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Vodka et Valium

Productions
Design Document for:

The Great War:


Strategic Tactical
Advance
God save the queen! Or the Kaiser!

All work Copyright 2015 by UAT Game Development Studio

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Written by Nick Reed


Version # 1.00
Sunday, February 28, 2016

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Table of Contents
NAME OF GAME ____________________________________ ERROR! BOOKMARK NOT DEFINED.
DESIGN HISTORY __________________________________________________________________ 6
VERSION 1.10 _______________________________________________________________________ 6
VERSION 2.00 _______________________________________________________________________ 6
VERSION 2.10 _______________________________________________________________________ 6
GAME OVERVIEW __________________________________________________________________ 7
PHILOSOPHY ________________________________________________________________________ 7
Philosophical point #1 ______________________________________________________________ 7
Philosophical point #2 ______________________________________________________________ 7
Philosophical point #3 ______________________________________________________________ 7
COMMON QUESTIONS _________________________________________________________________ 7
What is the game? _________________________________________________________________ 7
Why create this game? ______________________________________________________________ 7
Where does the game take place? _____________________________________________________ 7
What do I control? _________________________________________________________________ 7
How many characters do I control? ___________________________________________________ 8
What is the main focus? _____________________________________________________________ 8
Whats different? __________________________________________________________________ 8
FEATURE SET ______________________________________________________________________ 9
GENERAL FEATURES _________________________________________________________________ 9
MULTI-PLAYER FEATURES _____________________________________________________________ 9
EDITOR ____________________________________________________________________________ 9
GAME PLAY ________________________________________________________________________ 9
THE GAME WORLD ________________________________________________________________ 10
OVERVIEW ________________________________________________________________________
WORLD FEATURE #1 ________________________________________________________________
WORLD FEATURE #2 ________________________________________________________________
THE PHYSICAL WORLD ______________________________________________________________
Overview _______________________________________________________________________
Key Locations ___________________________________________________________________
Travel _________________________________________________________________________
Scale __________________________________________________________________________
Objects _________________________________________________________________________
Weather ________________________________________________________________________
Day and Night ___________________________________________________________________
Time ___________________________________________________________________________
RENDERING SYSTEM ________________________________________________________________
Overview _______________________________________________________________________
2D/3D Rendering_________________________________________________________________
CAMERA __________________________________________________________________________
Overview _______________________________________________________________________
Camera Detail #1 ________________________________________________________________
Camera Detail #2 ________________________________________________________________
GAME ENGINE _____________________________________________________________________
Overview _______________________________________________________________________
Game Engine Detail #1 ____________________________________________________________
Water __________________________________________________________________________
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Collision Detection _______________________________________________________________


LIGHTING MODELS __________________________________________________________________
Overview _______________________________________________________________________
Lighting Model Detail #1 __________________________________________________________
Lighting Model Detail #2 __________________________________________________________

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THE WORLD LAYOUT _____________________________________________________________ 13


OVERVIEW ________________________________________________________________________ 13
WORLD LAYOUT DETAIL #1___________________________________________________________ 15
WORLD LAYOUT DETAIL #2___________________________________________________________ 15
GAME CHARACTERS ______________________________________________________________ 17
OVERVIEW ________________________________________________________________________ 17
CREATING A CHARACTER _____________________________________________________________ 17
ENEMIES AND MONSTERS_____________________________________________________________ 17
USER INTERFACE _________________________________________________________________ 18
OVERVIEW ________________________________________________________________________ 18
USER INTERFACE DETAIL #1 __________________________________________________________ 18
USER INTERFACE DETAIL #2 __________________________________________________________ 18
WEAPONS _________________________________________________________________________ 22
OVERVIEW ________________________________________________________________________ 22
WEAPONS DETAILS #1 _______________________________________________________________ 22
WEAPONS DETAILS #2 _______________________________________________________________ 22
MUSICAL SCORES AND SOUND EFFECTS ___________________________________________ 23
OVERVIEW ________________________________________________________________________
RED BOOK AUDIO __________________________________________________________________
3D SOUND ________________________________________________________________________
SOUND DESIGN ____________________________________________________________________

