.5 Item Combination Items that can be combined are done automatically in the inventory grid.  

Players must choose whether it is worth obtaining the item for it to be combined. Before items are combined, a player must “learn” what can and cannot be combined.

10.2.3.3.6 Item Grouping Items are grouped according to type, for example plants are grouped together as is ammunition.

Figure 19: Simple diagram showing how the inventory is opened and how items are combined

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10.2.4

Actions

10.2.4.1

Switches

Switches are activated using the “use” key (assigned to the “E” key).   

The player is required to be in close proximity to activate a switch. An icon appears similar to picking up an item to prompt the player to perform this action. Some switches will be deactivated until the player completes a desired action.

10.2.4.2

Timer Switches

Some switches are on timer mechanisms. The player will have a set amount of time to complete an action after the switch is activated. After the time is expired, the switch is reset and has to be pressed again.

Figure 20: Pressing the 'E' key will activate switches and buttons

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10.2.4.3

Conversation

10.2.4.3.1 Interaction Players engage any NPC in conversation using the “use” key (assigned to the “E” Key).   

A talk icon appears on screen if an NPC can be interacted with. A pop up window displaying the dialogue is displayed on screen. Pressing the use key once again can skip conversations in progress.

10.2.4.3.2 Quest Giving NPC’s Quest givers have extended dialogue with the player. These conversations are fully voiced. Conversations are two way with the NPC and the player, however the player has no choice in the conversations direction. Quests assigned by an NPC are automatically added to the top of the “Quests” section in the player’s journal (page 39)

10.2.4.3.3 Other NPC’s Conversation with other NPC’s in the game is restricted to one or two lines of dialogue. These are fully voiced, however there is no two way aspect to the conversation like with quest givers.

Figure 21: Some NPCs can be talked to by using the 'E' key

10.2.4.4

Item Trading

When the player encounters particular quest givers, some items from the players inventory can be traded for weapon upgrades. This is handled through the programming, not a conversation tree. For example, if the player has item X and Y when talking to an NPC, those items will be replaced by item Z next time they open their inventory.

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10.2.5

Combat

10.2.5.1

Weapon Selection

Weapon selection is handled without a menu interface.    

Weapons are carried on the players back and can be cycled through using the middle scroll button on a mouse. When scrolling through the weapon selection window on the HUD displays the weapons as they are scrolled through. A light shimmer is also displayed on the weapon mesh as they are cycled through. Once the player has stopped scrolling and decided on a weapon it is automatically equipped.

Figure 22: Demonstrating the glow around the spear to notify that it’s going to be selected

10.2.5.2

Ammunition Selection

Any weapons that have the ability to swap out ammunition use the “Y” button. A weapon has to be equipped in order to change its ammunition.

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10.2.5.3

Weapons

10.2.5.3.1 Ancient short sword 10.2.5.3.1.1

Basic short sword

The player receives a basic short sword at the start of the game. This can be used for attacking weak enemies at close range.

10.2.5.3.1.2

UPGRADE - Poisoned Blade

The poisoned short sword is used to infect an enemy with life sucking poison. After the initial damage of the knife, the poison causes further damage over time. Poison damage lasts for a set amount of time depending on the enemy attacked.

10.2.5.3.1.3

Range

With the players arm span and the length of the machete, the maximum distance for the machete to be affective is 4ft.

10.2.5.3.1.4

Damage over Time

The poisoned blade will have an initial strike damage (see Weapon Damage Graph) and then take an additional 1% health every 2 seconds for a period of 40 seconds resulting in 20% damage over time.

Figure 23: One of the many machete concepts by Stephen Rhodes

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10.2.5.3.2 Altairon War Spear 10.2.5.3.2.1

Basic Altairon War Spear

The basic war spear allows players to keep enemies at good distance where they are more vulnerable to other weapons. The spear also causes some damage if used for a prolonged period.

10.2.5.3.2.2

UPGRADE - Pronged Spear

Players obtain a new spear in the games final level.

10.2.5.3.2.3

Range

The spear can reach a length of 9ft.

Figure 24: Ancient spear concept by Stephen Rhodes

Figure 25: Other spear concepts by Stephen Rhodes

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10.2.5.3.3 Dragon Breath Blunderbuss The Dragon Breath Blunderbuss is an old form of shotgun. It can be packed specific rocks located around the world. When loaded it fires the rocks out in much the same was as a shotgun. The player has unlimited ammo for the blunder buster if they can locate its unique rocks.

10.2.5.3.3.1.1

Spread

At exactly half distance, the spread of the projectiles will be approximately 1.2 meters. At the full 37 meters, the spread will be 1.5 meters, thus less affective.

10.2.5.3.3.2

Reload Time

The reload speed of the Dragon Breath Blunderbuss is 2 seconds. Because the player has to find specific rocks as ammunition, only a few shots can be fired at a time.

10.2.5.3.3.3

Firing Range

The Dragon Breath Blunderbuss has a firing range of 37m. It is a good medium range weapon capable of hitting many targets at once. The spread of the projectiles increases over distance making it more affective at close to medium range.

10.2.5.3.3.4

Round Capacity

The Dragon Breath Blunderbuss only fires 1 round per shot before requiring a reload.

10.2.5.3.3.5

Rate of Fire

The Dragon Breath Blunderbuss can fire 1 round every 3 seconds.

Figure 26: Dragon Blunderbuss concept by Stephen Rhodes

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10.2.5.3.4 Bow and Arrow The bow and arrow is the strongest weapon the player can use. It fires a single arrow over great distances piercing an enemy instantly. It is the only long-range weapon available to the player.

10.2.5.3.4.1

UPGRADE - Scoped Bow

The scoped bow increases the accuracy of the arrows by having a sharper reticule. This weapon replaces the basic bow and arrow.

10.2.5.3.4.2

UPGRADE - Explosive Ammunition

By combining the seeds from the Pyroflower plant with the arrows, the player can create an explosive arrow.

10.2.5.3.4.2.1

Blast Area

The explosive ammo has a blast area of 2m2.

10.2.5.3.4.3

Reload Time

The reload time on the bow and arrow is 1 second. This means that the player will have to line up their shot perfectly if they want to kill any creatures quickly. Because it is the most powerful weapon in the game, the 1-second delay will mean that the player cannot over use the bow and arrow.

10.2.5.3.4.4

Firing Range

The Bow and Arrow have a firing distance of 100m. It is the longest ranged weapon in Ascension.

10.2.5.3.4.5

Accuracy

The Bow and Arrow have a 97% accuracy rating. If used in experienced hands, the bow and arrow can instantly kill most creatures.

10.2.5.3.4.6

Capacity

The bow can only fire one arrow at a time.

10.2.5.3.4.7

Rate of Fire

The bow can fire 10 arrows every 10 seconds.

Figure 27: Old bow concept by Stephen Rhodes

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10.2.5.3.5 Weapon Damage Comparison Chart

Weapon Damage Comparison 120 100

Machete Poisoned Machete

80

Spear 60

Pronged Spear BlunderBuss

40

Bow and Arrow Scoped Bow

20

Explosive Arrow 0 Grak

Alpha Grak

Stalker

Zoamvor

Boss

Figure 28: Diagram demonstrating the damage each weapon causes to each creature

10.2.5.4

Ammunition Counter

The ammo counter is nested in the top right-hand of the screen.  

A silhouetted image of the weapon tells the player a weapon is selected. When a weapon is fired the image of the weapon has a gauge contained within that empties (from right to left).

10.2.5.4.1 Reloading While reload times vary for ranged weapons the mechanic for each reload is the same.  

The player presses the “R” key to reload a weapon once its ammunition is depleted. The ammo counter image’s gauge fills (from left to right) during reloading until full.

10.2.5.4.2 Reload Bonus Pressing the “R” key again during the reload cycle, at the right moment, gives that weapons ammunition a 10% damage bonus (only for the ammunition that is currently being loaded). On the ammunition counter a line is present that denotes when the player should press the key to activate the bonus.

Figure 29: When reloading, press 'R' over the grey area for a bonus

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10.2.5.5

Shield

The player has an energy shield that protects them from enemy attacks.    

The shield is ever decreasing. As players traverses the world and the shield depletes, its colour and glow strength denotes the shields state. When the aurora is at 80% full, an attack will be only 20% effective When the aurora is at 0%, an enemy attack will be at 100% power

10.2.5.5.1 Replenishing the Shield The aurora can be replenished by coming into contact with tech. Tech can be found lying around the environments and is identified with a glow.

Figure 30: Diagram demonstrating the shields glow at different states

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10.2.6

Health Bar

The health bar is a circular ring containing the mini-map and compass. The ring goes from a full 360° ring at full health and slowly recedes as the player takes damage. When the player’s health reaches 0% they die.

10.2.6.1

Health Backup System

Obtaining a large plant in the players’ inventory gives a backup for losing all the players’ health.   

Upon the players health reaching zero the large plant will replenish the player’s health to 100%. The player can carry a maximum of four large plants at any time. Any health backups are located in the inventory or indicated as a small health vile under the compass and health meter.

