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Abyss Design Document Ryan Mendenhall 1

Abyss

Version 1.01

Ryan Mendenhall

November 2010

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Table of Contents

1. Section I - Version History


2. Section II – Game Overview
2.01 – Game Concept
2.02 – Features
2.03 – Genre
2.04 – Target Audience
2.05 – Game Flow
2.06 – Visual Aesthetics
2.07 – Project Scope
3. Section III – Gameplay and Mechanics
3.01 – Gameplay Summary
3.02 – Game Progression
3.03 – Mission Structure
3.04 – Objectives
3.05 – Play Flow
3.06 – Mechanics Summary
3.07 – Physics
3.08 – Player Movement
3.09 – NPC Movement
3.10 – Object Interaction
3.11 – Activate Interaction
3.12 – Combat Design
4. Section IV – Story, Setting and Character
4.01 – Story and Narrative
4.01.01 – Back Story
4.01.02 – Plot Elements
4.01.03 – Game Progression
4.02 – Game World
4.02.01 – World Design/Appearance
4.02.02 – Cinematic
4.02.03 – Facility MK6
4.03 – Characters
4.03.01 – Jake Vegni
4.03.02 – Victor Harrigan
4.03.03 – Assorted Scientists
5. Section V – Level Design and Environment
5.01 – Level 01: Irrigation/Maintenance
5.01.01 – Synopsis
5.01.02 – Objectives
5.01.03 – Physical Appearance
5.01.04 – Enemies

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5.01.05 – Boss Overview


5.02 – Level 02: Residential
5.02.01 – Synopsis
5.02.02 – Objectives
5.02.03 – Physical Appearance
5.02.04 – Enemies
5.02.05 – Boss Overview
5.03 – Level 03: Medical Facilities
5.03.01 – Synopsis
5.03.02 – Objectives
5.03.03 – Physical Appearance
5.03.04 – Enemies
5.03.05 – Boss Overview
5.04 – Level 04: Transportation
5.04.01 – Synopsis
5.04.02 – Objectives
5.04.03 – Physical Appearance
5.04.04 – Enemies
5.04.05 – Boss Overview
5.05 – Level 05: Weapons Research Facilities
5.05.01 – Synopsis
5.05.02 – Objectives
5.05.03 – Physical Appearance
5.05.04 – Enemies
5.05.05 – Boss Overview
6. Section VI – Visual and Auditory Interface
6.01 – HUD
6.02 – Main Menu
6.03 – In-game Menu
6.04 – Rendering System
6.05 – Camera View/Lighting
6.06 – Control System
6.07 – Ambient Audio
6.08 – Music
6.09 – Sound Effects
7. Section VII – AI and Unique Mob Mechanics
7.01 – Basic Enemy AI
7.02 – Boss Enemy AI
7.03 – AI Coordination
8. Section VIII – Technical
8.01 – Target Hardware
8.02 – Development Software/Hardware
8.03 – Engine
8.04 – Scripting Language
9. Section IX – Game Art

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9.01 – Concept Art


9.02 – Cinematic
9.03 – Character Design
9.04 – Environment Design
9.05 – Equipment/Weapon Design
10. Section X – Secondary Software/Installer
10.01 – Game Editor
10.02 – Installer
10.03 - Updates/Patching
11. Section XI – Management and Budget
11.01 – Schedule
11.02 – Budget Overview

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Section I – Version History

Current Version: 1.01

Notes:

This is currently the first version of the game design document for Abyss. The game is beginning

development, so no changes will be made to the version until errors or any other assorted issues are

discovered.

Version 1.01 will contain the entire initial game client which is due for Fall 2011. The version will be

updated after alpha testing/debugging in early 2012.

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Section II – Game Overview

2.01 – Game Concept

Abyss is a first person shooter with certain psychological horror aspects. The goal is to produce a

realistically-based futuristic shooter with a immersive environment meant to pull the player into a

engaging but deeply immersive experience. The design aspects will be focused around the

environment/world itself, as the setting will hold priority over the objective-oriented gameplay and

amount of content.

2.02 – Features

Detailed and immersive level design will be the game's flagship, with simple objective-oriented

missions throughout the game. Since realism is a important concept behind our game, the player

should only know the major objectives of the main character, not specific places to go or important

mission items that would be needed to continue. This is to promote the exploration aspect of the game,

and allow the player to rely more on their own choices.

2.03 – Genre

Action Horror Game

Notes: The horror is not based off classic horror game qualities though, as it's less focused on the

constant threat of monsters jumping out and scaring the player, and more focused on a foreboding,

unnerving atmosphere. The psychologically based scares are brought on in a realistic way, as the

enemies are actually physical beings, not supernaturally based monsters.

