Game Design Document Vale Visions
Transcription
Game Design Document Vale Visions
Game Design Document Version 1.9 Vale Visions Version History Version Number 1.0 Edited By Date Revision Details Ryan Schmidt 14/03/14 1.1 Ryan Schmidt 15/03/14 1.2 Ryan Schmidt 16/03/14 Imported additional concept art and reference images from Diego Henriquez and Sean Toomey respectively, and performed numerous modifications throughout the document to reflect new information. 1.3 Ryan Schmidt 18/03/14 Completed and integrated an initial draft of the story overview. 1.4 Ryan Schmidt 24/03/14 Heavily modified and revised the Boss Design Document prepared by Sean Toomey, and integrated it into the document. Pompilus and Silstrum vessels have been named, and now need their details fleshed out. 1.5 Ryan Schmidt 25/03/14 Added placeholder enemy descriptions and integrated the typography logo produced by Diego Henriquez. 1.6 Ryan Schmidt 30/03/14 Prepared an initial draft of Provectus’ second level, added new landmarks to the locations section, and touched on what its boss battle will entail. 1.7 Ryan Schmidt 31/03/14 Prepared an initial draft of Provectus’ third level, added a new landmark to the locations section, and applied changes requested by the team. 1.8 Ryan Schmidt 10/04/14 Brought in new pictures to populate the document, rewrote how health works to match its implementation, introduced another Pompulis vessel to cover new model, fixed unsightly typos that were shamefully overlooked, and completed the initial design for the second level’s boss battle. Imported contents of the original Game Design Document into the template for better organization. Imported Diego’s reference images and rough concept art, added William Lewis’ audio assets list, and made modifications to a number of areas to reflect group decisions and enhance overall document readability. 1.9 Ryan Schmidt 11/04/14 Made a series of minor modifications, setting up for a major overhaul: among the adjustments, health details have been refined, the menu section has been reworked, a boss section has been introduced, and general highlighting has begun. Contents Game Concept............................................................................................................................................... 1 High Concept ............................................................................................................................................. 1 Genre ........................................................................................................................................................ 1 Target Platform ......................................................................................................................................... 1 Target Customer ....................................................................................................................................... 1 Unique Selling Points ................................................................................................................................ 1 Project Scope ................................................................................................................................................ 1 User Interface ............................................................................................................................................... 2 Screen Flow ............................................................................................................................................... 2 Screen Presentation .................................................................................................................................. 2 Menu Contents ......................................................................................................................................... 2 Main Menu............................................................................................................................................ 2 HUD ............................................................................................................................................................... 4 HUD Presentation ..................................................................................................................................... 4 Health ........................................................................................................................................................ 4 Energy Shield......................................................................................................................................... 4 Hull Integrity ......................................................................................................................................... 4 Ammunition .............................................................................................................................................. 5 Stance Indicator ........................................................................................................................................ 5 Audio Waves ............................................................................................................................................. 6 Traditional Waves ................................................................................................................................. 6 Water Waves......................................................................................................................................... 6 Vine Waves............................................................................................................................................ 6 Score ......................................................................................................................................................... 6 Reticle ....................................................................................................................................................... 6 Controls ......................................................................................................................................................... 7 Controller Configuration ........................................................................................................................... 7 Keyboard and Mouse Configuration ......................................................................................................... 7 Camera Controls ....................................................................................................................................... 8 Mechanics ..................................................................................................................................................... 8 Player Movement...................................................................................................................................... 8 Movement Restrictions............................................................................................................................. 8 Primary Weapon ....................................................................................................................................... 8 Stance Shifting .......................................................................................................................................... 8 Braking ...................................................................................................................................................... 9 Boosting .................................................................................................................................................... 9 Secondary Weapons ................................................................................................................................. 9 Normal Stance....................................................................................................................................... 9 Offensive Stance ................................................................................................................................... 9 Defensive Stance ................................................................................................................................... 