10.2.6.2

Damage Indicator

When the player is being attacked and taking damage, a red highlight will indicate the direction of the attack.

10.2.6.3

Death

When a player dies, the screen fades to black. The player is the respawned at the last checkpoint they reached.

Figure 31: Diagram illustrating the health bar and backup system

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10.2.6.4

Regaining Health via Items

10.2.6.4.1 Small plant The player can regain health by located a small plant that gives them 25% health recovery.  

These plants are located throughout the world and have a specific look to them. To use a small plant the player presses the “H” Key.

10.2.6.4.2 Large plant Large plants are automatically created when the player has obtained three small plants.  

10.2.6.5

These plants give the player 100% health recovery and are automatically used via the health backup system. Occasionally the player will find a large plant in the environment.

Hunting

Players can hunt small creatures roaming around the wastelands. Successful kills give the player items to upgrade their ammo and food to restore health.  

10.2.7

Animal meat can be consumed instantly and does not go in the inventory. Animal meat replenishes the players health by 10%.

Light Mechanics

The Stalker is sensitive to light and plays a different role in the Port of Yagomir.    

The level takes place at night Altairon lights turn on as the player walks past them A navigational puzzle takes place where the player has to wonder the streets at night and carve a path of light through the level. When the player walks too far into the light, a stalker grabs the player with their tongue while another attacks.

Figure 32: Path of working lights in the Port of Yagomir

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10.3 Navigation 10.3.1

Compass Mechanics

A compass is the player’s on screen navigation tool. Like a real world compass the pointer is always facing north regardless of the players positioning. Located within the compass face is a minimap that displays a local area map. Player orientation is displayed with an arrow on the compass.

Figure 33: Mock up of the compass mechanic and health bar.

10.3.2

World Map

A world map can be viewed within the players Journal (page 39)    

Areas already visited by the player are viewable on the world map. Uncharted areas are covered in clouds and displayed once the player has visited them. If players are asked to explore an area that has not been previously explored a darker cloud in a confined area of uncharted world is displayed to mark its location. Areas can be highlighted by the player and selected. As players explore the world locations are added to the world map automatically.

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10.4 Journal 10.4.1

Overview

The player carries a journal on their adventure. During the adventure players can open their journal and view various types of information.  

The journal is laid out akin to an old notebook; players flick between pages. To open the journal player press the “TAB” key.

10.4.2

World map and local area maps

The world map and local area maps are located within the Journal.  

The world map is the default page for the journal. Players can navigate to each local area map from the world map.

10.4.3

Quest and Status

Quest progress is laid out on two pages:  

On the left pages is the quest list. The top quest is the currently active mission. On the right hand side page is a quest progression list. Details of how a quest is progressing are detailed in sequence. Completed parts of a quest are faded so the player knows where they are up to.

Figure 34: Mock image indicating the journal and quest system

10.4.4

Notes

Any important information given to the player verbally, via audiotapes or documents located across the world are kept here. Navigation works the same as the quest status system. 

Any learn item combinations are also detailed here.

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10.5 Hint System 10.5.1

Amulet Hint System

The ancient amulet the player character carries doubles as a communication line between the player and the games elder. During gameplay the elder will talk to the player via a voice over with suggestions about what to do next.

10.5.2

Tutorial Hint System

The player is given hints about gameplay via an onscreen hint system. These hints are used when the player obtains a new weapon, or enters a new gameplay scenario.

10.6 Artificial Intelligence There will be two sets of AI types in Ascension; Human and Creature.

10.6.1

Human AI

All human NPC will be ‘friendly’. Quest givers will engage the player in conversation and sometimes trade items. Other human NPCs will walk around Antare on paths and sometimes talk to themselves or each other. They cannot be engaged in conversation but might give glues to secret areas in the world or talk about the back-story of Antare.

10.6.2

Creature AI

10.6.2.1

Neutral AI

Neutral AI will be used for creatures that have not spotted the player. They will walk around set paths until the player is spotted in which case they will change to Hostile AI.

10.6.2.2

Hostile AI

Each particular creature will have its own individual hostile behaviour AI. See page.....for each particular creatures attack. Once hostile AI has been triggered, all the creatures in that area will attack the player until they are either defeated or have killed the player.

Figure 35: Some amulet concepts. This will guide the player throughout the game

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10.7 HUD Overview

Figure 36: HUD concept taking the above mechanics into account

1. Player and shield status. (Shield Mechanics on page 35) 2. Health bar (Health Mechanics on page 36) 3. Map (Map and Journal Mechanics on page 38 and 39) 4. Health backup (Health Mechanics on page 36) 5. Weapon and ammo (Weapons and Reloading on pages 30 and 34) 6. Inventory (Inventory Mechanics on page 26) 7. Attack direction (Health Mechanics and Enemies on pages 36 and 44)

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10.8 Items 10.8.1

World Items

Item Small Edible Plant

Description   

Large Edible Plant

 Bamboo Plant

Loose Rocks

 

Audio Drops

 

This small plant was commonplace before the orbital bombardment of Aurora. The plant now grows sporadically across the planet. The plant can be eaten to give players 25% of their maximum health (page 36). Rare even before the orbital bombardment these plants are found in rare instances due to their once valuable nature. These plants are used to give player 100% of the health back in the games health backup mechanic (page 36) The bamboo plant is made of hard wood and can be collected to be used as arrows (page 33).

All levels

Loose rock piles can be found scattered around all levels. Each time the player collects them they receive 20 rocks to use with the blunderbuss (page 32) Recorded audio from past civilisations can be found scattered around Aurora. They give an indication of what the world used to be like, what went wrong and can also hint about hidden locations or passwords. Collectibles in the game adding replay value and rewards (page 51)

All levels

10.8.2 Weapon Upgrade Items Item Pyroflower

  

Poison Weed

 

Broken Telescope

Location

Rare, but in all levels

The plant can be found on all levels but only becomes useful when the player receives the bow and arrow in the Port of Yagomar.

All levels

Description

The Pyroflower can be combined with arrows to create explosive ammunition. Pyroflowers are identified by a red glow. For every Pyroflower collected the player obtains five explosive arrows. The poison weed is used to upgrade the player’s machete. The poison is applied to the blade automatically upon being collected and remains a permanent upgrade for the remainder of the game. The broken telescope upgrades the bow to a scoped bow.

Location Final levels (The Aiur)

Ruins of Nyzal (Second level)

Port of Yagomar

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10.8.3 Weapons and Key Items Item Description

Location

Knife

 

The knife is used for collecting plants The knife can damage small and close enemies

 

Spear

 

The spear is a short range weapon It can damage enemies and keep them at a safe distance

 

Energy Cores

Tech Scraps

All Levels

Blunderbuss

Energy cores are the source of power for the generators on Antare Pieces of ancient scrap technology refill the players shield A shotgun type weapon that fires anything that can be loaded into it; namely the small rocks scattered around the environments

Level 1 (Antare) The player has access to the knife from the beginning of the game. Level 1 (Antare) The player is given the spear by the hunter in the combat tutorial All Levels

Level 3 (Port of Yagomir) The player finds the Blunderbuss at the rd beginning of 3 level. The bow and arrow is given to the player on return to Antare from the Port of Yagomir The spear is upgraded on return to Antare

Bow and Arrow

The bow and arrow is the only long range weapon the player has

Tech Spear

 

The tech spear is an upgraded spear It is more powerful as it harnesses the technology of the Altairon race

Figure 37: Some machete concepts

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10.9 Enemies / Creature 10.9.1

Grak

Overview: The Grak is a small, fast creature who attacks in large numbers, usually 6 – 12. They attack using a long, spined tail and can also cause some damage through biting and scratching. Speed Damage Weakness Range

8 mph 5% per hit Dragon breath blunderbuss 2m

Figure 38: Grak creature concept

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10.9.2

Stalker

Overview: The stalker is sensitive to light and hide in shadows waiting for prey to wonder past. A stalkers tongue has a large reach which can grab enemies allowing other stalkers to attack with their claws. Speed Damage Weakness Range

20 mph 20% Ancient short sword 15m

Figure 39: Concept of the Stalker creature found in the Port of Yagomir

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10.9.3

Zoamvore

Overview: The Zoamvor is a relatively agile creature which keeps its distance from the enemy and uses a ranged spitting attack. The spit contains an acid which instantly damages the player. They are often found travelling in groups of up to 5 and can surround an enemy easily. Speed Damage Weakness Range

15 mph 20% Hawk string bow 10m

Figure 40: Zoamvor concept

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10.9.4

Tyragor (Grak Alpha)

Overview: This is the boss creature found in the Custodian Dunes. It is a large powerful beast which can reach fast speeds after building up momentum. The spined tail and powerful arms are a dangerous combination for any prey that happens to stumble past the Tyragor. The Tyragor also has a ranged spitting attack which sprays an enemy with a deadly acid that burns the skin and makes the digestion process much easier. Speed Damage Weakness Range

30 mph 20% Spit, 40% melee Hawk string bow with explosive ammo 18m

Figure 41: The Tyragor, also known as the Grak Alpha

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10.9.5

Zektar

The Zektar are the main protein source for the villagers on Antare. They can be found flying all over Aurora and are hunted for food and clothes. The creatures are usually very weary of humans and keep their distance. Something has now changed and the creatures are frequently attacking Antare. The winged creatures swoop down on their opponent and pierce them with their strong talons. A group of Zektar are especially deadly, teaming up and surrounding the enemy. Speed Damage Weakness Range

12 mph (air) 5% melee Spear, knife 5m

Figure 42: Zektar; a flying creature found on Aurora

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10.10

Creature Stats

Creature Stats 50 45 40 35 30

Speed (MPH)

25 20

Melee Attack (HP)

15 10 5

Range Attack (HP)

45

20 8 0 5 2

20

15

5

15

20

30 30

25

Range (m) 18

10

12 0 5 5

0 Grak

Stalker

Zoamvore

Zektar

Tyragor (Boss)

Figure 43: A bar chart demonstrating the main attributes of each creature

Figure 44: Early concepts for the Stalker

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10.11

Screen Flow

10.11.1 Main menu screen flow

10.11.2 Screen Descriptions 10.11.2.1

Main Menu

At the main menu the player can select to start a new game or load a previously saved game. They can also access the options menu for additional game options.