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SINGLE PLAYER GAME ____________________________________________________________ 24


OVERVIEW ________________________________________________________________________
SINGLE PLAYER GAME DETAIL #1 ______________________________________________________
SINGLE PLAYER GAME DETAIL #2 ______________________________________________________
STORY ___________________________________________________________________________
HOURS OF GAME-PLAY ______________________________________________________________
VICTORY CONDITIONS _______________________________________________________________

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MULTI-PLAYER GAME ____________________________________________________________ 25


OVERVIEW ________________________________________________________________________
MAX PLAYERS _____________________________________________________________________
SERVERS _________________________________________________________________________
CUSTOMIZATION ___________________________________________________________________
INTERNET _________________________________________________________________________
GAMING SITES _____________________________________________________________________
PERSISTENCE ______________________________________________________________________
SAVING AND LOADING _______________________________________________________________

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CHARACTER RENDERING _________________________________________________________ 26


OVERVIEW ________________________________________________________________________ 26
CHARACTER RENDERING DETAIL #1 ____________________________________________________ 26
CHARACTER RENDERING DETAIL #2 ____________________________________________________ 30
WORLD EDITING __________________________________________________________________ 51
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OVERVIEW ________________________________________________________________________ 51
WORLD EDITING DETAIL #1 ___________________________________________________________ 51
WORLD EDITING DETAIL #2 ___________________________________________________________ 51
EXTRA MISCELLANEOUS STUFF ___________________________________________________ 52
OVERVIEW ________________________________________________________________________ 52
JUNK I AM WORKING ON ____________________________________________________________ 53
XYZ APPENDIX __________________________________________________________________ 55
OBJECTS APPENDIX _____________________________________________________________ 55
USER INTERFACE APPENDIX ____________________________________________________ 55
NETWORKING APPENDIX ________________________________________________________ 55
CHARACTER RENDERING AND ANIMATION APPENDIX ___________________________ 55
STORY APPENDIX _______________________________________________________________ 55

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Design History
This document is the end all/be all method of recording.
The design history for this project revolves around the history of the First World War as well as its
most famous battles. This game is being produced in conjunction with the centenary of the war which
kicked off in 1914 and ended in 1918. There are currently no WWI real-time-strategy games on the market.
This game is dedicated to changing/rectifying this issue and producing an experience which both reports
and honors those who fought in the conflict.

Version 1.10
Version 1.10 includes some tuning and tweaking that I did after making my initial pass at the
design. Here is what I changed.
1.
2.
3.

I rewrote the section about what systems the game runs on.
I incorporated feedback from the team into all parts of the design however no major changes
were made.
Just keep listing your changes like this.

Version 2.00
Version 2.00 is the first version of the design where a major revision has been made now that
much more is known about the game. After many hours of design, many decisions have been made. Most
of these large design decisions are now reflected in this document.
Included in the changes are:
1.
2.
3.
4.

Pairing down of the design scope. (Scope, not design)


More detailed descriptions in many areas, specifically A, B and C.
Story details.
World layout and design.

Version 2.10
Version 2.10 has several small changes over that of version 2.00. The key areas are in many of the
appendixes.
Included in the changes are:
1.
2.
3.
4.

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Minor revisions throughout entire document.


Added User Interface Appendix.
Added Game Object Properties Appendix.
Added concept sketch for world.