9 Upgrades ....................................................................................................................................................... 9 Primary Weapon Upgrades ....................................................................................................................... 9 Secondary Weapon Upgrades................................................................................................................. 10 Normal Stance..................................................................................................................................... 10 Offensive Stance ................................................................................................................................. 10 Defensive Stance ................................................................................................................................. 10 Defensive Upgrades ................................................................................................................................ 10 Energy Shield....................................................................................................................................... 10 Hull Integrity ....................................................................................................................................... 11 Resources ................................................................................................................................................ 11 Story ............................................................................................................................................................ 11 Premise ................................................................................................................................................... 11 Overview ................................................................................................................................................. 11 Cutscenes ............................................................................................................................................ 13 Dialogue .............................................................................................................................................. 13 Locations ................................................................................................................................................. 14 The Casarian System ........................................................................................................................... 14 Hyperion Belt ...................................................................................................................................... 14 Aurus Prime......................................................................................................................................... 14 Caldon ................................................................................................................................................. 15 Hydrayda ............................................................................................................................................. 15 Cetros .................................................................................................................................................. 16 Virentia................................................................................................................................................ 16 Arbustos .............................................................................................................................................. 17 Backstory................................................................................................................................................. 17 First Contact ........................................................................................................................................ 17 Exile ..................................................................................................................................................... 17 Galactic Society 90XX .......................................................................................................................... 17 Characters ............................................................................................................................................... 18 The Emissary, Protagonist ................................................................................................................... 18 S.L.I.C.K., AI Unit .................................................................................................................................. 18 Silstrum, Plant Race ............................................................................................................................ 18 Pompilus, Fish Race............................................................................................................................. 19 Provectus ................................................................................................................................................ 19 Provectus, Ship.................................................................................................................................... 19 Normal Stance..................................................................................................................................... 20 Attack Stance ...................................................................................................................................... 20 Defense Stance ................................................................................................................................... 20 Weapon System .................................................................................................................................. 21 Opposition................................................................................................................................................... 21 Obstacles ................................................................................................................................................. 21 Enemies ................................................................................................................................................... 21 Shot Colours ........................................................................................................................................ 21 Automated Defenses .......................................................................................................................... 21 Silstrum Ships ...................................................................................................................................... 22 Pompilus Ships .................................................................................................................................... 23 Bosses...................................................................................................................................................... 26 B.O.S.S. ................................................................................................................................................ 26 Belonus................................................................................................................................................ 26 Vindexus .............................................................................................................................................. 26 Levels........................................................................................................................................................... 26 Progression ............................................................................................................................................. 26 Level Design ............................................................................................................................................ 26 Ammunition Pickups ............................................................................................................................... 