10.11.2.2

Options Screen

On the options screen the player has four options.    

An audio option allows the player to edit the games master volume setting. The Video option allows the player to edit various video settings to create an optimum viewing setting. Control sensitivity and control layout can be accessed via controls option. Credits displays the games credits

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10.12

Game Options

10.12.1 Saving / Loading 10.12.1.1

Quicksave

Players can save the game at any point using the quicksave button, F5. If a player dies they will automatically start from the last quicksave. Quicksaves are useful to players at the beginning of tricky battles or puzzles.

10.12.1.2

Saving

The game will automatically save when the player leaves a level and enters a new one. In addition the game will save upon completing a quest or hitting a checkpoint during a level.

10.12.1.3

Loading

10.12.1.3.1

From Main Menu

From the games main menu the player can select ‘Load Game’ which displays several save files to choose from.

10.12.1.3.2

In-Game

Players wishing to load from the game have to pause the game and select ‘Load’ from the options menu.

10.13

Replay Value

10.13.1 Audio Drops Players can collect audio drops while exploring the world. Collecting audio drops unlock concept and 3D art viewable from the main menu. There are 12 audio drops hidden throughout Ascension: The Awakening. Players will be rewarded upon finding 3 audio drops giving four unlocks that become available to view in the journal. No Audio Drops 1-3 4-6 7-9 10 - 12

10.14

Unlockables Early concepts of characters Early concepts of environments Character renders Editor screenshots and environment renders

Easter Eggs

Various Easter eggs are hidden throughout Ascension: The Awakening. These range from images of the development teams friends and family to unusual audio samples and homage’s to famous video games.

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11

Aesthetics / Styles

11.1 Art Competitive Analysis 11.1.1

Red Faction: Guerrilla Title: Red Faction: Guerrilla rd

Genres: 3 Person Shooter, Sandbox Platform: PC, Playstation 3, Xbox 360 Developer: Volition Inc, Reactor Zero (PC) Original Publisher: THQ Year Released: 2009

11.1.1.1

Overview

Red Faction: Guerrilla is a sandbox game set on a terraformed Mars where every building and vehicle is fully destructible. The player plays from the 3rd person perspective with the objective of overthrowing the Earth Defence Force from mining all the natural resources from the planet and enslaving the workers.

11.1.1.2    

11.1.1.3    

Similarities

Set on an alien planet The worlds have different areas with their own unique look Rocky environments, which carve paths through areas Desolate, sandy landscapes

Why Ascension: The Awakening is Unique

Fight against strange alien creatures with unique abilities The world has more distinct, abandoned regions with remnants of past civilisations Gravity fluctuations in the environment create otherworldly vistas, strange rock formations, floating islands and dramatic changes in scenery Unlike Mars, Aurora hosts a wide variety of interesting plant life

Figure 45: Mountains on Mars directing the player (Brutalgamer.com)

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11.1.2

Borderlands Title: Borderlands Genres: First Person Shooter / Role Playing Adventure Platform: PC, Playstation 3, Xbox 360 Developer: Gearbox Software Original Publisher: 2K Games Year Released: 2009

11.1.2.1

Overview

“Borderlands™ sends up to four co-op players to the harsh frontier planet Pandora in search of a mysterious Alien Vault legend. Featuring a unique First Person Roleplaying Shooter gameplay, you'll customize your character as you explore and battle enemies in frantic FPS combat. Countless challenges, monsters, quests and weapons are waiting for you and your friends in online co-op or split screen at home.” http://www.borderlandsthegame.com/

11.1.2.2   

11.1.2.3   

Similarities

Both set on distant planets Rocky, dusty environments with small settlements Alien creatures

Why Ascension: The Awakening is unique

The world has more distinct, abandoned regions with remnants of past civilisations. Gravity fluctuations in the environment create otherworldly vistas, strange rock formations, floating islands and dramatic changes in scenery. Unlike Mars, Aurora hosts a wide variety of interesting plant life.

Figure 46: Borderlands combination of a hand-crafted environment with dangerous creatures. (videogamesblogger.com)

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11.1.3

World of Warcraft Title: World of Warcraft Genres: Fantasy, Massively Multiplayer Role Playing Game Platform: PC, Mac Developer: Blizzard Entertainment Original Publisher: Blizzard Entertainment Year Released: 2004

11.1.3.1

Overview

World of Warcraft is the largest massively multiplayer online role playing game in the world. With over 12 million players the game has a following as large as Lord of the Rings. The game is set within a fantasy universe but with a slight twist to the story unlike other fantasy worlds. One of the biggest causes to WoW’s success is its unique artistic style and vision. The game is incredibly colourful and each area varies in palette, theme and design. The races of Azeroth all have incredible character and aesthetics making them identifiable amongst their allies almost instantly.

11.1.3.2    

Outland is a dying planet, deep in space and millions of light years away. It’s home of the Orcs of Durotar A war on Outland was devastating and resulted in the legion being defeated but at a cost of tearing the planet apart.The strong gravity being the only thing holding the fragile planet together in any way. The environment is a rocky, broken wasteland full of dangerous creatures. The skies are full of stars, galaxies, planets and many moons. The strong colour palette of Outland is also similar to areas in Ascension. Each environment will have a distinct and unique style but still fit within the world vision

11.1.3.3    

Similarities

Why Ascension is Unique

Ascension has a much more scripted event system so although the areas and setting are quite similar, the activities the player will be undertaking are a lot more structured and guided. The monsters of Aurora are also a bit more terrifying and aggressive; the creatures in wow appear quite cartoony and are quite weak in comparison to the players they fight. The world of Outland is based more on survival than fantasy and magic. Ascension will have a more realistic style to its characters and environments. World of Warcraft is build with the mass market in mind. Ascension is focused more on gamers and therefore built using the CryEngine 2. The graphics will be superior in many areas, especially lighting.

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Figure 47: A strong colour palette in a dried and rocky world; Outlands in World of Warcraft. (aatwow.com)

11.2 Other Inspiration 11.2.1

Magic the Gathering Title: Magic the Gathering Genres: Fantasy Platform: Card Game Designer: Richard Garfield Original Publisher: Wizards of the Coast Year Released: 1993

11.2.1.1

Overview

Magic the Gathering is one of the oldest and greatest collectible card games. The game revolves around heroes known as “planeswalkers�, these magic sensitive beings could travel between planets through the multiverse, a dimension that tied all the planets together. The worlds of the multiverse are diverse and each unique in its own right. Each world has a specific theme and is full of unique cultures, history, monsters and environments.

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11.2.1.2  

The history of Zendikar is that the planet was torn apart by a magical event and so the world is broken and each continent of the planet is very different in terms of how it looks and what lives there, based on its level of destruction. The world is also full of ancient ruins from civilisations long extinct. The key similarity is that of exploration and discovery even if the end results may differ as do the objectives.

11.2.1.3  

Similarities

Why Ascension: The Awakening is Unique

Ascension is a blend of science fiction setting and fantasy setting, with the primary plot being very fantasy based, however the underlying story is more in the realms of science fiction. The world of Ascension is also void of any magic so to speak, the only thing that could be perceived as magic would be the power of the Altairon blood within the main character that allows him to activate and power ancient technology, including the pendant he wears.

Figure 48: Zendikar demonstrates floating rocks in a destroyed world, a smililarity to Ascension

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11.2.2

Dune Title: Dune Genres: Sci-Fi, Action Adventure Platform: Film Director: David Lynch Distributer: Universal Year Released: 1984

11.2.2.1

Overview

A rare spice known as Melange is found only on one planet in the known galaxy, Arrakis. The 1984 film centres on two families fighting for control of Melange mining operations. The natives of Arrakis await the arrival of a messiah who will lead a holy war against a sprawling galactic empire. A Duke and his family are sent to Arrakis to secure Melange mining, however the Duke is assassinated leaving his wife and son Paul to flee into the deserts of Arrakis. Paul and his mother befriend the planets natives and go into battle against his father’s killers and the empires ruler himself.