2.04 – Target Audience

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Ages: 18 – 30, PC Gamers

Notes: Due to the heavy adult content of the game, Abyss's target audience will be ranged in the older

ages of computer gamers. Since there are no future plans for a console release, PC first-person-shooter

fans of games such as Bioshock, Half-life and Counterstrike are targeted.

2.05 – Game Flow

The player's game play will be focused around exploring the abandoned Facility MK6 in a realistic

way. Using the large assortment of weapons the protagonist starts with, the player will descend into the

depths, gunning down enemies that have the ability to duck behind objects and return fire. The game

flow will be as fast paced as most military first-person shooters are, but will not reach the speed of

arena shooters. The player can expect to spend up to an hour in each level due to the difficulty of

killing enemies. Due to the lower quantity of enemies, they will be much harder to put down.

2.06 – Visual Aesthetics

Essentially, the focus of the visual design is to create a decayed, post-apocalyptic feel in each level.

But each level will also have it's own unique visual style, which is detailed in Section V. Each level

will have an increasingly large amount of in-game static “hallucinations” that will be built into the

actual level but will contrast greatly with the design around it. These “hallucinations” pertain to the

main story and not only will gain in number the deeper the player goes, but will also have darker

themes.

2.07 – Project Scope

The project will contain: the full game Abyss, and a cinematic trailer. Depending on the success of the

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game, several DLC ideas may be implemented, with a possible sequel that will be much longer in

gameplay time.

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Section III – Gameplay and Mechanics

3.01 – Gameplay Summary

The gameplay in Abyss will feature the player progressing from room to room immersed in a unnerving

atmosphere. Most rooms will have a set of enemies that will attack the player as soon as they venture

close enough, with almost all possessing ranged weapons similar to the own player's. The player will

start with up to 5 guns, each performing in a familiar way to real life guns, acting more efficiently due

to the storylines presence in a future universe. Once enemies are dispatched, the player will be free to

explore the room and learn more of the plot and strategies for future fights. Each level will have a final

boss, with some containing a extra boss about halfway through the level. The boss will have a room all

to themselves, in which they manipulate the room to present a unique and challenging experience.

Their assorted skills will rely on the level they exist in, and their gameplay strategy is detailed in

Section V under Boss Overview.

3.02 – Game Progression

The player will be allowed to progress into the next level of the game once the bosses guarding the

door into the next level are dispatched. Rooms will be almost impossible to run through without killing

the basic enemies inside, as the player would be gunned down. Optional features will be present in

each room, allowing the player to explore the room and discover information pertaining to the story

and more.

3.03 – Mission Structure

The only mission the player knows for the majority of the game is to discover the secret behind the

insanity of the Facility MK6 inhabitants and to bring the technology found back to be used in the war

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on Earth. This changes slightly when the antagonist is defeated, and the player is given the choice to

reclaim the technology or destroy it, providing two optional endings.

3.04 – Objectives

The basic objectives in Abyss are simplified to make the experience more of an adventure for the

player. For example, upon encountering a boss, the objective will change on the screen to “Kill: boss

monster!”. It will also change when encountering an anomaly preventing the player from continuing

through the rest of the level.

3.05 – Play Flow

Engagements with enemy AI will progress as normal first-person-shooters do, with downtime being

present at the end to allow the player to investigate the now desolate room. Once the player has spent

that time, they can progress to the next room and repeat the process. Each level will have it's own style

of exploration which is detailed in Section V.

3.06 – Mechanics Summary

Since Abyss is no longer planned to be made in the Unreal 3 engine, the depth of the engine's physics

will depend fully on how fast bug/stress testing goes. For now, the engine is planned to implement

basic player/enemy falling and collision physics, but no rag doll or object physics. The movement will

be traditional to first-person-shooters, though each boss will utilize a unique type of movement. The

player will be able to interact through basic controls with certain objects throughout the game.

3.07 – Physics

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A self-created physics engine in is currently being designed that will feature basic physics.

Notes: The current plan is to feature basic falling physics for players and enemies with collision

detection. Rag doll and movable object physics may be implemented at a future date, though are not

planned for now.

3.08 – Player Movement

Traditional FPS Movement, using the WASD keys and aiming with the mouse.

The player will move at a realistic pace through the levels with the ability to jump on objects and

crouch behind and beneath them for cover. A large part of the game is navigating through the

abandoned facility, so smooth movement is key. A complete overview of controls in player movement

is covered in SectionVI.

3.09 – NPC Movement

Enemy AI will have similar movement to the player-controlled character, as they will crouch behind

objects for cover if fired at. Boss battles will each have their own unique design so movement will

differentiate between them, but will use similar mechanics to basic enemy AI.

3.10 – Object Interaction

No physics system is currently planned to be applied to objects, therefore they will most likely be

static.

