Sample Design Doc :
This was a level idea I
put forward. It’s a rough outline that describes the general environment and
gameplay. It’s part of the ‘basic planning’ phase which goes through a general
approval and if accepted gets broken down into a lot more detail. Sadly, this
level never made it to planning stage before the project was restructured.
Location: The rain trawler is a
large ship that travels between the major islands. This particular one is on a
crash course and has been taken over by rogue elements.
Weapons: The player will have
any weapons already accrued, but he’ll need at least a silenced pistol and a
long-range rifle. The player will have to use silenced weapons inside the
trawler. Low visibility on the surface of the ship will require a good deal of
running to sanctuary and sniping.
Objective: The Trawler ‘Little
Darling’ has been high jacked by enemy agents. Communication with London
Traffic Control has been cut and the massive ship has changed course to a
heading that will smash it into a local archipelago where it will go down with
all its cargo, and probably most of the islands.
The map is divided into 4 sub-levels. Starting
on the surface of the trawler, the player must work his way from bow to stern
to get to the storage and filtration section. He must then work his way through
to get to the command and quarters section of the ship. In the command area is
his main objective - to reset the ships
guidance systems and change its doomed crash-course. The main character will
need to get off the ship before local authorities board.. After he progresses
up through the command area he will be able to access the ship’s zeppelin
shuttle, the final level, culminating in his escape.
Challenge
Highlights:
-
Navigating across the ship’s surface (the funnel
deck), finding a way to the storage area, and eliminating guards before they
can sound the alarm.
-
If the player falls or is forced into a
collection funnel, rather than killing him instantly we could introduce some
kind of mini-level in which he needs to get out of the lower decks before the
fill with water – a time-limit restriction. That’ll learn ‘em to play by the
water hole!
-
The storage and filtration planet will see the
player using his Grapple a good deal. The player will have to find his way up
through the pipes and struts around the tanks and filtration equipment to the
bridge deck. There will be some opposition in this level but stealth will be a
wiser choice than open combat for this stage.
-
The bridge level has a few major challenges. The
player must find a guidance system terminal, and possibly have to reprogram it
on the fly (mini gameplay – see mini-game doc) before sealing off the bridge
and heading up to the zeppelin mooring mast. Also the best soldiers that the
terrorists have will be stationed on this deck to prevent any kind of
opposition from the crew.
-
The control and quarters section will be more of
a standard hide-and-seek affair typical of something like Winback.. There will
be regular patrolmen on all levels as well as crew that the player can’t kill
(but won’t sound the alert as the boat has been highjacked.)
-
The zeppelin level will be the
hardest. The player must work his way into the airship via the nose-door. Then
he must progress along the central gantry inside the balloon, being careful not
to shoot any of the hydrogen bags that are tied down on both side of the
walkway.
Gameplay : This level will
include many of the gameplay types we have already written up. The core
gameplay of being a 3rd person combat game is predominant, however,
sniping and avoiding detection also factor in. The first level will be
primarily run-and-find cover gameplay as the player makes his way up the upper
deck of the ship, avoiding or stealthily eliminating sentries on his way up. The
second will be navigating and climbing
as well as avoiding patrol groups. The third level will be interior
combat and exploration. The final level in the airship will use a good deal of
auto aim and sniping as well as test the player’s reactions.
Map Description:
Surface
Deck: The outside of ship is a storm. There is heavy
rain blowing across the deck making it hard to see very far (lots of distance
fogging J).
This will mean the player will advance slowly until he can make out the form of
a guard or sentry and have to either plan a way around them or eliminate them
quickly and without commotion. On
either side of the central gantry are huge square funnels with rainwater
pouring down the sides. These funnels
are lethal, as the force of the rainwater drives turbines on its way down to
the tanks below. Falling into these turbines will cause severe death to the
player. However it will be possible to shoot enemies walking over the funnels,
or close-attack them, and have them fall to their watery graves below.
There will be frequent thunder and flashes of
lightning, making light-amplification equipment useless for several seconds
after each bolt of lightening (as the equipment tries to compensate for
overload).
Filtration
and Storage facility: This section of the level is a dark,
industrial, echoing place. The player will have to work up through networks of
pipes, hoses and tanks using ladders, struts or his grapple. There will be
infrequent but large patrol groups moving through these decks so the player will
have to be careful (think Obi-Wan in the Death Star). Lots of red lights and
deep shadows will give this level a tense, sweaty feel. Also, the open, metal
rooms and chambers will make sounds a good deal louder and more echo-ey. The
player will need to be very careful to use less noisy routes, to creep when
needed and to use his weapon as little as possible.
The layout would be a big vertical space flanked
by control rooms and such looking out over it. Probably about 7 stories high.
Zoning is an issue here. If this section is the weakest, or technically
difficult it could be cut without much impact on the overall level.
Control
and Crew’s Quarter: The control and crew decks are
utilitarian. It will be easier for the player to be stealthier as the corridors
and rooms have carpeting or rubber non-slip floors and the walls are painted
and in some instances soundproofed. This level will need the most exploration,
as there are many small rooms, storage areas and other facilities. Although
there are not as many guards on most of these decks, they are much better
trained and armed. Also, the original crew of the ship is being made to keep
the ship on course so there will be many civilians wandering this area.
The ships crew could assist the player by giving
him information pertinent to his mission, or even giving him words of
encouragement – “Are you a cop? Man, I’m glad you’re here, they’re gonna do
something crazy with the ship… I heard them last night, talking about impact
zones and death tolls. You gotta do something!”
Shuttle
Zeppelin: The
shuttle is a medium-sized zeppelin capable of carrying a replacement crew,
along with provisions, spare parts and mail. It uses a standard hydrogen-helium
mix stored in bladders inside the main balloon. A central walkway along the
inside bottom of the balloon provides access to rooms and service areas on
either side, and ladders at periodic points provide a way down to the command,
control and propulsion cupolas beneath the main balloon.
The player will have to be extraordinarily
careful in this level. While he is inside the main balloon, any misfired or
badly aimed shots might hit the gas-bladders, which would cause a chain of
ignition and eventually consume the airship in a fireball. So the player must
make skillful use of sniping and manual aim modes to eliminate enemies. The
bladders have a minor amount of armour in the form of anti-ballistic coverings,
but after a few hits these will become weakened. This is to avoid the hole ‘1
shot and you’ve blown the level syndrome’ that we want to avoid.
The player will quickly make his way from the
loading ramp to the rear control car to unlock the zeppelin from it’s mooring
mast and then to the front again to fly the airship away to safety.
End
We end with a fly-by tracking shot of the Zep tearing away as the trawler creaks and groans alarmingly, its wind-rudder steering it onto a drastic new course. Maybe it banks so hard water can be seen pouring out of its overflowing funnels in massive sheets. Fade to black, mission debrief etc.
Fin, as they say.