11.2.2.2    

Similarities

The planet Arrakis has no bodies of water just like Aurora. Large salt flats litter both planets indicating that the both planets once carried large bodies of water. There are only a handful of plants and animals on Arrakis similar to Aurora. Ascension: The Awakening has an abundance of colourful characters and unique locations similar to Dune.

11.2.2.3 Why Ascension: the Awakening is Unique 

  

Ascension: The Awakening focuses on a story of self-discovery where as Dune can be seen as a story of revenge and uprising against an oppressive force. The people living on Antare have no idea there is live beyond their planet unlike people living on Arrakis. Aurora has no material worth to the outsiders unlike Arrakis with its supplies of Melange. Aurora has been in a suspended state of destruction due to the gravitational fluctuations that occurred after the attack. Strange rock formations and floating debris little the environment. The slight cartoon look sets Ascension apart from its competitors. Figure 49: David Lynch's Dune. A sandy planet much like in Ascension

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12

Competitive Analysis

12.1 Fallout 3 Title: Fallout 3 Genre: Action Role Playing Game Platform: Windows PC, Playstation 3, Xbox 360 Developer: Bethesda Game Studios Original Publisher: Bethesda, Zenimax Media Year Released: 2008

12.1.1

Overview

“Vault-Tec engineers have worked around the clock on an interactive reproduction of Wasteland life for you to enjoy from the comfort of your own vault. Included is an expansive world, unique combat, shockingly realistic visuals, tons of player choice, and an incredible cast of dynamic characters. Every minute is a fight for survival against the terrors of the outside world – radiation, Super Mutants, and hostile mutated creatures. From Vault-Tec, America’s First Choice in Post Nuclear Simulation.” http://fallout.bethsoft.com/eng/info/overview.html

12.1.2     

Both Ascension and Fallout 3 are set in ruined, hostile environments Interactive NPC’s that send the player on quests Ability to quick travel to places that have been discovered Many side quests and activities Inventory management

12.1.3    

Similarities

Why Ascension: The Awakening is Unique

Use traps to hunt for food Greater emphasis on puzzles An inventory with the ability to combine resources and materials Weapons with their own unique upgrades Figure 50: Fallout 3's wastelands

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12.2 Uncharted 2: Among Thieves Title: Uncharted 2: Among Thieves rd

Genres: Action Adventure / 3 Person Shooter Platform: Playstation 3 Developer: Naughty Dog Original Publisher: Sony Computer Entertainment Year Released: 2009

12.2.1

Overview

“UNCHARTED 2: Among Thieves, is a pulse-pounding third-person action-adventure/shooter. Down on his luck, Drake is lured back into the treacherous world of thieves and mercenary treasure-seekers he had sought to leave behind. When a mysterious artefact propels Drake on an expedition to find the legendary Himalayan valley of Shambhala, he finds himself embroiled in a dangerous game of cat-and-mouse against a fugitive war criminal that’s after more than just the fabled riches of the lost city http://www.us.playstation.com/PS3/Games/UNCHARTED_2_Among_Thieves/Description

12.2.2   

Both Uncharted 2 and Ascension are 3rd Person Action and Adventure games with an emphasis on shooting and puzzle solving. A journal to keep quest notes and hints in Both primarily a single player, narrative driven experience

12.2.3   

Similarities

Why Ascension is Unique

While both games have a focus on shooting and puzzle solving, Ascension also has an exploration and survival experience running through Side quests will fill in missing parts of the narrative and give players a longer, deeper experience Upgradable weapons and an interactive inventory full of items collected from the various environments

Figure 51: 3rd Person Action / Adventure with Nathan Drake in Uncharted 2: Among Thieves

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12.3 Borderlands Title: Borderlands Genres: First Person Shooter / Role Playing Adventure Platform: Windows PC, Playstation 3, Xbox 360 Developer: Gearbox Original Publisher: 2K Games Year Released: 2009

12.3.1    

A vast alien world with unique geography Players customise weapons in Borderlands with millions of upgrades Ability to quick travel to places that have been discovered Side quests allow players to delve beyond the main story arc

12.3.2    

Similarities

Why Ascension is Unique

Unlike Borderlands players in Ascension have a more focused upgrade system, negating the risk of overwhelming the player. Ascension places less of an emphasis on weapon combat than Borderlands with puzzles as a core component Online and local multiplayer are at the centre of Borderlands gameplay, in Ascension players explore the world alone with a constant feeling of isolation. Players explore Ascension from a dynamic third person camera perspective.

Figure 52: A randomly generated weapon in Borderlands

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12.4 Final Competitive Choice Fallout 3 is Ascensions closest competitor. Both games have a deep, single player narrative driven experience with themes of survival and solidarity. The environments are too hostile to support humans; only deadly creatures survive. Managing inventories and weapons is crucial to both games. NPC characters act as quest givers, both for main missions and side quests.

12.4.1    

What is Different?

Hunting plays more of an active role in Ascension. Players must analyse the environment and set traps to capture food and survive. The inventory system, compared to Fallout 3, has the ability to combine items. The player can create new ammo rounds and upgrades to their weapons for use against different types of enemies. Puzzles are more cerebral and frequent. Gravity, physics and logic puzzles are the main types players will come across on Aurora. A shield, which acts as a damage modifier, has to be managed during gameplay. A low or non-active shield will put the player in great danger during battles.

Figure 53: Fallout 3 demonstrating the dangerous mutants of the derelict world

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13

Controls

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13.1 Control Nuances Key W S A/S C Shift

Space

E

Q

H R Y Z TAB

ESC

F5

Description This key is used to move the player in a forward motion. Players can switch in a running movement conjunction with holding the shift key. Players can move backwards slowly while pressing the S Key. Moving backwards allows the player to back away from attacking enemies slowly. The A and S Key are used to strafe left and right. This movement is useful to circle around enemies and avoid being cornered. The A and S Key are used to strife left, and right this movement is useful to circle around attacking enemies allowing players not to be cornered by attackers. Pressing the shift key in conjunction with the W key allows the player to enter a running speed. Players can run for seven seconds. Once seven seconds have passed the player must wait for a few seconds for running to recharge. Running is activated by holding the Shift key and stopped by realising the key. Players can perform a small jumping movement with a press of the Space Key, in addition the player can use the Space key in conjunction with the W key to perform a forward jumping movement to clear small distances. During BASE-jumping sequences pressing the Space key opens the players parachute. During parachute sequences the W, S, A and S keys are used to minor directional movement. The E key is context sensitive. Depending on the player’s situation the key changes its function. The keys main functions include interacting with objects, opening dialogue with NPC characters and picking up items. Viewing the players inventory is done with the Q Key. Pressing the Q Key once again closes the inventory. Players can view items collected and how many of each item they have. During play the H key is used to activate a small health plant. These plants are kept in the player’s inventory. The R key is used to reload a weapon when empty. In addition the key can be pressed at a specific time during a reload cycle to gain an active reload. Players can change between ammunition for particular weapons using the Y Key. Weapons with zoom ability use the Z key to activate a scoped targeting mode. Pressing the key again exits this mode. Pressing the TAB key opens the player’s journal. Navigation in the journal is achieved with the A / S keys to toggle through windows in conjunction with the W / S keys to scroll information contained within. Players exit the journal with the ESC key. The ESC key opens up the in game options menu. This allows the player to access options such as audio / video and Save / load features. The ESC key is pressed again to exit the in game options menu. The F5 key is used to offer the player a quick save function during play. Upon the players dead the game will resume where the player used the keys function.

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14

Story Overview   

   

  

Long before the events of our game the galaxy was populated by several advanced and powerful races. These races formed a coalition to ensure peace and stability throughout the galaxy. The eldest of these races was known as the Altairon. The Altairon were a very peaceful race who took it upon themselves to help other races grow and prosper and ultimately to welcome them into the galactic community. One of the other races in the coalition, the Miran, was a younger race and was invited into the coalition in order to be the militant peacekeepers. The Miran were an aggressive and headstrong race, and as such they wanted a large part to play in governing the galaxy. However the elder more enlightened races denied the Miran this request seeing them as too young and inexperienced to make such important decisions. The Miran high council were enraged by their allies’ perceived arrogance and began making plans to overthrow them and rule the galaxy by their own terms. The Altairon were sickened by this display of brutality and decided that in order to save the galaxy they would have to make the ultimate sacrifice. As the Altairon were losing more and more systems to the Miran they formed a plan to lure the Miran Armada to their birth star system and then cause the star to go supernova annihilating the Miran. Word of the tragic Altairon sacrifice spread throughout the galaxy as well as the news that the Miran war fleet had suffered a crippling blow. The other subjugated races cowed by threats of violence saw this noble sacrifice as a message to rise up against their galactic tyrants and took the opportunity to form a counter attack. As the devastation reigned down upon Aurora, millions perished, society degraded as people just tried to survive the destruction. Without the guiding hands of the Custodians, people panicked and order was lost within minutes, within 24 hours, civilised culture had all but vanished. One settlement was different however, hidden within a mountain range, the peaceful city of Antare managed to endure the destruction wreaked upon by the sundering. The Custodian used what technology he could and his ability to command it and tore the settlement out of the ground, the immense energy lifted the settlement into the air and away from the danger of earthquakes and lava eruptions. With their settlement safe, high amongst the clouds, the newly named Eridani began the long process of salvaging their once great society and culture. As the people of Antare began repairing their settlement and making sure it was stable and supported properly in the air attached to the nearby mountains which had not crumbled, the Custodian began to create machines which would make survival in the air a possibility. Figure 54: Aurora and its moon