3.11 – Activate Interaction

Certain items will be available to interact within the game, and they will primarily share information

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pertaining to the storyline. They are placed in random areas throughout the game and will display a

message on the screen when found, giving the player the information associated with the item.

3.12 – Combat Design

Combat will be similar to traditional first-person-shooter combat featuring a large range of weapons.

Most weapons will be familiar to the player as they are modeled after common guns. Basic enemy

NPC's are dispatched by lowering their health to 0, with increased damage being dealt to enemies by

hitting them in specific weak areas that the player will have to discover by themselves. Boss battles

will be different and are labeled in detail in Section V.

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Section IV – Story, Setting and Character

4.01 – Story and Narrative

4.01.01 – Back Story

Facility MK6, the setting for Abyss, was created by one of two warring factions on Earth; called

the Conglomerate, in the year 2350. It's primary goal was to create unique weapons for the war on

Earth, while protected by the anonymity of the vast fathom of space, far away from the Conglomerates

enemies, the Leoginhaurre. Facility MK6 is located on the dead planet Aries 426, on the outer reaches

of the Milky Way Galaxy. 24th century technology has greatly improved space flight, allowing for only

a 5 year trip between Earth and Aries 426.

Facility MK6 was a moderately successful project, with only several of it's many sectors

actually producing useful technology. A year before it's abandonment, 5 of the Science Level sectors

were shut down, with few personal transferred to functional sectors, while the large majority was sent

back to Earth. In the year after, productivity maintained an acceptable level, but the facility was shut

down because The Conglomerate was losing too many resources in the war back on Earth, and had to

save assets. Meant to be self-sustaining, there was still operational life support in the facility after the

evacuation, though without proper upkeep the facility saw great decay. Parts of the facility, especially

the exterior, have been completely destroyed due to the hostile environment of Aries 426's surface.

Once the long 5 year journey of the evacuees to Earth was completed, Jake Vegni was arrested

for treason, as he was betrayed by fellow peers that divulged the truth of Jake refusing to execute

Harrigan and his subordinates. Jake's court session didn't last long, and he was given two choices: to

accept his execution, or to return to the facility, to catch Harrigan dead-or-alive, and to recover vital

weapon blueprints, primarily Harrigans project. While his fellow Security personal were executed for

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treason, Jake was only given this choice because of his complete knowledge of the facility due to his

high ranking status. Jake returned to Facility MK6 in his personal ship, the “Kronos”, conflicted by his

choice to spare Harrigan's and his subordinates lives.

4.01.02 – Plot Elements

Upon returning the the facility, Jake is forced to work his way through the Maintenance shafts

in the upper sections of the facility due to the destruction done to the hanger bays. All lifeforms he

encounters are twisted versions of their previous selves, modified not only in body but in psyche. They

are extremely hostile towards Jake, and he is forced to fight his way through the depths of the facility.

4.01.03 – Game Progression

Throughout the game the player will be able to investigate parts of the facility and discover

more about the plot behind Abyss. The player learns that Harrigan developed a device called the The

Relic, a device that creates a electrical field within a 50 mile radius, causing hallucinations that increase

in intensity depending on the amount of time the subject is exposed to it. Whoever controls the device

can directly control the hallucinations, making it a effective mind controlling device. The inhabitants

that stayed with Harrigan have been exposed to this device for nearly 15 years, breaking their minds

and making them slaves to Harrigan.

4.02 – Game World

4.02.01 – World Design/Appearance

Abyss has a dark, post-apocalyptic theme, coupled with the fact that Facility MK6 exists on a

dead planet, Aries 426. The exterior surface of the facility was nearly completely destroyed by a

earthquake that happened soon after the facility was evacuated. Remarkably, due to advanced

technology, and a small amount of “coincidental” luck, the interior of the facility survived nearly

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unscathed. Still, the interior has a decayed, musty feel to it as it has been almost completely empty for

15 years and the few inhabitants of it's depths have done damage to areas. The world will contain static

hallucinations that seem to start random and somewhat lighthearted, but become darker and more

focused the deeper the player progresses. Each level has it's own themed appearance, which is

documented in Section V.

4.02.02 – Cinematic

A short, teaser trailer cinematic is planned to be released in January 2011 to spark interest in

Abyss. The cinematic will show much of the exterior of the world Abyss takes place in and will feature

the protagonist, Jake, returning to the facility after 15 years in his ship the “Kronos”. There will be a

voice over of the antagonist, Victor Harrigan, explaining his deep hatred of mankind, and will end with

showing a dramatic shot of Harrigan in a large machine he has created around himself.

4.03 – Characters

4.03.01 – Jake Vegni

Jake Vegni is the protagonist in the game, and the player-controlled character. He is the former

Head of Security of Facility MK6, and has extensive experience in action, but is nearly 42 years old.