27 Aurus Prime Level One, Tutorial Stage ...................................................................................................... 27 Premise ................................................................................................................................................... 27 Key Concepts ........................................................................................................................................... 27 Movement........................................................................................................................................... 27 Shooting .............................................................................................................................................. 27 Damage ............................................................................................................................................... 28 Stances ................................................................................................................................................ 28 Level Flow ............................................................................................................................................... 28 Prologue – Provectus Problems .......................................................................................................... 28 Section 1 – Origo Co. Assembly Line ................................................................................................... 28 Section 2 – Origo Co. Hangar Bay ....................................................................................................... 29 Section 3 – Missuno Canyon ............................................................................................................... 29 Section 4 – Boss Battle ........................................................................................................................ 30 Checkpoints ......................................................................................................................................... 31 Cetros Level Two ........................................................................................................................................ 31 Premise ................................................................................................................................................... 31 Level Flow ............................................................................................................................................... 31 Section 1 – The Aecorian Line ............................................................................................................. 32 Section 2 – Island Altitude .................................................................................................................. 32 Section 3 – Stalactite Heights.............................................................................................................. 32 Section 4 – Salamari Outpost .............................................................................................................. 33 Section 5 – Boss Battle ........................................................................................................................ 33 Checkpoints ......................................................................................................................................... 34 Hyperion Belt Level Three ........................................................................................................................... 35 Premise ................................................................................................................................................... 35 Level Flow ............................................................................................................................................... 35 Section 1 – The Hyperion Belt ............................................................................................................. 35 Section 2 – Armada Assault ................................................................................................................ 35 Section 3 – The Silexian Strip .............................................................................................................. 35 Section 3 – Fleet Flurry ....................................................................................................................... 35 Section 4 – Final Boss Battle ............................................................................................................... 36 Checkpoints ......................................................................................................................................... 36 Art ............................................................................................................................................................... 36 Art Assets List .......................................................................................................................................... 36 Audio ........................................................................................................................................................... 37 Audio Assets List ..................................................................................................................................... 37 Voice-Overs ............................................................................................................................................. 38 References .................................................................................................................................................. 38 Provectus Vale Visions Game Concept High Concept Provectus is a fast-paced and quirky on-rails shooter, inspired by the gameplay of Nintendo’s early “Star Fox” game series (“Star Fox” (1993) & “Star Fox 64” (1997)), and coupled with the polarity-shifting mechanics of the classic arcade shoot-em-up “Ikaruga” (2001). Genre First-Person, On-Rails Shooter Developing an on-rails system that players can experience from the cockpit is our first priority. If time constraints aren’t an obstacle, free-roam dogfights will be introduced and a third-person camera will be incorporated as an optional perspective. Target Platform In production for PC with Oculus Rift VR headset support. Target Customer • In development with the intention of securing an ESRB of ‘T’ for “Teen”. • For audiences that enjoy aerial space combat, immersion, and VR technology. • Designed to appeal to a demographic of men and women aged sixteen to forty. Unique Selling Points • Pilot an advanced combat vessel and break through the Casarian System’s defenses. • Experience the thrills of occupying a dynamic cockpit with an incredible field of view. • Phase between dimensional planes to buff up your abilities and exploit enemy weaknesses. • Customize your ship’s primary weapon system to suit your combat style. • Immerse yourself in the action with Oculus Rift headset support. Project Scope Preproduction • One level • One boss • Three stances • One weapon • Two enemies (1) (1) (3) (1) (2) Production • Three levels • Three bosses • Three stances • Four weapons • Nine enemies (3) (3) (3) (4) (9) 1 Provectus Vale Visions User Interface Screen Flow 1) Splash Screen 2) Main Menu 3) Level Select 4) Game 5) Victory 6) Failure 7) Upgrades After upgrades have been applied, the game will transition back to the Level Select screen. To be updated to reflect menu contents in a later iteration. Screen Presentation When the game loads in, the player immediately begins stationed in the cockpit. All of the screens are displayed from a fixed position in front of the camera, allowing the player to look around and see their contents from slightly skewed angles. Each of the screens, with the exception of the game screen, are presented as a collection of hexagonal buttons. These buttons are blue and flicker occasionally to accentuate their artificiality. The deeper into the menus the player digs, the farther back the screens are displayed. Menu Contents The menus display a vertical selection of buttons and relevant information. Main Menu The main menu is the first screen displayed when the user starts a session. At the top left of the screen, the title of the game is displayed. Four buttons at half its size are also listed: Start Game, Settings, Credits, and Exit Game, in that order. 