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14.1 The Present Day    

Our game begins 2000 years after the event known as the sundering. The planet has begun to heal from the devastation; the climate is slightly more stable and the people of Antare have become adapted to their environment. After an attack of Zektar and a strange, devastating sandstorm hit Antare, most of the machines that help keep the Eridani alive are failing. Although the Zektar attack had been dealt with for now, the old man feared that it would not be the last of its kind; the usually peaceful species had become unusually aggressive in the last few months. Azaer could not truly believe what his father was telling him, the machines, the ancient technology which had provided Antare and its people with power, heat and water, were failing! The Zektar attack had occurred due to the ancient machines leaking power from micro cracks in their structure, caused by millennia of constant use and poor maintenance. The news was terrifying to Azaer, but what frightened him more was what his father now asked of him. The elder wanted his son to go down to the planet’s surface, where no Eridani had set foot in hundreds of years. His task was to explore the planet’s long abandoned settlements and ruins and try to find a replacement power source for the village’s vital systems. The four young men leapt off their home and began the rapid descent into the world of the unknown.

Figure 55: Galen the Technician

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14.2 Game Breakdown For a full, detailed plot and narrative description, please see the Ascension: The Awakening Narrative Document. This overview is to show how the game progresses alongside the story. Quest 1 – Battle the Sandstorm  Fight Enemies  Try to fix Machine

Quest 2 – Jumping Down  Speak to father  Speak to the NPC  Collect Weapons and Objectives  Jump off the HUB  Survive the Jump

Quest 3 – Find the power source  Search the surrounding area underneath hub  Follow power cables down valley  Gain access to solar field  Defeat mother - land shark  Charge up crystal

Quest 3A – Find weapon upgrade for machete (poison)

Quest 4 – Find a way home  Navigate to town hall  Fight and Defeat Creature  Activate light power source  Proceed to light house  Logic puzzle to activate teleporter  Return to hub

Quest 4A – Collect flowers for botanist (explosive ammo)

Quest 4B – Explore town hall

Quest 5 – Deliver power core  Speak to father  Deliver power core to tech

Quest 5A – Deliver plants

Figure 56: The broken generators on Antare

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Explosive ammo

Quest 6 – Access new teleporter site  Speak to father  BASE jump  Activate power nodes (1,2,3,4)  Open door  Use teleporter for temple access

Quest 7 – Explore nearby ruins  Collect pronged spear  Puzzle  Enter library  Light puzzle / BASE jump

Quest 8 – Find a way to the temple  BASE Jump  Boss Fight  Activate beacon / building

Figure 57: An early concept of the Eridani house

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15

Characters

The characters here are the player and the main characters they will interact with. For a full set of characters and details, please see the Ascension: The Awakening Narrative Document.

15.1 Azaer (Player Character) Name: Azaer Age: 19; considered an adult of the community Gender: Male Sexuality: Heterosexual Race/Ethnicity/Culture of Origin: Homo-Sapien of Terran ancestry; genetically modified through gene-tailoring and selective breeding; Direct descendent of the Custodians of Life. Religion: Ancestral worship and reverence of the ‘Ancients’. Social Standing: High social standing, in part due to his status as son of the ruling Elder. Also has the respect of the village for his hunting skills. Figure 58: The main character Azaer concept Occupation: Trained from childhood to be a leader and to fulfil a role forced upon him by circumstance. His every day role was that of lead hunter on Antare.

Education: Taught oral traditions relating to the history of his people; has limited access to remaining sources of knowledge in the world, namely his father and the failing technology of the village. Environment: Lives on a floating island village known as Antare. Isolated from the planet below, the environment of his home is safe, however resources are minimal. Ethics: Good at heart and looks out for the interests of others, sometimes at the expense of his own. Has a very strong survival instinct. Family: Has a strong role model in his father, who was generally too busy with maintaining the village to be a dedicated parent. Father is treated with reverence by the community, this has had a distinct effect on the impression he has. Outlook:

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Likes to rise to challenges and is constantly looking for more life experiences; thought of as quite adventurous and a bit of a dreamer by the community. Has a constant feeling that he was destined for greater things. Personality: The kind of person people have always turned to you when they need help getting things straightened out. Extrovert; A dreamer yet feels the pressure of his impending role as leader of the village. Physical Description: Being a descendent of the custodians, he is genetically superior to the normal Antare population. He is incredibly athletic and well built, 6ft 4� tall with broad, powerful shoulders. His eyes shine blue with a hint of silver betraying the knowledge that he carries which is far greater than for one of his age. Unique Physiology: The genetic tailoring done to his ancestors has resulted in an enhanced metabolism and immune system, increased muscle density, sharper senses and other unknown enhancements that lie dormant. He shares a relatively weak telepathic connection with his father and can operate ancient technology using his genetic past as a key. Skills: Has the required gene that makes him capable of utilising ancient technology; Proficient in a wide variety of survival and combat skills.

Figure 59: Azaer concept showing the traditional wear

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15.2 Barnoth (Village Elder) Name: Barnoth Age: 150 Gender: Male Sexuality: Heterosexual Race/Ethnicity/Culture of Origin: Homo-Sapien of Terran ancestry; genetically modified through gene-tailoring and selective breeding; Direct descendent of the Custodians of Life. Religion: Ancestral worship and reverence of the ‘Ancients’ head of ceremony and religious organisation as the village leader. Social Standing: Ruler of Antare and direct descendent of the Custodians. Revered as a demi-god amongst his people. Oldest and wisest person in village.

Figure 60: Village elder concept; Barnoth

Occupation: Leader of Antare, the last surviving settlement on Aurora. Is responsible for all decisions regarding the village and its people. He is also responsible for the passing and teaching of the Eridani history and culture. Being a descendent of the custodians, the elder can access and utilise Altairon technology although at a very basic level due to genetic dilution and weakness through the generations. Education: Genetically inherited most of his knowledge from his predecessors. Incredibly knowledgeable on issues regarding survival and spirituality Environment: Lives on a floating island village known as Antare. Isolated from the planet below, the environment of his home is safe, however resources are minimal. The water supply and major systems are maintained by constantly degrading ancient machinery. Ethics: Good at heart and looks out for the interests of others, sometimes at the expense of his own. Has a very strong survival instinct. Family: Strong role model in his father, who was generally too busy with maintaining the village to be a dedicated parent. Father is treated with reverence by the community, this has had a distinct effect on the impression he has. Outlook:

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Likes to rise to challenges and is constantly looking for more life experiences; thought of as quite adventurous and a bit of a dreamer by the community. A constant feeling that he was destined for greater things. Personality: The kind of person people have always turned to you when they need help getting things straightened out. Extrovert; A dreamer yet feels the pressure of his impending role as leader of the village. Physical Description: Being a descendent of the custodians, he is genetically superior to the normal Antare population. He is incredibly athletic and well built, 6ft 4� tall with broad, powerful shoulders. His eyes shine blue with a hint of silver betraying the knowledge that he carries which is far greater than for one of his age. Unique Physiology: The genetic tailoring done to his ancestors has resulted in an enhanced metabolism and immune system, increased muscle density, sharper senses and other unknown enhancements that lie dormant. He shares a relatively weak telepathic connection with his father and can operate ancient technology using his genetic past as a key. Skills: Has the required gene that makes him capable of utilising ancient technology; Proficient in a wide variety of survival and combat skills.

Figure 61: Barnoth concept in the traditional Eridani robe.

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16

Levels

16.1 Antare (Level 1)

Figure 62: Illustrator map of the hub level, Antare.

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16.1.1

Antare Overview

Environment: Antare is the village in the sky. To escape the unstable surface of Aurora, the surviving elders lifted the broken village into the air and secured it with giant chains. The Eridani learnt to become self-sufficient. They rebuilt their homes from left over materials and debris, grew plants and food on their rooftop gardens and used ancient technology to capture water vapour rising from the surface of the planet. The Eridani are survivors, a close and kind race that have several communal areas around Antare. The ground is dirty reddish brown and the sky is a deep purple. Wind rushes between the buildings and there is often cloud build up a few times a week. Time of Day and Weather: Morning / Midday. Cloudy, extremely windy, huge sand storm. Clears to a reveal a sunset. Music and Sound: Build up, fast passed and energetic during sand storm. Calm, wondrous and soft after the storm and builds up to the jump. Lots of extreme wind sounds, creatures, screams.