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Game Overview
Philosophy
Philosophical point #1
This game is designed to recreate the conflict which shook the war via the real-time strategy
experience/ Elements of historic battles will be included to enhance the educational benefit and realism of
the conflict. Through this experience, users can improve their understanding of trench warfare and the
innovations of industrialized warfare.
Philosophical point #2
We believe that this product is a sought after commodity among war history enthusiasts. We wish
to deliver a quality experience which truly captures the essence of trench warfare and urban combat
scenarios similar to what one would find in the Great War.
Philosophical point #3

Our design goals are as follows:


Create a WW1 RTS game which features vast amounts of troops in low-poly resolution
Include real life battlefields from WW1 scaled to fit the Unity engine
Introduce early tank and biplane models similar to what one would find on the actual battlefield
during the conflict.
Release an alpha version of gameplay with troop and artillery models prior to June 2015.
Release a beta version with fortified trenches, planes and tanks before 2017

Common Questions
What is the game?
This is a WWI real time strategy game which features conflicts and assets exclusive to the 100
year old conflict.
Why create this game?
This game is being created because we believe that no other game offers the true experience of
commanding vast armies on large scale battlefields during the WWI timeframe, therefore it is our duty to
honor the troops who served in the conflict by educating the masses on the conflict which helped morph the
world into what it is today.
Where does the game take place?
The game world takes place in Europe during the Great War era of 1914-1918. As of now, the
game will feature both the eastern and western fronts, with the east including the Russian/German front,
whilst the western front included France and Belgium.
What do I control?
The player will command an army troops respective to the battle being portrayed. He/she will
control battalions of troops and artillery while at the same time commanding the army in terms of logistical
support (the building of forts, aid stations, & barracks). They will also command an aerial division and a
tank division in auxiliary support to the ground attacking troops.
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How many characters do I control?


The player will control up to 150 units at a time. He/she will control individual units by dragging a
cursor over the desired company. The player can then issue commands to the company such as movement,
occupational defense and attacks. The issuance of these commands will be selectable via the interface once
the units are selected.

What is the main focus?


The player is responsible for obtaining certain objectives during gameplay, such as capturing
checkpoints, eliminating enemies, and achieving historical related goals.
Whats different?
This answer is simple, because there are NO other WWI RTS games currently on the market right
now. We offer the best possible experience in terms of historical accuracy in terms of trench-based warfare,
as opposed to the over-populated litany of Call of Duty games which feature little more than the annual
reskinning of FPS maps.

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Feature Set
General Features
Huge world
12 different armies from both the allied and central powers countries
3D graphics
32-bit color
Historical recreation of WW1 battles

Multiplayer Features
Up to 4 players with 2 on each side
Easy to find a multiplayer game
Continuous cooperative campaign modes
Can chat over voice link

Editor
Comes with world editor
Get levels from internet via DLC map packs
Leaderboards and online ranking system included
Has scenario editor which allows players to create their own battles and victory objectives
Editor is easy to use

Gameplay
Authentic WWI trench-based combat
Authentic weaponry which includes:
(Tanks, assaulting bi-planes, armored vehicles, heavy artillery, machine gunners, anti-aircraft, bayonetted
M1 Garands, gas canisters, flamethrowers, sniper towers, zeppelins, etc.)
Infantry charges with different soldier classes which include:
(General foot-based infantry, horse-based cavalry charges, artillery barrages, engineers, and mortar men.
These classes can also be upgraded to stronger classes. An example of this concept is the engineer class
which can be upgraded from barbed wiremen to grenadiers and then flame thrower wielding troops.
General infantry can be upgraded to heavier, quicker troops known as storm troopers. Each troop unit is
commanded by a field officer who possesses above average health and fighting prowess.)
The actual gameplay in the campaign mode is based on achieving tasks & objectives from real battles of
WWI. Objectives include taking a particular hill at the battle of Mons, protecting a series wiring engineers
while they repair phone lines in Belleau Wood, and capturing a trench from an opposing force of Germans
during the battle of the Somme.

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The Game World


Overview
The game world is a WWI battlefield with rear trenches spaced throughout, followed by support
structures in the rear. On the opposite side of the map, there is another line of trenches wherein the enemy
sits. The distance between these opposing forces is an area known as no mans land. Additionally, there
is a gray fog-like haze which covers the undiscovered areas of the map known as the fog of war. This fog
can be navigated through by sending out reconnaissance parties and planes to open up more locations
throughout the map.