2 Provectus Vale Visions Start Game No saving feature is presently planned, as the game can be completed in a single session. Until additional levels are developed, the button will direct players to the tutorial level, instead of to the level select screen. Settings Audio settings can be adjusted from the settings screen. These elements will be denoted by symbols and have sliders next to them to change their values. Music Icon Sound Icon Voice-Over Icon Adjustments Slider Credits Credits for the Vale Visions team are listed vertically down the center of the screen, followed by a back button to return to the main menu to its left. Exit Game Exits the game and ends the session. 3 Provectus Vale Visions HUD All of the HUD elements will be presented on the camera and guised as the protagonist’s helmet display. By showcasing the information in this fashion, everything the player needs to know is available to them regardless of the direction they’re facing. HUD Presentation Information will be presented through a holographic interface, giving the impression of a holographic overlay on the helmet’s visor. A Lerping effect will also be administered to its sides to present an illusion of convexity. Health: Top-Middle Ammo: Top-Right Stance: Top-Left Waves: Bottom-Middle Score: Bottom-Right Every element of the HUD possesses a blue tint, including the visor’s stylized edge designs. Health Located at the top-middle of the screen, health is divided into two categories: energy shield and hull integrity. Once registered, neither measurement can be influenced by the player, as no recovery pickups are found during gameplay. Energy Shield Denoted by a navy blue, horizontal bar across the top of the screen, the energy shield decrements relative to the damage the player receives. When a hit is registered, the bar drops from right to left to reflect the damage amassed, remains at that position for a brief moment, and then proceeds to regenerate back up to full again. When the energy shield’s bar depletes completely, the player’s hull integrity is exposed, and the bar delays for a longer duration before regenerating. Hull Integrity Positioned directly below the energy shield bar, hull integrity is represented by a horizontal string of six light blue blocks. From the center to the outermost blocks, their length extends until they reach the bottom edges of the energy shield bar. These blocks decrement in a mirrored fashion, with the outermost blocks vanishing after twenty-five points of damage are received, followed by the next pair of blocks once fifty points of damage amass. The blocks change their operation after they’ve accumulated seventy-five points, however; instead of vanishing like their predecessors, the blocks change to an orange colour to denote the ship’s critical 4 Provectus Vale Visions condition. Once the last remaining twenty-five points are tallied, the player is defeated, at which point a life is lost and they’re either brought back to a checkpoint or are given a game over depending on if they have any lives remaining. Each hit while hull integrity is exposed delays the return of the energy shield’s bar. And while the energy bar is replenished, the blocks are faint, so not to be a distraction to the player. Damage When the player receives damage, the helmet’s display will become distorted to reflect the force of impact. A light hit—resulting from weak enemy fire or lightly grazing obstacles—is demonstrated with slight distortion to the UI elements along the screen’s perimeter, while a devastating blow—denoted by heavy enemy fire or crashing directly into obstacles—will coat the entire screen, obscuring the player’s view of the scene in a brief blizzard of static. Light Damage Effect Heavy Damage Effect Ammunition Although each of the secondary weapons vary in execution, the ammunition counter operates the same across the board—one of five horizontally-aligned blocks depletes every time a secondary weapon is activated, fading out from right to left. The ammunition blocks will be listed at the top-right corner of the screen. Stance Indicator Since stances may be difficult to differentiate from one another when observed through a first-person perspective, the top-left corner of the screen will play host to a stance indicator. The three stances— normal, offensive, and defensive—will be visually distinct, ensuring that even colour-blind players will be able to identify which stance they’re using at a glance. Normal Stance Icon Offensive Stance Icon Defensive Stance Icon 5 Provectus Vale Visions Audio Waves Situated at the bottom-middle of the screen, audio waves are presented to notify that a voice-over is playing. This UI element is strictly aesthetic and doesn’t influence the gameplay in any way. Traditional Waves Displayed when S.L.I.C.K. is Communicating with the player. Water Waves Displayed when transmissions from Pompilus vessels are detected. Vine Waves Displayed when transmissions from Silstrum vessels are detected. Score Score is recorded by five star icons located at the bottom-right corner of the screen. When the player doesn’t have any defeats registered, the icons appear transparent, but with each dispelled enemy, one star—from left to right—is filled in to reflect an increase in score. Players will never go over the threshold of five, as the amount of points they can earn per level is capped at a maximum. Reticle The only UI element not locked to the camera, the reticle will be displayed at the center of the screen when facing forward. It will have a clearly defined area of mobility, ensuring players aren’t confused with where they can fire their shots. For the preproduction build, the reticle will be locked at the center of the screen, moving relative to the player. By default, the reticle is displayed as blue (left). When overtop an enemy, however, its colour shifts to red and it begins to pulsate to indicate that damage will be dealt if a shot is fired (right). 6 Provectus Vale Visions Controls The game supports two control schemes, which can both be coupled with the Oculus Rift headset. When the Oculus Rift headset is enabled, the way in which the camera operates changes (see Camera Controls). Controller Configuration Right Trigger: Primary Weapon Left Trigger: Secondary Weapon Left Bumper: Defensive Stance * Right Bumper: Offensive Stance * Both Bumpers: Normal Stance * Left Stick: Player Navigation Right Stick: Camera Navigation X Button: Boost A Button: Brake Start Button: Pause * Stance shifts are registered once the bumper or bumpers being held down are released. This ensures the player never encounters difficulty pressing both bumpers together to return to the normal stance. Keyboard and Mouse Configuration 1 Key: Defensive Stance 2 Key: Normal Stance 3 Key: Offensive Stance A Key: Leftward Navigation W Key: Upward Navigation D Key: Rightward Navigation S Key: Downward Navigation Left Arrow Key: Leftward Navigation Up Arrow Key: Upward Navigation Right Arrow Key: Rightward Navigation Down Arrow Key: Downward Navigation Space Key: Primary Weapon Esc Key: Pause Left Click: Primary Weapon Right Click: Secondary Weapon Mouse Movement: Camera Navigation Shift Key: Boost Control Key: Brake 7 Provectus Vale Visions Camera Controls With the Oculus Rift headset, the player directs the camera by moving their head around, and faces no restraint on where they can look. When playing with a controller or mouse, however, movement is restricted to a one-hundred and eighty degree field of view. Without the Oculus Rift headset, the camera’s movement slows down when approaching its limits, with quick movements enabled when returning to the center of the cockpit. If the right stick is released while using a controller, the camera will automatically return to the center with “slerping” effect. Mechanics Player Movement The player moves along a two-dimension plane: left, right, up, and down are their directional inputs. They cannot move backwards, but are pushed forward by an on-rails node system. Movement Restrictions The levels have enclosed environments and offer visual boundaries like canyons and factory walls. These obstructions damage the player when a