16.1.2

Antare Walkthrough

GAME START: 1. The Game begins with the player in their house with a giant sand storm hitting Antare. 2. The Hunter is with the player in their house. Suddenly a shake of the level makes the players character fall over. As they stand up the movement tutorial begins. 3. At the completion of the movement tutorial. Strange creature noises are heard outside the house. The Hunter asks the player in to check what the noises are. As the player exits the house they are attacked and thrown to the ground by a flying creature. 4. In a struggle the Hunter throws his weapons at the player. This initiates the Combat tutorial. 5. As the player completes the combat tutorial they will be positioned in front of the generator as it is being destroyed by one of the flying creatures. SCREEN FADES OUT SCREEN FADES IN 1. The player is now standing on the bridge with two other NPC, s that are ready to jump of the bridge. 2. The player’s father approaches the player and gives him a brief speech and finally how to use the parachute and its movements. 3. The Two NPC, s jump of the bridge and the player follows. As they are falling the two other NPC, s are killed by tornadoes and other environmental hazards. 4. The player now opens their parachute and after a brief moment it is struck by debris that is flying in the air. As the player plummets to the ground a sudden burst of energy slows them down until they reach the ground. 5. The Canyons level begins with no load. END OF LEVEL.

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16.2 Antare Concepts

Figure 63: Panoramic concept of Antare

Figure 64: Looking from a rooftop on Antare

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16.3 Ruins of Nyzal

Figure 65: Illustrator map of the Ruins of Nyzal

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16.3.1

Ruins of Nyzal Overview

Environment: The ruins of Nyzal were once part of Antare before the devastating attacks by the Miran. The landscape is now full of broken buildings and rubble. The strange gravitational anomalies that have been occurring since the attack suspend debris in the air surrounding the ruins. Strange rock formations appear in the deep, rocky valleys and the red, dusty earth blows through them in the wind. Towards the end of the Ruins is the great solar field; a relic of the technology that used to flourish over Aurora. Here was where the village received its power from. Huge metal trees up to 30 feet tall hold with many branches hold several large, circular solar panels. This forest of energy separates Nyzal from Yagomir. Time of Day and Weather: Sunset. A reddish, purple glow, long shadows. Occasional strong winds through the valleys. Music and Sound: Scarce, soft empty. A sense of loneliness. Possibly chimes to go with the wind.

16.3.2

Ruins of Nyzal Walkthrough

LEVEL START Main objectives:  Find tech scarp and energy cores.  Return to Antare. Secondary Objectives:  Investigate the fate of the other jumpers  Find the audio drops 1. At point 1 the player receives an intercom message from his father telling him the news about the other two jumpers. This initiates the compass, item collecting tutorial and finally the weapon upgrade tutorial. 2. The player then is told to explore the surrounding environment to find energy cores and tech to repair the generator. The player will find the bow and arrow on the body of one of his fallen comrades at point 2. 3. At point 3 the player will find huge locked gates indicating that they may come back here at a later date. 4. At point 4 the player finds an audio drop this begins the audio drop tutorial. At the completion of listening to the audio drop the inventory tutorial is given to the player. 5. At point 5 the player is attacked by a pack of Grak creatures. The player can fight and kill them all or simply move to higher ground. 6. At point 6 they will find the blunderbuss on the second fallen comrade. 7. At point 7 they will uncover their first upgrade piece for the bow and arrow, a telescopic sight. 8. On the way up the canyon winding path the player will find a audio drop explaining the power station and solar trees, this will be at Point 8. 9. At point 9 the player reaches their first puzzle and this initiates a brief tutorial that explains the way puzzles may work within the world.

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10. After completing the puzzle at point 9 the player enters the solar farm and is faced with a mini boss fight at point 10. This boss fight will be a simple creature that is slightly bigger and stronger to kill. 11. Once this is completed the player will be granted the main quest goal, the energy cores and tech scrap at point 11. 12. The completion of the main quest initiates the: return to Antare quest. 13. The player must now find a new way home. As the player travels towards the end of the level they will find and audio drop that tells talks about night creatures at point 12. 14. The player will leave the level to the Port of Yagomir at point 13. LEVEL END

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16.4 Ruins of Nyzal Concepts

Figure 66: Panoramic view of the solar fields in the Ruins of Nyzal

Figure 67: Rocky cliffs in the Ruins of Nyzal

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16.5 Ruins of Nyzal 2

Figure 68: Second time through the Ruins of Nyzal

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16.6 Ruins of Nyzal Part 2 LEVEL START Main objectives:  

Switch on the power lines to open the gates to the Teleporter. Teleport to the Aiur.

Secondary Objectives:  

Find any missing weapon upgrades Find the audio drops 1. At point 1 the player lands from the BASE jump from Antare. 2. The player moves to the Massive gates blocking the Teleporter to the temple, they find that the gate needs to be powered to open, the power lines similar to the ones in Yagomir are linked up to it. The player needs to link this area of the ruins with the Solar Field. 3. The player arrives back at the entrance to the solar field and must work their way back to the gates linking up the power lines, each time using the power core and switch puzzle. 4. At point 4 the player will be attacked by Grak, once defeated the player can move to points 4, 5, 6 turning on the power lines and fighting any Grak left. 5. Back at point 2 the Gates will be triggered to open up revealing the large staircase carved into the mountain up to the Teleporter. 6. At point 7 the player sees they have to cross a bridge to get to the Teleporter, they must be careful not to fall down as the bridge is very old and unstable. 7. At point 8 the player can pick up the last audio drop and teleport to the Aiur.

LEVEL END

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16.7 Port of Yagomir

Figure 69: Illustrator map for the Port of Yagomir

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16.8 Port of Yagomir Overview Environment: “The Great Lighthouse at Yagomir is a mix between new and old technology, using metals and materials created by the elders with the thousands of years old sandstone bricks. Located to the north of the port town it casts a shadow over the town, which is smaller and less finely crafted. From atop the Lighthouse the player can see the dried sea bed of the once Raging Sea, looking south over the town they can see the Entrance to the Tunnel to Aun’va and finally back towards the town of Antare near the Kraken Mountains. The solar trees power generation meant that the Power Hub on the outskirts of Yagomir closely links the Ruins of Nyzal to Yagomir and players only need to follow the power lines to reach Yagomir and vice versa. The Canyons in the area are red and orange with little vegetation; the few living things being the small Grak creatures live under the sand to escape the unbearable heat. The port town of Yagomir was once a small fishing village linked to the Great Lighthouse and made even more important by the Power Hub on the outskirts. However the Sundering changed that, the sea dried up and inhabitants died off leaving a ghost town. When the town’s inhabitants moved out the creatures moved in to take over. The Grak Roam the streets during sunlight hours, however when the sun goes down the Stalkers roam the town looking for prey to devour.” Time of Day and Weather: Sunset to night. Dark, cold and windy. Flickering lights, moon reflecting of the surfaces of the houses. Music and Sound: Near silent, slow build up, suspenseful. Stalker screams and attacks, crescendos. Theme fades back in towards the lighthouse.

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16.9 Port of Yagomir Walkthrough LEVEL START Player Main Objective: 

Reach the lighthouse

Secondary Objectives: 

Gather Narrative Drops

Turn on the power to the Town

Gather plants for herbalist

1. Player enters the level at Point 1 which is a continuation of the Solar Field from the Ruins of Nyzal. 2. The player immediately encounters five Grak which start to attack the player. 3. The player then kills the Grak, once this has happened they should notice the glowing blue pipelines akin to the Pipelines in the Ruins of Nyzal, they must switch on the pipeline linking it to the power relay station. The first pipeline to turn on is point 2. 4. The player then follows the solar panels and at Point 3 can turn off onto a small side path will find the Blunderbuss. 5. Moving back to the central path the player at Point 4 then turns left up the canyon to the watch point overlooking the town, seeing it pitch black with no power working the player must retreat back down the hill to find a way to power the town. 6. The player follows the pipelines into the eastern side of the canyons section at point 5 and continues switching on the pipelines until they encounter the main power station. 7. At point 6 the player will complete a simple energy based logic puzzle to restore emergency power to the town. This power will now allow the player to enter the town area. 8. At point 7 the player must deal with a navigational problem, they have to stay in the light or else the enemies will hurt them. The player can last 5 seconds in the dark before death. 9. At point 8 the player has to turn on the first power switch to keep the light on in the areas they have just passed through. However once turned on the player is attacked by a creature which has been stalking them since entering the town. The player must hit the creature Twice and then it will scatter off back into the dark 10. The player must navigate their way through to point 9 where they will be attacked again by the creature once they turn on the switch. The creature will run away after three hits this time. 11. At points A and B the player can run into the gardens to collect plants for the herbalist. 12. At Point 10 the player has to turn on the third power switch to keep the light on in the areas they have just passed through. However once turned on the player is attacked again by the creature. The player must hit the creature Four times and then it will scatter off back into the dark. 13. The player will then run into the town square at Point 11, in front of them will be major civic buildings of the town. The creature in a final attempt at stopping the player will charge into them and force a fight, this time after five hits the creature will die. 14. With the lights on the path to the lighthouse not working the player must enter the civic building to try and turn on the lights. The player must complete a picture puzzle in the

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15. 16. 17. 18.

mayor’s office at Point 12 to access controls for the Lighthouse, the player turns on power to the lighthouse. Once the player has completed the puzzle the power will come on in the town and the player can move around move freely. Before leaving the building the player can pick up the three narrative drops in the three rooms. Once the player leaves the Civic building they are attacked again by small enemies which they have to defeat to progress up the winding path to the lighthouse. Once inside the lighthouse at point 13 the player must match the correct numbers to turn on the Teleporter, activating the teleportation system.