Jacks roll as Head of Security was appointed to him by The Conglomerate upon their creation in 2350,

when he was only 27 years old. Jake was a successful rebel leader for The Warlords, a group that stood

against the ASR, the former world power that split into the Conglomerate and the Leoginhaurre once

it's government collapsed. As he was the current Head of Security when The Conglomerate shut down

the Facility, he led the evacuation of the facilities and now has been sent back to discover the fate of

Victor Harrigan and the other traitors, and to find the truth behind the hidden monstrosities in the

abandoned facility.

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4.03.02 – Victor Harrigan

Victor Harrigan is the mysterious antagonist of Abyss. He was the former Head Scientist of

Weapons Development in MK6. When the Conglomerate shut down the facility, Harrigan refused to

evacuate with the rest of the personal. Jake Vegni, who was conducting the evacuation, was ordered by

the Conglomerate to execute all traitors. Jake claimed to have carried out this order, but instead left

Harrigan and his fiercely loyal subordinates at the facility. Shunned by the government he worked for,

and considered deceased, Harrigan quickly got back to work on his final project, completely obsessed

with his work, and seemingly unaware of his abandonment. His peers that had also decided to stay

behind followed his orders without question, in a strange trance-like behavior. Harrigan has become

corrupted, and his semi-solitude for 15 years has driven him into madness.

4.03.03 – Assorted Scientists

Fewer than 1% of the facilities personal stayed behind with Victor Harrigan, reaching only

about 200 people. All of them worked personally with Harrigan on assorted projects, and when the

time came for them to evacuate, they all refused to, some in violent reactions. This forced Jake Vegni

to abandon his efforts to take them back to Earth, and they were left on the dead planet, deep within

Facility MK6.

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Section V – Level Design and Environment

5.01 – Level 01: Irrigation/Maintenance

5.01.01 – Synopsis

The Maintenance level of Facility MK6 sits on the 2nd floor down from the surface level. It is

placed strategically high so that Maintenance workers could be low enough to get to the bottom levels

in a timely manner, but still be able to reach the surface. Due to the destruction of the exterior, the

player finds themselves in a makeshift tunnel leading to waste processing. There are 7 rooms in the

maintenance level, each very large, with not much hallways in between.

5.01.02 – Objectives

Objective 1: Find your way into the main facility!

Objective 2: Take the elevator to the exit.

Objective 3: Find a way to knock the tracked platform down!

Objective 4: Kill him!

5.01.03 – Physical Appearance

Level 1 contains large amounts of logical, simple machinery that's been worn down by poor

upkeep both after the evacuation and before. Most of the color scheme is blue and brown, with not

much lighting. The player will rely on their flashlight greatly in navigating their way through the level.

The level contains waste processing, a series of pressure control rooms, a security checkpoint, a large

elevator, and water treatment, where the level's final confrontation takes place.

5.01.04 – Enemies

The enemies in Maintenance level have modified themselves greatly with the equipment

available to them. The weapons that they have are built into their body armor, and they aren't afraid to

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rush the player, using their wide range of weapons.

5.01.05 – Boss Overview

Head Engineer Kradien:

The boss fight will feature an enemy that is practically invulnerable until the player figures out

a way to destroy the moving platform the boss is firing from. The room is a enormous, columned room

with a large series of pipes snaking their way through between the columns. A large track sits on the

ceiling of the room, pulling a cargo transport from a tunnel on one side of the room across into a slot in

the wall. The player will enter the room and immediately be attacked by the boss, who is firing from

the platform above the player, nearly impossible to hit. The player will have to venture through the

room, hiding between the bursts of fire from the boss, and close pipes to build pressure in the boiler

underneath the platform. When all pipes have been closed, the boiler will explode, removing the boss

from the platform, and forcing the player to finish the boss by taking cover in the remnants of the room

and firing at him when available.

5.02 – Level 02: Residential

5.02.01 – Synopsis

Residential is a quiet series of hallways and personal rooms that almost seems frozen in time.

The enemies in this zone are nearly silent, and will get the jump on the player if they are not careful.

Residential is dark, but not enough to require a flashlight. It contrasts greatly with the first level in that

most of the exploration is done in long hallways, instead of large rooms. It also has great contrast in

the visual aesthetics, as it consists more of curved lines and soft gradients complimented by shadowed

artwork from when it housed people. The player must also avoid a large, ominous being called the

Shadowed Reaper until the end of the level, or they will be killed almost instantly. The first

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hallucination is in the Residential level too, manifesting in a room full of mannequins that seem to be

frozen in real life stances.

5.02.02 – Objectives

Objective 1: Make it through the dark with subtlely.