collision occurs. In situations where there are no clear boundaries, like the sky above a canyon or an open space, invisible barriers will be presented, preventing the player from straying from the playfield. Instead of receiving damage when a collision is registered, an arrow pointing away from the barrier will be displayed on the HUD to indicate the direction the player should head back towards. Primary Weapon The main means of combat, the Provectus possesses a laser cannon that fires small, concentrated blasts of energy that deals damage against enemy vessels. It has three attributes—fire rate, speed, and power—that can be modified with upgrades when resources are spent. Attribute Fire Rate Fire Speed Fire Power Statistic 0.5 Seconds Average Weak Description How quickly shots can be fired. How quickly a shot reaches its destination. How much damage can be dealt against an enemy. Stance Shifting When the player performs a stance shift, the Provectus promptly changes its shape and gains the appropriate buffs—there’s a strong emphasis on speed here. At the time of this transition, a filter coats the screen in a colour reflecting the current dimension being occupied. For preproduction, Stance Normal Offensive Defensive Power Average Strong Weak Defense Average Weak Strong Secondary Weapon Homing Laser Reflector 8 Provectus Vale Visions Braking When the player wants to delay their progression to combat enemies or avoid an obstacle, they can activate a brake to slow their movement down for a limited time. The speed at which the player brakes is set at a flat value—it isn’t pressure sensitive. Boosting When the player is met with an obstacle that is difficult to overcome, they can activate a momentary boost to decrease their exposure to the situation. The speed at which the player boosts is set at a flat value—it isn’t pressure sensitive. Secondary Weapons Each stance boasts its own unique tool to complement the primary weapon. When a stance shift is performed, the secondary weapon changes to the appropriate attack. The same button is used to control all three secondary weapons. Normal Stance The normal stance enables the player to launch homing missiles. These shots track enemies within their vicinity and explode in small bursts upon impact. Offensive Stance The offensive stance releases a laser stream that eviscerates any targets in its path upon activation. Defensive Stance The defense stance permits the use of the reflector. When initiated, this weapon makes the player momentarily invincible, while also enabling them to take fire in and release it all in one burst to inflict damage on enemies. Upgrades Using the resources accumulated from each completed level, players are able to customize their armaments: the primary weapon, secondary weapons, and defenses can all be augmented. Upgrades are performed in sequence, meaning that player cannot perform “Upgrade Three” until the two previous upgrades in the corresponding tier have been made. Primary Weapon Upgrades Players are given the option to upgrade the rate, speed, and power of their primary weapon’s shots. Fire Rate Fire Rate -0.2 Seconds Fire Rate -0.3 Seconds Fire Rate -0.4 Seconds Fire Rate -0.5 Seconds Fire Rate -0.6 Seconds Fire Rate -0.8 Seconds Fire Rate -1.0 Seconds Fire Speed Fire Speed + 10% Fire Speed + 20% Fire Speed + 30% Fire Speed + 40% Fire Speed + 50% Fire Speed + 60% Fire Speed + 80% Fire Power Fire Power + 10% Fire Power + 20% Fire Power + 30% Fire Power + 40% Fire Power + 50% Fire Power + 60% Fire Power + 80% 9 Provectus Vale Visions Secondary Weapon Upgrades Unlike the primary weapon, secondary weapons have a far more simplified upgrade system. They have one branch to pursue, which only influences one attribute of their functionality. Normal Stance The accuracy range of the normal stance’s secondary weapon increases with each successive upgrade. Upgrade First Upgrade Second Upgrade Third Upgrade Effect Accuracy Range +25% Accuracy Range +50% Accuracy Range +75% Resources 10 20 30 Offensive Stance The strength of the offensive stance’s secondary weapon increases its fire power with each successive upgrade. Upgrade First Upgrade Second Upgrade Third Upgrade Effect Fire Power +25% Fire Power +50% Fire Power +75% Resources 10 20 30 Defensive Stance The holding duration of the defensive stance’s secondary weapon increases with each successive upgrade. Upgrade First Upgrade Second Upgrade Third Upgrade Effect Holding Duration +25% Holding Duration +50% Holding Duration +75% Resources 10 20 30 Defensive Upgrades Players are given the option to upgrade the Provectus’ defenses energy shield and hull integrity in order to sustain damage longer. This is organized in a similar fashion to secondary weapons, in that they have a linear presentation and only augment one attribute. Energy Shield The delay duration enforced after damage is received can be decreased with each successive upgrade. Upgrade First Upgrade Second Upgrade Third Upgrade Effect Delay Duration -25% Delay Duration -50% Delay Duration -75% Resources 30 30 30 10 Provectus Vale Visions Hull Integrity Each upgrade performed on hull integrity introduces an additional block to the chain. Upgrade First Upgrade Second Upgrade Third Upgrade Effect +1 Hull Integrity Block +1 Hull Integrity Block +1 Hull Integrity Block Resources 50 50 50 Resources Resources are given to the player based on the total enemies defeated at the end of a level. There are no different classifications of resources: we’re employing a “one-size-fits-all” approach, in which resources can be applied to any upgradeable system. There is a maximum total of resources that the player can earn, so there will never be a situation in which they can upgrade all elements of their primary weapon to full capacity—maxing out is impossible. Story The story will unfold in a linear fashion, told through dialogue delivered by S.L.I.C.K., the Provectus’ onboard AI unit, over the course of three levels. To correspond with the frenetic arcade action of the game, it’ll be presented with a quirky tone. Premise The Provectus, a vessel capable of shifting between combative forms through dimensional exploitation, was lost after humanity had been ostracized from the Casarian System centuries ago. As the crown jewel of human achievement, and humankind’s only chance to fight their way back to their former civilization, you’ve been hired as an emissary to reclaim the ship for research and mass production. With the vessel attained, you must pilot through enemy space and return it beyond the galaxy’s border: take to the cockpit, engage the enemy in aerial combat, and help humanity seize control of the Casarian System! Overview Aurus Prime Piloting a small, battered ship, a nameless emissary arrives at the inner sanctums of Origo Co. on Aurus Prime, a research facility abandoned during the planet’s exile decades ago. The emissary was tasked with infiltrating the Casarian System and locating a ship, the Provectus, for humankind. With its return, the ship will stand as a conduit for change; one that a struggling humanity is in desperate need of after its banishment. Thankfully, their need may be met—the emissary has successfully located the ship and is ready to return a hero. Immediately upon its activation, the vessel’s AI unit, S.L.I.C.K., makes an address. It informs the emissary that the Provectus hasn’t been in operation for over a century, and that booting up its auxiliary systems will take some time. It also notes that the launch tube doors are inactive, but it’s capable of manipulating the system by way of wireless hacking. 