Level END

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16.10

Port of Yagomir Concepts

Figure 70: Panorama of Port of Yagomir

Figure 71: The lighthouse in the harbour

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16.11

The Custodian Dunes– Final Level

Figure 72: Custodian Dunes Illustrator map

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16.11.1 Custodian Dunes Overview Environment: The Custodian Dunes were once a utopia, a place where the most important places and people resided. A monumental temple was built for the return of the Altairon. It could shoot a huge plasma beam into space acting as a beacon and proving that Aurora was advanced enough to join the coalition. This achievement was the peak of the Malakai’s technological existence but unfortunately their last. The temple was called the Aiur and was built in a crater of a dormant volcano. The volcano had turned into a tranquil, lush lake with surrounding waterfalls and small islands. After the Sundering occurred, the area was almost obliterated. The temples were mainly destroyed, cracks formed all over the continent and the lakes dried up and the plants starved and perished. However, the Aiur mainly survived. The Malakai had built a force field to protect the temple from such disasters although they were not expecting it to be as powerful as the Miran weapons. The force field gave out mid attack, leaving some of it in ruins but still mostly intact despite its old age. Time of Day and Weather: Midday, scorching hot, short shadows, slight breeze. Music and Sound: Orchestral, soft, building up to the boss fight.

16.11.2 Custodian Dunes Walkthrough 1. The player teleports into the level and finds themselves in a small building on a pier. As the player exits the building they will be attacked by a Grak. 2. As the player navigates the lake bed they will encounter a swarm of Graks. 3. Once the player finds the temple entrance they must solve the first puzzle of the level. This puzzle requires players to find multiple energy cores to open the doors. 4. The player encounters the first Grak Alpha in the game. The fight will be inside the corridors making it tense and forcing players to engage the enemy. 5. At this point the player must solve the second puzzle of the game. They must link multiple energy lines to activate the door. 6. The player must climb to the top of the library and gain access to the rear section of the temple. 7. The player encounters a giant void underground full of night bats. The players must BASE jump down the void and follow the light in order to not be killed. This is the third puzzle of the game. 8. Once the player reaches the second void they must solve the final puzzle of the level. Here players must create a bridge out of the environment in order to not navigate a treacherous section of the void. 9. The player finds themselves at the highest point of the level with a bird eye view of the level. From here the players must BASE jump down into the void and reach the ledge that will give them access to the temple. 10. The player is attacked by two Grak Alphas and swarm of Graks. 11. As the player reaches the courtyard that surrounds the Tech building the Boss creature emerges and the player must defeat it by depleting its legs and then finally killing the creature by stabbing its heart out.

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12. Entering the tech Building the player will find a giant stair case they must climb in order to find and re-activate the tech across the world. 13. Once the tech has been re-activated a plasma distress beacon is ignited and fired into space.

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16.12

Temple Concepts

Figure 73: Ruined temple panorama

Figure 74: Custodian Dunes; ruined temple and the Altairon temple

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17

60 Second Gameplay Example

Level: Port of Yagomir Weapons: Knife, Spear, Blunderbuss Creatures Encountered: Grak, Stalker The player makes their way through the solar field and climbs the narrow valley to its peak. A vista unfolds as the night darkens the area, more solar trees are glistening in the sunset and a faint blue glow radiates from pipelines similar to those found in the Ruins of Nyzal. The music slowly fades in and suddenly several Grak appear from the steep, rocky path to the left and from behind the pipelines to the right. Surrounded, the player quickly equips their spear. As the Grak attack, the player fends them off to a safe distance using the length of the spear before finishing them off individually by stabbing them through the body. The player then turns on the power to the pipelines and continues down the path and comes across the blunderbuss and a pile of rocks. Further down the path, a pack of Grak attack. The player switches to their newly acquired weapon and take out the Grak with a few shots before following the pipelines down to the power station. A Grak Alpha blocks the entrance to the power station. The player holds it back using the powerful blunderbuss before finishing it off with a spear through the head. In the power station a subtle blue glow indicates where to place the power core. The player inserts the power core and 4 switches with red lights are highlighted on the wall. The player tries one of the switches but nothing happen. They try the next switch which turns the light green. They progress through the switches trying to find the right order to turn them on. When all the lights are green the emergency generator fires up and the lights in the building come on. The player leaves the power station for the rocky, uphill path to the right. Darkness has set in and the moons gently highlight the rooftops and floating rocks in the sky. A vast dried ocean lies to the left while a rustic, crumbling seaside town is to the right. An animalistic scream is heard from the darkness at the bottom of the hill and the player continues their journey.

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18

Concept Art

For a better look at the inspiration and art for Ascension: The Awakening, please refer to the Vision Document and Art Bible.

Figure 75: Galen the technician

Figure 76: Early concept of Ralik the hunter

Figure 77: Sheera the botanist

Figure 78: The village elder and his staff

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Figure 79: Seating courtyard on Antare

Figure 80: Naturally built houses and roof gardens

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Figure 81: Initial green house concept

Figure 82: Solar panels on the side of the engineering hut

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Figure 83: Dried rocky plains of Nyzar

Figure 84: Antare; the village in the sky

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Figure 85: Sheera the botanist wearing some ivy

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19

Staffing and Roles

19.1 Christopher Begley Role: Team Leader / Producer / Designer / Q&A Lead The Producer has three important factors to consider at all times, planning, organising and methods of control. Planning is vital to the success of a video game project. Making sure goals during pre-production and production are realistic based on an ability and time constraints on the project. Organising a team goes hand in hand with planning. Keeping a team motivated and communicating a key production task. Methods of control being place from day one are vital. Keeping a keen eye on all aspects of production allows a producer to address issues such as quality control continually based using Agile software development as a foundation. In addition to production a Designer is required to essentially design the game with the Lead Designer based on group feedback and research via a Process of Design. The Q&A Lead is tasks with cataloguing issues during play testing. Logging issues into a system then working closely with the Programmer to resolve issues. Key Roles:    

Assigning and continually monitoring a variety of assigned tasks Preparing PowerPoint presentations on a weekly basis for tasks Create a Production Document, which covers all aspects of pre-production, and production Create a Game Design Document complete with a Process of Design

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19.2 Louie Mitchell Role: Lead Designer / Artist The Lead Designer is responsible for overseeing the entire design process. The Lead Designer is required to structure a Process Of Design, then discuss with the teams second designer research required. Creation of a Game Design Document is a vital task of the lead designer during preproduction. The Process of Design catalogues research into all aspect of the design by explaining how that research via synthesis and refinement created a video game concept. The Game Designer must work closely with the entire team to ensure consistency throughout the design. As an artist the team member is required to create high quality concepts on paper, transfer them into Adobe Photoshop CS3 and finally create meshes within Autodesk 3D Studio Max 2009, based on 2D and 3D production pipelines. Key Roles:  Creation of a complete Game Design Document with a Process of Design  Making final choices on the games design based on team feedback  Creation of 3D complete with texture maps  Create presentable content for an Art Bible, in collaboration with the Lead Artist

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19.3 Sam Owen Role: Level Designer / Technical Artist Level Designers have the challenge to create levels that utilise the Game Designers mechanics. Levels are designed first in 2D using pen and paper, then in Adobe Illustrator CS3 and finally built inside with the Sandbox 2 editor. Levels are then play tested in focus sessions led by the Q&A Lead. Level designers are required to create a Level Design Document to document the methodology being their creations. A Technical Artist is involved in the process of rigging characters for the teams Artists. This role is a bridge between the technology of Level Design and the creativity of Art, in addition the technical artist will complete additional Art tasks when required. Key Roles:  Creation of 2D paper concepts of levels, then fleshed out Adobe Illustrator CS3 and finally built in the Sandbox 2 editor  Creating a Level Design Document complete with required research  Creating rigs for character meshes  Additional art asset tasks when required

19.4 Adam Khoury Role: Lead Level Designer The Lead Level Designer has the challenge to create consistency between level designs and ensure gameflow is considered. Levels are designed first in 2D using pen and paper, then in Adobe Illustrator CS3 and finally built inside with the Sandbox 2 editor. Levels are then play tested in focus sessions led by the Q&A Lead. The Lead Level Designers is required to layout a Level Design Document. The Lead Level Designer will take on scripting within the Sandbox 2 editor. Scripting allows for gameplay to be implemented into built levels using a flowgraph editor. Key Roles:  Overseeing all Level Design documentation, ensuring consistency  Creation of 2D paper concepts of levels, then fleshed out Adobe Illustrator CS3 and finally built in the Sandbox 2 editor  Using the Sandbox 2 editor’s flowgraph editor to implement gameplay in to Ascension: The Awakening