Objective 2: Avoid the Shadowed Reaper..

Objective 3: Find a way through the Reaper's invulnerability.

Objective 4: Finish him!

5.02.03 – Physical Appearance

Containing mostly dark and soft gradients, on curved surfaces, the Residential level is a solemn

area. Papers litter the floor and rooms seem to be trashed as if there was a rush for its inhabitants to

leave. The soft, dim emergency lights are on, causing just enough light to distinguish nearby objects,

seeming almost as if lit by moonlight. Sculptures and dead gardens sit in between hallways, neglected

for almost 15 years.

5.02.04 – Enemies

The enemies in Residential are silent, and wait in rooms to ambush the player on their own

ground. They avoid the hallways due to the presence of the The Shadowed Reaper, who seems to be

hostile to whoever approaches it. They use energy weapons for their low volume and heavy power at

short ranges. They wear clothing that covers their entire body and they blend in with the walls of

Residential.

5.02.05 – Boss Overview

The Shadowed Reaper:

The Reaper silently stalks the hallways of the Residential level until the player reaches the end

of the level. Once the final room is entered, he attacks the player. The boss fight happens in circular,

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former garden-room with dead plants and broken UV lights all around. The Shadowed Reaper is

covered with a indestructible armor, slowly shambling after the player through the room. The player

must avoid the boss and activate the few functioning lights, stunning the Reaper. Once he has been

stunned a certain amount of times, he will appear dazed, and fall to the floor. The player must walk up

behind him and destroy the suit and the boss inside by rewiring the suit.

5.03 – Level 03: Medical Facilities

5.03.01 – Synopsis

The medical facilities are series of hospital-like floors that contain the greatest contrast in light

of the levels. Rooms range from brightly lit to almost pitch black, and the largest amount of

hallucinations happen in this level too, as it is almost devoid of enemies. The purpose of the medical

facility is to reveal to the player the final secret behind Harrigan, as he conducted tests on subjects

testing the power of The Relic and it's effectiveness in cracking the human psyche in the Medical

facilities after the abandonment of Facility MK6 by the rest of the personal.

5.03.02 – Objectives

Objective 1: Find a way to the lower level of Medical.

Objective 2: The elevators have been disabled, find a vent access.

Objective 3: Find the stairs to the Transportation level.

5.03.03 – Physical Appearance

At first the Medical facilities appear to be completely unharmed by the events of the

surrounding area. The bright cleansing white light of individual examination rooms is almost blinding

to the player. But this is only in the top level. The player will plunge into a world of darkness and

mind bending hallucinations once dropping to the floor below. The sound effects echoing to the top

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level will pave the way for the foreboding and dark atmosphere of the rooms below, and once

discovering the elevators to the lower level aren't functional, the player will need to investigate the

many examination rooms of the top level before finding a grated air duct that leads to the lower level.

The bottom level is a overwhelming assortment of dark fabrications coupled with a host of disturbing

enemies.

5.03.04 – Enemies

The enemies that dwell in the bottom floor of Medical are failed experiments of The Relic.

They are highly unstable, and are just as likely to fight with themselves as they are with the player.

They mostly have separated themselves to sections of the floor, protecting them territorially. Their

weapons are makeshift medical equipment that has been modified for range. These enemies are

extremely hard to kill, as injuring them only seems to make them angrier. Therefore, the player has the

option of attempting to avoid them altogether.

5.03.05 – Boss Overview

Medical-Center Security AI:

When the player enters the final room and entrance to the Transportation level, the player is

attacked by a series of turrets that descend from the ceiling. The player must destroy all turrets before

the main AI system descends in the middle of the room, exposing itself but also unleashing a net of

lasers that rotate around the room. The player must avoid these and fire at the eye of the AI system,

destroying it and progressing to Transportation.

5.04 – Level 04: Transportation

5.04.01 – Synopsis

The laboratories of Facility MK6 sit about a mile down the underground subway transportation

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system, and Harrigan has disabled any remaining trains in a attempt to prevent the player from

progressing. Therefore, the player must travel the long tunnels on foot, using primarily the tunnels

themselves while alternating through maintenance hallways that connect subway tunnels. While the

tunnels are dark, they are not impossible to travel through due to emergency lights and the lights from

disabled trains on the track. The player will come across these disabled trains quite frequently, and will

find information pertaining to the games story and useful items in them, as well as enemies. Several

different platforms lay on the track as well, providing similar items guarded by the levels inhabitants.

5.04.02 – Objectives

Objective 01: Attempt to activate the train system.

Objective 02: Head down the South tunnel, finding a way to Harrigan.

Objective 03: The exit is guarded, defeat the boss!