World Feature #1
This section is not supposed to be called world feature #1 but is supposed to be titled with some
major thing about the world. This is where you break down what is so great about the game world into
component pieces and describe each one.
The world is maintained to be suitable for WWI trench-based combat. This includes trenches, heavy
artillery, mounted machine guns, and auxiliary locations for upgrading structures and troops. The trenches
themselves are protected from enemy invaders by barbed wire, sand bags, and mines.
Also, there are independent structures which players can build behind trench lines, such as
barracks, tank depots, air strips and command & control centers. Barracks are available for troop spawning.
While similarly, tank depots and air strips spawn tanks and aircraft respectively. Command & control
centers serve as headquarters stations for forces; units can be upgraded and improved using these
structures.

World Feature #2
Infantry, sweeping flamethrowers, reconnaissance planes and cavalry charges with the aid of tanks
for mobile attacks are readily available for players on the attack. Defensive base measures include sniper
towers, anti-aircraft guns, heavy artillery cannons, gas canisters, and mounted machine guns. Additionally,
trenches can be fortified with structural integrity, sandbags and barbed wire to slow enemy attacks.

The Physical World


Overview
The gameplay is primarily portrayed on the western front of WWI, taking place in France and
Belgium.
Key Locations
The battle of Ypres (Belgium), the battle of Loos (France), the battle of Verdun (France), the
battle of the Somme (France), the battle of Mons (France), the battle of Passchendaele (France), the battle
of Liege (Belgium), the battle of Artois (France), the siege of Antwerp (Belgium), the battle of Neuve
Chappelle (France), the battle of Ardennes (France), the battle of Belleau Wood (France), the second battle
of Marne (France), the battle of Chateau Thierry (France), the Meuse-Argonne offensive (France), the
battle of Cambrai (France),
Travel

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Players navigate battlefields via a world map once they have been cleared during the campaign
mode.
Scale
Large scale maps will be used with low-poly soldiers to communicate the desired battlefields.
Objects
Trenches, barbed wire, craters, mounted artillery, damaged vehicles & artillery, demolished
churches & other buildings; totaled vehicles, scorched farmland, steel barricades and dead soldiers will
litter most battlefields.
See the Objects Appendix for a list of all the objects found in the world.
Weather
The weather will stay mostly at a consistent climate. The weather on the Somme will be consistent
with the July 1st timeframe during which the battle took place. The exception will likely be the battles of
Loos and Passchendaele; which will feature rainy weather. Verdun will also feature snowy weather because
of its timeframe during the winter of 1916.
Day and Night
All combat will be incurred during daytime so the player can see.
Time
Time will be consistently evolving with the field of battle, allowing the forces to accrue resources
in a fashion which is consistent with the amount of captured territory or railroad produced. This induces a
transport system which allows players to gather resources for the battle at hand.

Rendering System
Overview
The game will be rendered in full-to-scale 3D models with 6 different classes of units; (infantry,
heavy artillery, gas/flamethrowers, aircraft, engineers/wire cutters, and tanks). These units will all be
rendered in low-poly settings.
2D/3D Rendering
This game will be fully 3-D rendered in the Unity engine.

Camera
Overview
The camera will be adjustable for all sequences of combat. With sections of the map being capable
zooming in on certain parcels on the map. Additionally, areas of the map which have not yet been subject
to reconnaissance (generally via aircraft or smaller scouting units) will not be viewable to the player
outside of enemy units which ae fired on them. This will ensure that the reconnaissance is utilized, rather
than sending troops blindly to their doom.

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Camera Detail #1
The camera will be capable of zooming in and out of tight spots, thereby rendering an entire
section of the map viewable.
Camera Detail #2
The camera will also be capable of keeping a widespread view of the entire battlefield once the
dark areas have been subject to reconnaissance. Viewing the battlefield with a widespread view prior to
subjecting the entire area to reconnaissance will result in seeing only part of the battlefield with blackened
areas as a result of undiscovered land masses and structures.