11 Provectus Vale Visions Shortly thereafter, S.L.I.C.K. successfully opens the launch tube doors, but in doing so restores power to the facility. Not only does the machinery boot back up and introduce a slew of obstacles, but Origo Co.’s security systems activate and register them as a threat. In response, the emissary abandons his old vessel, buckles in, and launches into action aboard the Provectus. As they maneuver through the chaos, Silstrum survey patrollers in the surrounding Missuno Canyon notice the commotion and move in to investigate. They promptly ascertain the Provectus’ location and blast a hole ahead of its position to arrange an ambush. Although the distant detonation sets a chilling atmosphere on their approach, with S.L.I.C.K. stating that the boisterous boom didn’t originate from any machinery, the move soon proves to be of service to them. They pilot the Provectus through the explosion site, and escape into the Missuno Canyon. Although they’re free of the facility, the swarms of Silstrum ships besieging the Provectus makes launching off-world impossible. In order to depart from Aurus Prime, they must endure the onslaught and seek refuge. Fortunately for them, the Provectus’ advanced dimensional shifting capabilities allow the ship to hold up well against a legion of foes. As they continue to evade Silstrum ships, S.L.I.C.K. notices an area with minimal occupancy and guides them towards it. When they arrive, however, they discover that a Bellipotent Origo Security System, or B.O.S.S., had been activated by the surge of ships that had passed overhead. The man-made machine clears the scene of all pursuing ships, but the emissary must take it out before they can ascend safely. The monstrous machine shows its mettle in combat, but falls after its skirmish with the Provectus. As the dust begins to settle, they take advantage of the Silstrums’ momentary retreat and launch up into the Hyperion Belt overhead. Cetros As they make their way through the Hyperion Belt, S.L.I.C.K. notifies the emissary that the Provectus hasn’t had any trail runs in the vacuum of space, and its firmware for interplanetary travel is lacking. It then goes onto say that a former research facility on Cetros had developed a solution based on data derived from Pompilus navigational practices, but the exile prevented its application to the Provectus. The research facility in question had been lost after humanity’s departure, but the technology remains intact and active somewhere beneath the Cetrosian waves. Fortunately for the emissary, S.L.I.C.K. can scan for its signal and download its contents from anywhere on the planet. They need only stall for time within its atmosphere until S.L.I.C.K. identifies the source and completes the download. After the incident on Aurus Prime, however, the planet’s denizens, the Pompilus, are armed and ready to retaliate. They bombard the vessel with an onslaught of swarm ships, and use the oceans to their advantage; diving and springing ambushes upon them. Upon their first sighting of a Pompilus vessel, S.L.I.C.K. remarks that it’s his first encounter with a member of their race. As they continue to launch their attacks on the Provectus, however, S.L.I.C.K. begins to share observations on their attack patterns and strategies. 12 Provectus Vale Visions As the download nears its completion, they are set upon by a massive Belonus warship. Revered as one of the Pompilus’ greatest weapons—and an instrumental tool in the exile of humanity—the vessel proves to be a powerful foe, but the Provectus manages to best it in battle. As luck would have it, S.L.I.C.K.’s download completes in tandem with the machine’s defeat, allowing them to launch back into the Hyperion Belt with haste. Hyperion Belt On the last leg of their journey, Silstrum and Pompilus ships desperately pursue the Provectus through a crowded asteroid field. The battle is fierce, with both races throwing everything they have to halt the vessel’s advances, but their efforts bare no fruit. Curiously, S.L.I.C.K. is divulging information on the Pompulis and Silstrums in equal doses, sharing knowledge it previously hadn’t appeared to know. This stream of intelligence is cut short, however, as the Provectus enters a ferocious cosmic storm. Besieged by asteroids, the conditions quickly become their greatest threat. The storm doesn’t linger long, though. It lets up after a few minutes, but in doing so offers an opportunity for the Pompilus and Silstrums to regroup and return to the assault. As they reach the edge of the Casarian System, they’re met with one last challenge to overcome—the races launch their trump card. A gargantuan warship, designed as a precautionary measure in the event humankind ever returned to the galaxy, emerges swiftly from the void ahead. The massive machine was devised of Silstrum and Pompilus ingenuity, boasting the properties of their greatest vessels. As the battle between vessels unfolds, S.L.I.C.K. explains the truth about why the emissary had been sent to the Casarian System. Though they had been told the mission was to retrieve the Provectus to aid humanity in its return to form, the real reason was to bring back its AI, S.L.I.C.K., and use the intelligence it amassed over the last century to exploit the weaknesses of the Pompilus and Silstrums, concluding in their eradication and the seizing of the galaxy. The interplanetary propulsion system was fine—the excursion to Cetros was simply to download the data from a spy node similar to S.L.I.C.K. With this revelation revealed, the emissary is put into a difficult position. S.L.I.C.K. controls the path the Provectus follows, and is the only means of communication to the other races to negotiate a ceasefire. It’s either fight back and follow through with the mission, or be destroyed by their defense. With S.L.I.C.K.’s help, the emissary will persevere, survive, and return to humanity… a hero. Cutscenes No cutscenes are planned to be produced for this project. Dialogue Dialogue will only be presented with voice-overs: no subtitles will be displayed. This decision reflects the team’s desire to incorporate the Oculus Rift headset, as text does not display well in VR. 13 Provectus Vale Visions Locations The Casarian System The setting of Provectus, the Casarian System is currently host to five planets and two races. A black hole of human design once occupied one of its corners, but has since dissipated. Its denizens, Silstrums and the Pompilus, once lived in harmony with humanity here, but have become their enemies after the black hole they unleashed ravaged their galaxy. Hyperion Belt Hyperion: a Titan in Greek mythology, known as “the High-One”. Stretching through the Casarian System is an asteroid field known as the Hyperion Belt. It’s the most dangerous region to travel through, passing alongside the volatile Caldon and Hydrayda planets, and leading to the edge of the galaxy. Silexian Strip Silexian: derived from the Latin word “silex”, meaning “hard stone”. Wedged between Caldon and Hydrayda space, the Hyperion Belt slips into a territory referred to as the Silexian Strip. This region stands as the most dangerous subdivision of the belt, frequently experiencing volatile cosmic storms. Due to the conditions, no vessels are permitted to enter without authorization. Aurus Prime Aurus: derived from the Latin word “auroros”, meaning “dawn”. Home to human civilization many centuries ago, this planet has a similar composition to Earth. It’s presently home to a few Silstrum colonies, with a few jungles peppered throughout its now ravaged and dry canyons and deserts. There are many research facilities stationed throughout the planet, and they hold all sorts of experimental human creations, the Provectus formerly among them. Aurus Prime is host to the tutorial level in development for the preproduction prototype. Origo Co. Origo: a Latin word for “source”. 