5.04.03 – Physical Appearance

The Transportation tunnels are similar to today's metro systems, with large round tunnels

snaking through the ground connected by small maintenance rooms and large platforms. The player

will see more evidence of the earthquake that did damage to most of the exterior of Facility MK6, and

investigate the many separated train cars sitting on the tracks. The platforms between the tunnels will

be where to largest groups of enemies are situated, so the player can choose to avoid these stations,

though he will be forfeiting information that furthers the story,as well as vital weapons and

ammunition.

5.04.04 – Enemies

The enemies in Transportation are about as similar to traditional first person shooter enemies as

Abyss gets. They are essentially Harrigan's elite guards, who are stationed outside the one way

entrance to the Laboratories. They have heavy armor and heavy weapons which make them extremely

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tough to kill, but they yield great rewards, such as advanced weapons. They are most effective in packs

of three or more, so they stay close together when approaching the player, and will nearly always

outnumber the player.

5.04.05 – Boss Overview

Demolisher:

The boss of Transportation appears from the ground on a large circular platform in the center of

the train junction. He is sitting on a giant security gun, and is untouchable by the player until the player

can navigate the maze of trains circling the boss. The player will run through the empty trains as the

boss is constantly firing at him, shooting out windows and destroying the environment. Once getting

through the maze, the boss runs out of ammo, and starts firing at the player with a assortment of

weapons. The boss will use basic enemy mechanics and movement when this mode is reached, and the

player will have to burn him down in traditional manner.

5.05 – Level 05: Weapons Research Facilities

5.05.01 – Synopsis

The Weapons Research Facilities are relatively small in scope compared to the earlier levels.

It's main purpose will serve as a confrontation with the final boss, Victor Harrigan. The few amount of

rooms before the final boss room will contain ammunition and health so the player is fully prepared for

a long boss fight. Harrigan will try to ward off the player with intimidating threats and a small series of

hallucinations brought on by The Relic. But once the player experiences these, it's a short walk to the

Main Laboratory where Harrigan awaits.

5.05.02 – Objectives

Objective 1: Find ammo and health before approaching Harrigan.

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Objective 2: Proceed to the Main Laboratory and confront Harrigan.

Objective 3: Find a way to destroy Harrigan and end it all.

Objective 4: Take The Relic or Destroy The Relic.

5.05.03 – Physical Appearance

The most definable trait of the Laboratories are their sense of chaos. They appear to almost

have been ripped from the current reality into a world of it's own. Ceilings are collapsed, large chasms

arch through the floor, and objects appear to have been tossed around the room effortlessly. Dead

bodies litter the floor and red emergency lights flash everywhere. Transitioning from the deep, quiet

tunnels of Transportation to the chaos that is the Weapons Research Facilities will surprise the player,

and almost snap them back into reality. The final boss room will contain a large machine used for

modifying and containing The Relic, as well as enormous staging area that Harrigan's suit first

descends from.

5.05.04 – Enemies

There are no basic enemies in the final level, only the bodies of enemies that Harrigan has

dispatched himself.

5.05.05 – Boss Overview

When the player enters, the room will at first be pitch black except for The Relic, which is

illuminated by a single spot light in the center of the room. When the player approaches the spotlight, a

large stage will be lit behind The Relic, showing, in dramatic fashion, Harrigan's mechanized suit, that

is nearly 25 feet tall. Harrigan will break free of the constraints on the stage and charge the player. The

player then has to avoid Harrigan's powerful suit while shooting the weak points in between Harrigan's

armor. These will begin to disable the different limbs of the suit, enraging Harrigan but decreasing his

effectiveness with shooting and melee. Once all limbs have been destroyed, Harrigan will grab The

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Relic and change the reality of the room, appearing to be a large unimaginable horror. The player will

then pump bullets into Harrigan until he is killed, reverting the player's reality back to real life. After

the fight the player is given two choices, to either destroy The Relic or return with it back to Earth, with

two possible endings. These endings will affect future sequels and DLC's.

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Section VI – Visual and Auditory Interface

6.01 – HUD

Bottom left Health bar:

Bottom middle location information:

Bottom right weapon status/information:

Note: The above images are the in-game HUD UI that overlays the players perspective. The health bar

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will lower according to the percentage of the players health. The center UI element will feature

location information, starting with the level separated by a dash from the room name. Finally, the

lower right will feature the current weapon information including name and a miniature rendered image

of the currently equipped weapon. The weapons ammo will be displaced to the right of this image.

The entire UI will be displayed at 70% opacity, and emit a almost computer screen like glow.

6.02 – Main Menu

The main menu will feature 4 different options, including Start Game, Load Game, Options and Exit.

Start Game will give the option to Continue the game or to start a New Game. Load Game will find the

player's save files and present them for loading. Options will cover Video, Audio, and Controls as well

as 3 types of difficulty levels.