Game Engine
Overview
The game engine will revolve around a troop drag and drop selecting mechanic which selects and
moves troops in real time. All unit combat upgrades, actions and movement will be available for selection
in the interface section of the HUD, (which can be seen at the bottom of the screen throughout gameplay,
along with a mini-map).
Game Engine Detail #1
The game engine will keep track of all territory gained throughout the battle, as well as resources
accrued in the HUD.
Water
Small puddles in trench holes, but nothing overly substantial outside of the occasional rainfall
during gameplay.
Collision Detection
Our game engine handles collision detection really well. It uses the technique bullet
firing/shrapnel/howitzer blast/poison gas technique and will be quite excellent. Gunshots cause players to
fall down wounded but still fight for a short while. Shrapnel and howitzer blasts instantly wipe nearby units
off the map and is effective against larger vehicles, such as tanks and planes. While poison gas causes a
green particle effect that causes foot soldiers to choke and fall before leaving the map.

Lighting Models
Overview
Describe the lighting model you are going to use and then go into the different aspects of it below.
Lighting Model Detail #1
We are using the xyz technique to light our world.
Lighting Model Detail #2
We wont be lighting the eggplants in the game because they are purple.

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The World Layout


Overview
The battlefield will be a smaller recreation of the Somme battlefield. There will be two sides of the
battlefield with trenches on either side. Behind the trenches is where the troop barracks, airstrips, and tank
factories are located. Troops are transported to the trenches from trenches using transport trucks. The area
behind the front lines is surrounded by woodland trees which outline the outer edges of the map. The actual
battlefield or no mans land is the area in between the trenches. This area is dilapidated by the constant
shelling and artillery fire, therefore the landscape is severely pock-marked. The landscape is riddled with
stripped trees and busted down farm structures. Attached below are some reference images of the Somme
landscape.

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Attached is a video from the 1941 film Sergeant York. It aptly depicts the struggles endured by troops
during infantry raids in WW1: https://www.youtube.com/watch?v=LmRRhxo0RHc

World Layout Detail #1


The trenches themselves are aligned and protected by barricades of barbed wire and sandbags
which fortify the structures. Machine gun nests are more heavily fortified as opposed to howitzers and
heavier artillery, which is more exposed because of their size. Machine gun nests typically align the trench
walls, while the howitzers are generally positioned slightly behind the trench lines. The ground is mainly
composed of dirt and mud because of the variable elements which the French battlefield was regularly
exposed to. Parcels of land are also blackened due to recently created shell holes. The skyline is an orange
hue with smoke arising from the earth, due to the constant shelling experienced on the battlefield.

World Layout Detail #2


The current world scaling is at 500x500 in Unity with units scaled to real size. Attached below are some
world models for the alpha level; The Battle of the Somme.

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Game Characters
Overview
Currently there are 4 different armies which we are planning on using in the game. There are
British, German, French, and Ottoman ground/air forces with the potential for additional nations later on.
For this current iteration of gameplay (greenlight project), we are using the British and German forces only
for the Battle of the Somme.

Creating a Character
There are currently no character customization techniques in place for this game.

Enemies and Monsters


Enemies are all perspective to the side which the player has chosen. There were no (actual)
monsters in WWI.

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User Interface
Overview
The user interface will be positioned at the bottom of the screen and will be the main control HUB
for user interaction throughout missions. This is where players will be able to access and upgrade units,
structures, vehicles, and weapons. This is also where the budgetary system will be displayed with money
gained and spent calculated in its own box. A casualty counter will also be available for players to view. A
small mini map of the battlefield will be viewable at the bottom-left portion of the screen.

User Interface Detail #1


Clicking and dragging the cursor over selected units will allow players to select a group of units at
once. The maximum number of selectable troops at one time is 40 troops, or 2 ground units, or a
combination of 4 howitzers/tanks, or 4 bi-planes. Once these units are selected the HUD reflects their
potential. This means that the units can be upgraded, commanded, and moved from this point. Clicking on
selected units or structures will also bring up the health bar for the selected unit. This bar represents the
damage taken vs. remainder to the available unit.