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19.5 Stephen Rhodes Role: Lead Artist / Lead Narrative Designer Creating a video game essentially from scratch requires artists to create not only concept pieces to visualise ideas but 3D meshes, textures for the entire production. The artists within Rocket Powered Hippo are working on different fronts during pre production and production with the lead artist overseeing the creation method. The Lead Artists is required to primarily produce an Art Bible in collaboration with the teams other artist. Lead Narrative Designer has the primary responsibility to create a backstory and overall narrative for the game project. Fleshing out Characters, environment, backstory and other narrative elements is collaboration with the teams other Narrative Designer. Key Roles:  Lead the games overall art style including colour palate creation  Creation of 3D meshes based on 2D concepts  Create high quality texture maps for 3D meshes  Create presentable content for an Art Bible, in collaboration with the team second Artist  Create a narrative for the game, complete with backstory for characters and world  Write a script for the games story

19.6 Steven Matthews Role: Programmer / Narrative Designer / Audio Engineer The programmer’s role is to implement mechanics designed by the game designers. The programmer is required to identify technical issues within a Technical Design Document (TDD). Rocket Powered Hippo has a dedicated programmer who has experience in not only the programming language of C++ but also Lua scripting (vital for created a video game within CryEngine 2). During Q&A testing the programmer is also responsible for repairing bugs. Narrative Designer will work in collaboration with Lead Narrative Designer to create a backstory and overall narrative for the game project. Fleshing out Characters, environment, backstory and other narrative elements in collaboration with the Lead Narrative Designer. The Audio Engineer is required to create sound effects, including the recording of character voices for the project. In addition musical tracks will be created using Cubase audio software based on audio research contained within an Audio Brief.

Key Roles:  Implementing gameplay mechanics into the CryEngine 2 using various programming techniques  Repair and improve bugs within the game before, during and after Q&A testing  Create a technical design document detailing the technical aspects of the project  Create a narrative for the game, complete with backstory for characters and world  Write a script for the games story

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19.7 Additional Skills and Knowledge Team members within Rocket Powered Hippo are tasks with carrying our specific roles. The team is made up of six individuals with skills beyond their chosen roles on Ascension: The Awakening. It is unrealistic to expect the entire art team for example to create all the meshes within Ascension: The Awakening during a period of crunch. Team members will be asked from time to time to use their skills in other game development areas. Below is a list of a table detailing the additional skills and knowledge available to Rocket Powered Hippo.

Christopher Begley  3D mesh creation (including UVW mapping)  Level design (Both 2D and within engine)

Louie Mitchell  Level design (Both 2D and in engine)  Presentation skills

Sam Owen  Level design (Both 2D and in engine)  Presentation skills Adam Khoury  3D mesh creation (including UVW mapping)  Presentation skills Stephen Rhodes  Level design (Both 2D and in engine)  Presentation Skills Steven Matthews  Level design (Both 2D and in engine)  Presentation Skills  3D mesh creation (including UVW mapping)

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20

Figure List

Image 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. 21. 22. 23. 24. 25. 26. 27. 28. 29. 30. 31. 32. 33. 34.

Description Concept of Azaer, the main character in Ascension: The Awakening Concept of the bridge in Antare Aurora after the Sundering An early concept of what the houses could look like after being rebuilt. A few plants that can be found around the environments in Aurora Concept of a skag found on Aurora's surface Dragon Breath Blunderbuss early concept 3rd Person Perspective Camera Aiming Over-the-Shoulder View Crawling View in First Person Crouching behind cover Climbing in first person view Sidestep (strafing) 1m in either direction Standing jump height (70cm) Running Jump Distance Base Jumping Pick up items using the E key Pushing a rock to gain access to higher locations Simple diagram showing how the inventory is opened and how items are combined Pressing the 'E' key will activate switches and buttons Some NPCs can be talked to by using the 'E' key Demonstrating the glow around the spear to notify that it’s going to be selected One of the many machete concept Ancient spear concept Other spear concepts by Stephen Rhodes Dragon Blunderbuss concept Old bow concept Diagram demonstrating the damage each weapon causes to each creature When reloading, press ‘R’ to activate the bonus Diagram demonstrating the shields glow at different states Diagram illustrating the health bar and backup system Path of working lights in the Port of Yagomir Mock up of the compass mechanic and health bar Mock image indicating the journal and quest system

Source Stephen Rhodes Louie Mitchell Stephen Rhodes Louie Mitchell Louie Mitchell Stephen Rhodes Stephen Rhodes Louie Mitchell and Christopher Begley Louie Mitchell and Christopher Begley Louie Mitchell and Christopher Begley Louie Mitchell and Christopher Begley Louie Mitchell and Christopher Begley Louie Mitchell and Christopher Begley Louie Mitchell Louie Mitchell Louie Mitchell and Christopher Begley Louie Mitchell and Christopher Begley Louie Mitchell and Christopher Begley Louie Mitchell and Christopher Begley Louie Mitchell and Christopher Begley Louie Mitchell and Christopher Begley Louie Mitchell and Christopher Begley Stephen Rhodes Stephen Rhodes Stephen Rhodes Stephen Rhodes Stephen Rhodes Louie Mitchell Louie Mitchell Louie Mitchell and Christopher Begley Louie Mitchell and Sam Owen Louie Mitchell and Sam Owen Christopher Begley Stephen Rhodes

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35. 36. 37. 38. 39. 40. 41. 42. 43. 44. 45. 46. 47. 48. 49. 50. 51. 52. 53. 54. 55. 56. 57. 58. 59. 60. 61. 62. 63. 64. 65. 66. 67. 68. 69.

Some amulet concepts. This will guide the player throughout the game HUD concept taking the above mechanics into account Some machete concepts Grak creature concept Concept of the Stalker creature found in the Port of Yagomir Zoamvor concept The Tyragor, also known as the Grak Alpha Zektar; a flying creature found on Aurora A bar chart demonstrating the main attributes of each creature Early concepts for the Stalker Mountains on Mars directing the player Borderlands combination of a hand-crafted environment with dangerous creatures. A strong colour palette in a dried and rocky world; Outlands in World of Warcraft. Zendikar demonstrates floating rocks in a destroyed world, a smililarity to Ascension David Lynch's Dune. A sandy planet much like in Ascension Fallout 3's wastelands demonstrating abandonment and destruction 3rd Person Action / Adventure with Nathan Drake in Uncharted 2: Among Thieves A randomly generated weapon in Borderlands Fallout 3 demonstrating the dangerous mutants of the derelict world Galen the Technician Aurora and it's moon The broken generators on Antare The main character Azaer concept An early concept of the Eridani house Azaer concept showing the traditional wear Village elder concept; Barnoth Barnoth concept in the traditional Eridani robe. Illustrator map of the hub level, Antare. Panoramic concept of Antare Looking from a rooftop on Antare Illustrator map of the Ruins of Nyzal Panoramic view of the solar fields in the Ruins of Nyzal Rocky cliffs in the Ruins of Nyzal Second time through the Ruins of Nyzal Illustrator map for the Port of Yagomir

Louie Mitchell Louie Mitchell Stephen Rhodes Stephen Rhodes Stephen Rhodes Stephen Rhodes Stephen Rhodes Stephen Rhodes Louie Mitchell Stephen Rhodes Red Faction: Guerrilla (brutalgamer.com) Borderlands (videogamesblogger.com) World of Warcraft (aatwow.com) Magic the Gathering (wizards.com) Dune Cover http://tinyurl.com/yz5toey Fallout 3 (savetherobot.files.wordpress.com) Uncharted 2: Among Thieves (IGN.com) Borderlands (i nsidesocal.com) Fallout 3 (fakechozostatue.files.wordpress.com) Stephen Rhodes Stephen Rhodes Louie Mitchell Stephen Rhodes Louie Mitchell Stephen Rhodes Stephen Rhodes Stephen Rhodes Sam Own and Adam Khoury Louie Mitchell Louie Mitchell Sam Owen and Adam Khoury Louie Mitchell Louie Mitchell Sam Owen Sam Owen

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70. 71. 72. 73. 74. 75. 76. 77. 78. 79. 80. 81. 82. 83. 84. 85.

Panorama of Port of Yagomir The lighthouse in the harbour Custodian Dunes Illustrator map Ruined temple panorama Custodian Dunes; ruined temple and the Altairon temple Galen the technician Early concept of Ralik the hunter Sheera the botanist The village elder and his staff Seating courtyard on Antare Naturally built houses and roof gardens Initial green house concept Solar panels on the side of the engineering hut Dried rocky plains of Nyzar Antare; the village in the sky Sheera the botanist wearing some ivy

Louie Mitchell Louie Mitchell Adam Khoury Louie Mitchell Louie Mitchell Stephen Rhodes Louie Mitchell Stephen Rhodes Stephen Rhodes Louie Mitchell Louie Mitchell Louie Mitchell Louie Mitchell Louie Mitchell Stephen Rhodes Stephen Rhodes

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