6.03 – In-game Menu

The In-game menu will only feature Resume Game, Restart Level, and Exit game. If the player wants

to change his/her options, they will have to exit game and configure them in the main level. The game

will automatically save at appointed checkpoints.

6.04 – Rendering System

Abyss will use a custom made engine, therefore the rendering system will be defined once the engine is

created. Additional information can be found in Section VIII, covering the basics of the engine.

6.05 – Camera View/Lighting

Traditional to most shooter games, the camera view will be from the first-person-perspective. This

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choice was primarily chosen to make the game a more immersive experience, and to promote realism

in the game.

6.06 – Control System

PC keyboard controls:

WASD – Character Movement

Space – Jump

Ctrl – Crouch

E – Activate

1 – Primary Weapon

2 – Secondary Weapon

3 - Secondary Weapon

4 – Secondary Weapon

5 – Secondary Weapon

Esc – Game Menu

6.07 – Ambient Audio

Abyss ambient audio tracks will be relevant to the area the player is in. This includes:

Level 01 Maintenance: Heavy machinery including pistons and steam releasing.

Level 02 Residential: Subtle echoes and low whispers.

Level 03 Medical: Due to the hallucinations of the level, a low ringing noise will be heard, as well has

a subtle heartbeat.

Level 04 Transportation: Deep echoes with dripping water.

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Level 05 Laboratories: The flickering sound of fire.

6.08 – Music

No in game soundtrack is planned for the moment, though the cinematic will be featuring a trailer song

by a orchestra such as Audiomachine, etc.

6.09 – Sound Effects

Sounds effects will primarily include individual weapon sounds as they reload and fire. Several pieces

of technology will also create simple noises, such as beeping, clicking, whirring fans, and other similar

effects.

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Section VII – AI and Unique Mob Mechanics

7.01 – Basic Enemy AI

The enemy AI will identify the player at a range of 20 yards, and begin firing immediately. If the

player returns fire within a 45 degree angle at the AI, it will respond by running to the nearest cover.

Each basic enemy will have 100 health, with headshots causing 20-30 damage and body shots causing

5-10 damage, depending on the player's current weapon. Enemies are extremely hard to kill because of

the body armor they wear.

7.02 – Boss Enemy AI

Boss AI is very similar to basic enemy AI with several unique characteristics depending on the fight.

Each boss enemy has a total of 500 health, with headshots causing 20-30 damage and body shots

causing 5-10 damage, depending on the weapon. While they can be brought down by pumping enough

lead (or lasers) into them, they will have a primary strategy of defeat that will cause mass damage to

them if completed by the player. These strategies are labeled in Section V, under the Boss Overview

section in each level.

7.03 – AI Coordination

Enemies will try to stay in a tightly knit group within 10 feet of each other. If a enemy is out of this 10

yard range when the player achieves their aggression, the AI will attempt to take a different route to

appear as a flanking threat to the player.

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Section VIII – Technical

8.01 – Target Hardware

Recommended Hardware:

Video Card: ATI 4800+ or Nvidia 8800 GT

Processor: Intel i5 2.66gHz+

RAM: At least 2.5 GB

Note: Required hardware will be released after stress testing begins in September 2011.

8.02 – Development Software/Hardware

All development software will be self created in C++.

8.03 – Engine

The engine will be self-created using DirectX10.

Note: Possible options include the Source engine and the Unreal 3 engine. We will be testing with each

engine and determining the most effective one for the cost. Due to the high cost of the Unreal 3 engine,

the self-created engine is almost definitely our current choice.

8.04 – Scripting Language

All programming will be done in C++ and DirectX10.

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Section IX – Game Art

9.01 – Concept Art

Concept art and renders are posted to www.ryanimate.com/blog/.

9.02 – Cinematic

The cinematic trailer will be modeled and textured in Autodesk Maya 2010(64-bit) and rendered in the

Maya package of Mental Ray. Textures for the cinematic will be created using Adobe Photoshop CS4,

while the editting for the cinematic will be completed in Sony Vegas.

9.03 – Character Design

Character design will be modeled and textured in Autodesk Maya 2010. Rigging and animation will

also be applied to the completed character in the same program. Character design will be done for the

player-controlled character, 5 unique boss enemies faced at the end of each level, with 2 unique basic

enemy characters in each level. This is a total of 16 character models that are currently planned for

development.

9.04 – Environment Design

Environment design will be done for 5 levels, with the size of each depending on the level

characteristics, labeled in the Section V. Environment design will also be completed in Autodesk Maya

2010, as well as texturing. The lighting and scripted events will be done in the self-created game

editor.

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9.05 – Equipment/Weapon Design

Weapon design will be completed in Autodesk Maya 2010, and rendered to appear as if the player is

holding the weapon in front of the first-person perspective.