14 Provectus Vale Visions Once revered as an institution for scientific development on Aurus Prime, Origo Co. was abandoned during humanity’s exile from the Casarian System. Experimental military weaponry and dimensional devices were chiefly produced there, with the Provectus being one of their last projects. As an apex of technological advancement, the facility was heavily fortified. Turrets and drone ships were stationed throughout Origo Co. to ensure no unauthorized personnel infiltrated and raided the facility’s prototypes and experimental data. Missuno Canyon Missuno: derived from the Latin words “amissa” and “mundo”, meaning “lost world”. All regions once home to human civilization have been stripped of life during the exile. Having played host to Origo Co., the Missuno Canyon was heavily radiated to ensure no humans held occupancy in the surrounding area. The environment is currently subject to terraforming, as the Silstrums are looking to expand their territory now that their population has begun to climb back up to its former height. As a result, Silstrum patrols are frequently surveying the area. Caldon Caldon: based on the Latin word “caldor”, meaning “heat”. Inhospitable, Caldon is a cauldron of heat. Its geography is littered with molten metal, plasma, and deserts. The only planet never occupied by Pompilus, Silstrums, or humanity, Caldon is also seldom visited. Pompilus are unable to bring their ships near the planet’s surface, but Silstrums are working steadily to find a means to bring and promote organic life on the planet. Hydrayda Hydrayda: derived for the word “hydro”, which is the production of electricity using water. An oceanic planet, Hydrayda was once home to a prosperous Pompilus civilization, but has since been abandoned due to its intensifying electrical storms. Its conditions became impossible to support the Pompilus after they developed industries run with unstable electrical energies. Few vessels land on its surface today, with the only exception being salvagers looking to collect its rich, natural resources: coral, algae, and kelp. 15 Provectus Vale Visions Cetros Cetros: derived from the Latin word “cetos”, meaning “whales”. The current homeworld of the Pompilus, Cetros is the largest planet in the Casarian System. Having learned from the Silstrums, the Pompilus have not abused industrial production of electricity, and have instead produced their energy through safe, natural practices. The planet is also the chief source for exported harbour products, as it’s almost entirely comprised of oceans. The Aecorian Line Aecorian: derived from the Latin word “aecor”, meaning “ocean”. It’s pronounced “e-core-ian”. The Aecorian Line is one of many Cetrosian oceans. It’s home to the planet’s most unusual landmarks, Stalactite Heights, and has many islands strewn across its surface. Three human research facilities where stationed in this region, which resulted in the ocean becoming a hotspot for conflict during the exile of humanity. Salamari Outpost Salamari: derived from the Latin words “sal” and “mare”, meaning “salt” and “sea” respectively. The name is also a play on the word “Calamari”, which is cooked squid. Though an amiable race, the Pompilus began erecting outposts across their planet when the exile of humanity was declared. Human colonies were scattered across the planet and operating numerous research facilities at the time, similar to the one that had launched the black hole that decimated Virentia, so the Pompilus saw fit to set defenses in order to ensure they’re removal from Cetros went without incident. Now that the Provectus has been spotted on their planet, the Pompilus have revisited the Salamari Outpost in an attempt to stop the ship and its human pilot from escaping. Being comprised of a variety of stone towers that can abruptly rise from the ocean floor, the outpost boasts the element of surprise and proves to be a solid impediment. Stalactite Heights A natural phenomenon on Cetros, Stalactite Heights is a field of massive stalactites whose origins are shrouded in mystery. Most Pompilus believe the formations were the result of erosion caused when floating islands once populated the skies of Cetros, although, outside of ancient carvings on the seafloor, no proof of their existence remains today to back up those theories. With how concentrated, sharp, and fragile the stalactites appear to be, few vessels pass through the region in fear of colliding with the columns and being crushed by debris. Though many of these fields are peppered throughout the planet, Stalactite Heights is regarded as the largest and most lethal. It’s known by the local populace as the “Stone Pike Forest”. Virentia Virentia: a Latin word for “plant”. Once home to a colony of Silstrums, Virentia was decimated when humanity foolishly triggered a black hole in its vicinity. The loss of the planet prompted the exile of humanity from the Casarian System, and 16 Provectus Vale Visions the void of space now occupying its position stands as a symbol of humanity’s darkness and the emptiness it creates. Arbustos Arbustos: derived from the Latin word “arbusto”, meaning “bush”. Arbustos is the most advanced civilization in the Casarian System, and the only one to be comprised exclusively of Silstrums. With the destruction of Virentia at the hands of humanity, Arbustos is now the central hub for all Silstrum related affairs and galactic peace enforcement. Backstory First Contact The humans of Aurus Prime were fortunate. While they were struggling to develop their early societal structure, they were visited by the Silstrums. A race of brilliant beings, the Silstrums promoted accelerated advancement and conditioned them for easier integration into the Casarian System. Before space-travel had been achieved, humanity had already been inducted into galactic society. A Peace Treaty was decreed between the two races and the denizens of the neighbouring Cetros planet, the Pompilus. Interstellar trade quickly took off and the years following their union were prosperous for all three parties. Exile Humanity proved itself incapable of maintaining the peace for long, however. As they gained a deeper understanding of the universe and the worlds around them, their thirst for knowledge grew stronger. Unquenched, they began experimenting with unstable energies to try satisfying their curiosities: manipulating dark matter, exploiting dimensional rifts, and colliding particles. As a result of their meddling, a black hole larger than what they could control was launched, decimating the Silstrum’s planet of Virentia. In response to the destruction, the Silstrums and Pompilus rendered their Peace Treaty void and exiled humanity from the galaxy. Galactic Society 90XX Present day, humanity occupies a desolate region of uncharted space just outside of the Casarian System. They want to return to Aurus Prime, but the disdain held by the Silstrums and the Pompilus makes returning without confrontation impossible. Humanity wishes to reclaim the Provectus, an experimental vessel that was left behind during the exile, for the advanced military might it holds. Retrieving the ship and putting it through mass production would provide them with the means to fight their way back into the Casarian System. In order to meet this end, humanity has sent a lone emissary—you—to perform the deed. You start out successful in locating and commandeering the craft from Origo Co. on Aurus Prime, but escaping the Casarian System will prove difficult. 17 Provectus Vale Visions Characters The Emissary, Protagonist To support the immersive experience Provectus is poised to present, the protagonist is a blank slate. They’re a gender-neutral emissary for humanity, sent on a mission to reclaim the Provectus, but they possess no personality; they’re a faceless canvas for player’s to project themselves onto. S.L.I.C.K., AI Unit The Synthetic Language Interface & Component Keeper—known as S.L.I.C.K. for short—is your partner and navigator aboard the Provectus. As its title suggests, the AI unit was developed for cross-species communication and managing the vessel’s components, running the gamut from damage gauges to onboard weaponry. S.L.I.C.K. has a penchant for anecdotes, frequently telling you about the last human that attempted to commandeer the Provectus and deliver it back to humanity. Additionally, S.L.I.C.K. also shares feedback on the ship’s condition, to which any sustained damage is frowned upon, and relevant lore pertaining to the Casarian System. Normal Angry Cautious Silstrum, Plant Race Sil: derived from the Latin word “silva”, meaning “forest”. Strum: derived from the Latin word “ligustrum”, meaning “pivet; evergreen shrub”. The most advanced of the three races, Silstrums are the dominant force in the Casarian System and were the first to visit space. They have an anatomy similar to that of humans, but boast many plantlike features: shrubs, vines, and leaves. They’re capable of communicating with both humans and Pompilus fluently, and aggressively seek out developing life-forms in order to condition them into societal constructs that reflect their values and principles; namely, peaceful trade, mutual expansion, and the conservation of plant-life. Silstrum Vessel Inspiration 18 Provectus Vale Visions Pompilus, Fish Race Pompilus: a Latin word that directly translates to “pilot-fish”, a fish that pursues vessels or sharks. The Pompilus are a race of