User Interface Detail #2


The HUD will include a mini-map of the battlefield with darkened areas representing the
unexplored zones of the map. The income meter will also be used to track available funds for the campaign.
When a new structure or unit is produced a notification will appear in the top left-hand corner of the screen.
A casualty counter for both sides is also available for viewing at the bottom HUD.
Attached below are some images of the prospective HUD model:

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User Interface Detail #3


The menu screens will feature a title screen, a multiplayer matchmaking screen, and a campaign/mission
select screen. The title screen will feature 4 buttons and appear at the outset and title. Attached below is a
reference image:

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Seen below is the Online matchmaking screen:

Seen below are the 2 current models for the VS screen:

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Weapons
Overview
There are 2 different types of weapons in this game: heavy artillery and small arms. These units
can be upgraded to improve precision, damage, armament, reload and cool-down.

Weapons Details #1
This category is designated for the heavy artillery units, which will include canonized howitzers,
mounted machine parapets, and gas canister outlets. These particular units are encouraged to be upgraded
in order to enhance their in-field capabilities.

Weapons Details #2
This category is designated for small arms units such as repeater rifles, bayonets, and handguns.
Additionally, grenadier and flamethrower units are included in this category. These units can be upgraded
to empower units.

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Musical Scores and Sound Effects


Overview
This should probably be broken down into two sections but I think you get the point.

Red Book Audio


If you are using Red Book then describe what your plan is here. If not, what are you using?

3D Sound
Talk about what sort of sound APIs you are going to use or not use as the case may be.

Sound Design
The title screens and menus will feature music synonymous with the era at hand most of this
music is free domain since it is 100 years old, therefore obtaining the copyrights and LPs should not be an
issue. The battlefield sounds and soldier voices will all be obtained from stock resources, such as
soundboard sites. Sound effects will be imported into Unity using .WAV files, while the music files can be
imported MP3 format. The following songs have been designated for usage in the game:
Song: The Roses of Picardy
Artist: John McCormack
Link: https://www.youtube.com/watch?v=GZ87ICmR-2k
Song: Its A Long Way to Tipperary
Artist: John McCormack
Link: https://www.youtube.com/watch?v=XVM-tFAdADg
Song: Pack Up Your Troubles in Your Old Kit Bag
Artist: Reinald Werrenwrath
Link: https://www.youtube.com/watch?v=c0wycVPR_nI
Song: The Last Long Mile
Artist: Charles Hart
Link: https://www.youtube.com/watch?v=ToQTmUl_6XA

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Single-Player Game
Overview
Single player campaign will consist of a chronological romp through historical WWI documented
battles. The first battles will occur at the outset of the campaign, versus the later battles in the campaign
which occurred later on in the world.

Single Player Game Detail #1


After every battle the player will receive a score and ranking. Also, images and summaries of the battles
and their resulting insinuations will be on display following the battle. Ultimately, a paid voice actor will
voice over each written summary.

Single Player Game Detail #2


Prior to each battle, the player will receive a short brief concerning the historic details of the respective
battle in which they are participating in.

Story
The story of the game follows the chronological map for the allies victory in WW1. Therefore, specific
battles will feature victory prompts and different winning conditions based on their historical context. Such
victory conditions for players to achieve include the Americans defeating the Germans during the MeuseArgonne offensive, the French army surviving an intensive German onslaught during the battle of Verdun,
Using the British army to halt the German advance in the battle of Mons, and other historical battles &
conflicts of the war.

Hours of Gameplay
Players will unlock certain assets of the war campaign during their march through the single
player mode. These assets include a variable set of weapons, a series of troop upgrades (such as
cavalrymen, scouts, etc.), and educational fact about specific battles in the war with the completion of each
battle.

Victory Conditions
Victory is achieved by capturing a specific objective, such as a parcel of land, an enemy trench
line, or eliminating all of the foreign troops.

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Multiplayer Game
Overview
Currently we are using a LAN based matchmaking model for P2P multiplayer games. Eventually
game specific servers will be created on a particular website to provide an online experience.