The player will have access to a wide range of weapons, including:

MKR01 Heavy Assault Rifle

Damage: Headshots – 28; Bodyshots – 8

The MKR01 is highly accurate, with the option of controlled bursts or full automatic firing. Mainly a

standard issue weapon of The Conglomerates footsoldiers, it serves the purpose of dealing high

amounts of damage at medium to long range. An optional scope can be attached to the top, replacing

the standard issue ironsights.

Taurus 2-M Custom Class Pistol

Damage: Headshots – 20; Bodyshots – 5

The Taurus is a well hidden pistol that can deal moderate damage at close to medium range. This pistol

was used primarily by the security detail of The Conglomerates facilities, and was a personal favorite

of Jake Vegni's while working at Facility MK6.

HJ564 Pulse Rifle

Damage: Headshots – 30; Bodyshots – 5

The Pule Rifle is one of the few laser rifles in the game. It is very slow firing, but has 100% accuracy

and does mass damage at nearly any range. The Pulse Rifle is limited in quantity, with one of the few

given to Jake before his departure back to Facility MK6.

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Xenitek Firestick200

Damage: Headshots – 10x5; Bodyshots – 3x5

The Firestick200 is a common mercenary weapon, and is similar to a shotgun. It is very effective at

close to medium range, and it's damage depends on the amount of flak that hits the victim. Many

enemies in Facility MK6 use this weapon due to it's simplicity.

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Section X – Secondary Software/Installer

10.01 – Game Editor

A game editor is currently in development for Abyss. It will be created completely from scratch in C++

and will modify specifics in the level, mainly lighting and scripted events. It will also handle the

location of enemies and how they respond to the character.

10.02 – Installer

Currently Abyss is planned to use the basic Windows Installer, with no support for Macs.

10.03 – Updates/Patching

Upon the games completion, patches will be released under the games website, at

www.ryanimate.com/abyss.

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Section XI – Management and Budget

11.01 – Schedule

General Schedule:

January 1st - May 1st, 2011: ALPHA Product, including:

 fully coded console

 fully coded level structure with 3 of the 5 levels completely modeled and textured

 lighting utility complete, with a playable alpha version of the game

May 1st - November 5th, 2011

 game engine fully completed

 early stages of beta with at least 10 game testers

 fully finished 5 levels (modeled, textured and lit)

 Begin testing reliability of the game

November 5th - May 15th, 2012

 Apply finishing touches

 Release on May 15th

Extended Schedule:

 January 1st 2011 – February 1st 2011: Cinematic trailer fully rendered and edited

 February 1st 2011 – March 1st 2011: First level fully completed. Cinematic trailer sound

completed and trailer is released to the general public.

 March 1st 2011 – April 1st 2011: Second level fully completed

 April 1st 2011 – May 1st 2011: Third Level fully completed.

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 May 1st 2011 – June 1st 2011: 3 bosses and 6 general enemies fully modeled, textured and

rigged.

 June 1st 2011 – July 1st 2011: Fourth level fully modeled, first level completely lit in lighting

utility.

 July 1st 2011 – August 1st 2011: Fourth level fully textured, second level completely lit

 August 1st 2011 – September 1st 2011: Fifth Level textured and modeled

 September 1st 2011 – October 1st 2011: Third and Fourth Levels completely lit, begin reviewing

and tweaking earlier levels for increased performance.

 October 1st 2011 – November 1st 2011: Fifth level completely lit, characters fully animated and

weapons modeled and textured.

 November 5th 2011 – January 1st 2012: Begin testing reliability

 January 2nd 2012 - May 15th 2012 – work with game testers to improve performance and fix

bugs

11.02 – Budget Overview

Development Costs:

Salaries:

Cinematic team: $29,000.00

Art team: 1 employee - $41,000.00

Programming Team: 1 employee - $40,000.00

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Computer costs:

2 computers - $3,000.00

Required minimum, each containing as follows:

Video Card: ATI Radeon x4890 800 mHz

Processor: Intel i7 3.00gHz Quad Core 45 nm Processor

EVGA 780i motherboard w/ LGA 775 processor port

Patriot Viper II Sector 7 DDR3 240-pin RAM, 4GB

250 GB 7500 RPM Hard drive

Software costs:

1x Autodesk Maya 2010 Unlimited – $3,495.00

1x Adobe Photoshop CS4 Extended - $349.00

2x Windows 7 Ultimate (64-bit) Full Version - $319.00

1x Sony Vegas Studio 9 - $99.99

Licensing Costs:

Game Soundtrack - $800.00

Testing Costs:

Food for testers - $300.00

Payment for time compensated - $2000.00

TOTAL Estimated Cost: $120,681.99

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