Max Players
Up to 2 players can engage in battle at one time. Both players pick opposing sides and dual until
the victory condition of the map is achieved.

Servers
Currently only LAN based battles are being utilized. Unity P2P specific servers will eventually be
utilized to convey the multiplayer experience. Attached is a link which describes the process in greater
detail: http://answers.unity3d.com/questions/488308/unity-rts-networking.html

Customization
Currently there is only a matchmaking option which allows players to pick sides; if one side is
taken, then the other must select the opposing faction.

Internet
The game will eventually be hosted on a specific P2P server which allows 2 players to engage in
the online multiplayer experience.

Gaming Sites
Describe what gaming sites you want to support and what technology you intend to use to achieve
this. Perhaps Dplay or TCP/IP or whatever. It is probably a good idea to break the tech stuff out into a
separate area, you decide. (CURRENTLY UNDETERMINED)

Persistence
The game world is obviously non-persistent due to limitations imposed by matchmaking
specifications. Also, because the game is an RTS, every new world is introduced via matchmaking
specifics and eliminated once the game is finished.

Saving and Loading


Saving and loading multiplayer game states is currently unavailable in this model of the game.

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Character Rendering
Overview
All characters will be rendered in a low-poly setting in order to enable up to 300 moving models at
one time. For the Somme tech demo we will only be using 2 sets of troop types for the battle. These are
British and German infantry soldiers. Beyond the different types of soldiers (engineers, infantry, etc.), the
soldiers will look the same but carry different weapons and tools (i.e. wire cutters and grenades for
engineers).

Character Rendering Detail #1


The British soldiers will look closer to this (minus the shovel):

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While the German soldiers will appear closer to this:

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Without Helmet:

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Character Rendering Detail #2


The other unit types are of course the Mk. 1 tanks, bi-planes, machine gunner nests, and heavy artillery
howitzers. All of these assets will be modeled into the game using a 3D importing system such as 3DS
MAX or Maia to be unwrapped and textured later on.
German A7V-U Tank models:

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British MK 4 tank models:

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Here are some images of the .303 rifle and the J012 rifle used by the British in WW1:

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Here are some images of the German Mauser G98 rifle:

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Here is a couple of German 10.5cm light field howitzer images:

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Here are some images of the British 8in Mk II howitzer:

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Here are some images of the British F1 hand grenade:

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Here are some images of the German stick grenades:

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Here are some models for the gas canisters:

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Gas mask model for German troops:

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Gas mask model for British troops:

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Some machine gunner nest models:


Maxim Maschinegewher 08 machine gun:

A 1914 Lewis British Machine gun model:

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Here are some images for the British Airco DH .2 Biplane:

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Here are some images for the Fokker M.5/MG:

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Here are some reference images for the command & control building:

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Attached are some reference images for the troop barracks:

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Attached below are some images for the airstrip and accompanied hangar:
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World Editing
Overview
Currently there is no option for world editing.

World Editing Detail #1


World Editing Detail #2

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Extra Miscellaneous Stuff


Overview
Drop anything you are working on and dont have a good home for here.
Each side receives a baseline $2500 parcel per every 1 minute long interval. This creates a balance of
equality experienced throughout the gameplay.
Morale Scale:

Asset pricing in-game:


Troops
General infantry x20:
Engineers x10:

$1000
$1000

Upgrade: $8000 Weapon upgrade/grenadier. Gas masks equipped


Upgrade: $8000 Gas upgrade/building & repair upgrade, gas masks

Vehicles
Tanks x1:
Planes x1

$3000
$5000

Upgrade: $9000 Weapon/armor upgrade


Upgrade: $15000 Exploding carpet bomb upgrade

Weapons
Howitzers x1
Machine gun nests x1:

$5000
$3000

Upgrade: $20000 Range and blast radius upgrade


Upgrade: $9000 Armor upgrade lower cool down

Unit in-game HP:


Troop Attribute Variables:
Troop Component List

General Troops:
o Health
o Movement Speed
o Attack Damage
o Attack Speed
o Attack Range
o Sight Range
Engineers:
o Health
o Movement Speed
o Attack Damage
o Attack Speed
o Attack Range
o Sight Range
o Resources used per second (for building)
o Health generated per second (for building or repairs)

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Tanks:
o
o
o
o
o
o
o

Health
Movement Speed
Attack Damage
Attack Speed
Attack Range
Sight Range
Damage Reduction/armor?
Alternatively could just be higher health

Planes:
o Health
o Movement Speed
o Attack Damage
o Attack Speed
o Attack Range
o Sight Range
Howitzers:
o Health
o Movement Speed
o Attack Damage
o Attack Speed
o Attack Range
o Attack area of effect range
Circular splash around area of impact
o Sight Range
Machine Gunner:
o Health
o Movement Speed
o Attack Damage
o Attack Speed
o Attack Area of Effect range
Semi-circle in front of machine gun
o Sight Range

Junk I am working on
Motion Capture Movelist
Standing Movelist
Running with Rifle
Aiming/shooting Rifle
Aiming/shooting Handgun
Walking with rifle
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Throwing grenade
Dying (shot)
Dying (blast)
Dying (gas)
Cover ears (post grenade/howitzer)
Take cover
Firing Howitzer
Howitzer explosion (death)
Trench Movelist
Ready standing
Over the top (running)
Throwing Grenade
Aiming rifle @ parapet
Take cover
Covered running
Aiming handgun @ parapet
Firing Machine Gun
Lying Down
Aiming rifle
Throwing grenade
Aiming handgun
Dying (shot)
Dying (blast)
Dying (gas)

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Team Roles Appendix


DESIGN TEAM
Design Lead Nick Reed
Eric Dutton Design, art, documentation
Section Style guide, research (close contact with art team)
Bryce Christifulli Level design, GUI, some art
Section GUI design
Quincey Corning Designer, mechanics, balancing Section Mechanics collab, QA
TJ Calkins Designer, Unity asset creation Section Game Mechanics, Asset design/placement
Randall Fitisone Game Design, asset design, GDD, TDD Section Tech design documentation
Andrew Cabebe Designer, Unity, balance, User interface Section Title screen design
Robert Flad Game Designer, Unity, C#, level design, mechanics design Section Level design/asset
placement
Eduardo Castaneda Designer, research, documentation Section GUI design/asset placement
ART TEAM
ART Lead Andrew Raabe Artist 3DS MAX, environmental object art & design
Christian Martinez Design, 3DS Max, Unity asset creation
Section Asset creation/placement
Jon Ellis 3DS MAX, Maia, HUD art Section 3D Model creation (vehicles)
Brandi Setinc 3-D character/asset Art Section 3D Character model creation
Chris Guzman Concept art, asset creation Section Concept artist
Joe KeigherModeling, documentation Section 3D Model creation
Justin Lefever modeling
Section 3D modeling/level art
Angel Alaniz Art, 3DS MAX & MAIA Section Concept art/3D modeling
PROGRAMMING TEAM
PROGRAMMING LEAD John Wisniewski -- C#, Unity, Design
Ryan Barrera programmer (C#), Unity
Caleb Carpenter Programming (C++) some C#
Daniel Diaz Programmer (C++), some C#
Barret Gaylor Game Designer, Unity, C#, level design, mechanics design
Alex Xavier Programmer C#, Enemy AI

Objects Appendix
User Interface Appendix
Networking Appendix
Character Rendering and Animation Appendix
Story Appendix
Okay, thats it. I wanted to spend more time on this and really make it a great roadmap for putting
a game design together. Unfortunately it would take a ton of time and that is something that we dont have
enough of in this business. I think you get the idea anyhow. Also, dont get the impression that I think a
design should provide the information in any particular order, this just happened to be the way it fell out of
my head when I sat down. Change this template any way you want and if you feel you have improved on
it, send it back to me and I can pass it out as an alternative to anyone that asks me in the future.
Good luck and all that!
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Chris Taylor

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