finned, fishlike aliens. Much like their namesake, they’re unable to breathe oxygen and must remain in moist environments in order to function. They are close with the Silstrums and prefer to live under their creed rather than branching off to follow their own path. They drove their former homeworld, Hydrayda, into an uninhabitable state through independent industrial development. After learning safe practices for energy development from the Silstrums, the Pompilus relocated all of their kind to the Cetros planet in order to prevent the same mistake and get things right. Their ships, devised of these new practices, are designed well for surprise ambushes from beneath the waves, and are the fastest, most efficient vessels for interplanetary travel. Pompilus Armada Inspiration Provectus Provectus, Ship Provectus: a Latin word for “advanced”. The vessel of fortune, the Provectus is the target of your mission and the most advanced piece of human ingenuity crafted to date. It boasts the ability to change its “stance” via dimensional phasing, allowing the ship to amplify its defensive and offensive capabilities. As a result of its versatility, the Provectus is difficult for Pompilus and Silstrum armadas to defeat in aerial combat. The dated navigation software it holds allows enemies to identify its route and pursue its path with perfect accuracy, enabling ambushes to be arranged with ease. To make up for this shortcoming, however, the Provectus is able to launch dimensional rifts to claim resources from defeated enemy crafts. 19 Provectus Vale Visions Normal Stance Normal Stance design under discussion. Normal Stance (In-Development) Normal Stance Inspiration Normal Stance (In-Development) Attack Stance When in the attack stance, elements of the cockpit will be simplified and striped down. Its design will have an aerodynamic look to make it appear more aggressive, as well as compartments that open up to widen the player’s visibility. Offensive Stance Inspiration 1 Offensive Stance Inspiration 2 Offensive Stance Inspiration 3 Defense Stance When in the defense stance, elements of the cockpit will be built up into a heftier frame. Defensive Stance Inspiration 1 20 Provectus Vale Visions Weapon System The weapon is planned to be invisible so not to obstruct the player’s field of view. Every shot, however, will produce a subtle muzzle flash, outlining the weapon’s barrel and signifying the source of the shot. Opposition Obstacles The environments of each level will present obstacles that the player must avoid. The Hyperion Belt boasts asteroids, for example, while Origo Co. is littered in fallen debris and collapsed walls. To be detailed in a later iteration of the GDD. Enemies Enemies fall under three categories: Silstrum ships, Pompilus ships, and automated defenses. Each classification consists of three or four enemies, all of which possess their own unique traits and tricks to learn. The difficulty of an enemy is depicted by the colour and frequency of their shots, which allows players to visually assess their opposition and deduce where their dodging priorities should lie. Shot Colours • Blue shots are weak. • Yellow shots are mild. • Red shots are strong. Automated Defenses This classification of enemies is chiefly encountered in Origo Co. on Aurus Prime. Name Health Power Fire Rate Accuracy Score Value Mobility Standard Turrets 20 Blue 0.5 Seconds 90% 1 Mobile – None Rail Turrets 20 Yellow 0.5 Seconds 85% 2 Mobile - Slow Drone Ships 60 Yellow 0.2 Seconds 85% 3 Mobile - Average Distinctions Basic stationary enemy that sometimes shortcircuits and ceases to fire. Follows a set path clearly accentuated by the level design. Pursue the player closely until they’re defeated or manage to take them down. Standard Turrets A rudimentary defensive measure, turrets are commonplace in most research facilities. On their own, they’re not particularly effective at terminating threats, but Origo Co. had invested heavily in their installation throughout its hangar bay and assembly line, developing a formidable army. 21 Provectus Vale Visions As a series of weapons, they make for solid security. Although stationary, turrets can fire a rapid stream of missiles when they lock onto an enemy vessel, and can accurately track their movement until they drift out of range. When situated in a narrow corridor or enclosed space, turrets make for difficult obstacles to avoid, but they occasionally short-circuit and permit intruders safe passage. Turret Inspiration Turret Rail Gun Inspiration Rail Turrets These turrets are much the same as the aforementioned models, only differentiating themselves through their functionality. Unlike the stationary turrets, these variances follow a path defined by rails— maneuvering left, right, up, or down depending on their arrangement—and shoot at any suspicious passersby with more powerful shots. Drone Ships Alongside the slew of turrets, Origo Co. heavily invested in an armada of automated drone ships to help maintain security. As per their programming, they isolate threats and set upon them with a fierce frenzy of fire. Unlike the two types of turrets, however, drone ships can traverse through the facility with a modicum of freedom. They pursue adversaries when they travel within their range of their scripted patrols, and follow ahead of them until they successfully win or are defeated. Silstrum Ships This classification of enemies is slow and defensive, lingering around the scene longer than other types. Name Health Power Fire Rate Accuracy Score Value Mobility Cytulso 150 Yellow 2 Seconds 75% 4 Mobile – Average Serulso 175 Red 4 Seconds 65% 6 Mobile - Slow Invulso 200 Yellow 3 Seconds 70% 6 Mobile - Average 22 Provectus Distinctions Vale Visions Follows ahead of the player for a brief moment, and then proceeds to fly off. Follows ahead of the player, slowly approaching them with sporadic movement and gaining accuracy. Explodes into a cloud of damage-inducing spores if the player fails to defeat them fast enough. Cytulso Cytulso: derived from the Latin word “cytisus”, meaning “plant”. Cytulso vessels are versatile, typically functioning as patrol drones and survey ships for the Silstrum. An influx of them can be found on Aurus Prime, where they’re used for scouting out terrain ripe for cultivation. As they’re powered through a photosynthetic process, these vessels can remain airborne for extended periods of time without need of refueling. When confronted by a threat, Cytulso vessels engage the enemy from ahead and fire shots at them for a brief period of time. Their fire rate is also fast, allowing them to lay siege to their enemies with a steady stream of shots. Worse yet, they’re reinforced by a sturdy steel, too, so they can withstand a barrage of fire before falling. Serulso Serulso: derived from the Latin word “sero”, meaning “late”. Slow and bulky, Serulso are juggernauts. They’re packed with heavy firepower, too, although they were designed for clearing debris and obstacles while making service deliveries. When engaged in a skirmish, they tend to meander about in front of their enemies, slowly making their approach. As they close in, Serulso ships generally see their accuracy and fire rate increase, posing a real threat after a period of lingering. And since they drift to and fro ahead of their foes, Serulso ships are also difficult to predict. If they aren’t taken out quickly, Serulso ships can prove to be the most lethal vessels in combat. Invulso Invulso: derived from the Latin word “involutus”, meaning “wrapped up”, and the name of a fungus. Heavily fortified and intimidating, Invulso ships are difficult to destroy. If left to their own devices, they will detonate into a toxic mist of spores, corroding any steel structures that pass its field of influence. What happens to the Silstrums on board during these sudden implosions is unknown, but scans indicate that they are no longer present at the detonation site. Pompilus Ships This classification of enemies is quick and offensive, usually striking in groups. Name Health Power Fire Rate Accuracy Trygonus 60 Yellow 1 Second 75% Pistronus 80 Blue 0.5 Seconds 85% Cavonus 30 Blue 0.2 Seconds 85% Caraconus 50 Red 1.2 Seconds 80% 23 Provectus Vale Visions Score Value Mobility 3 Mobile – Fast 5 Mobile - Fast 2 Mobile - Average 4 Mobile - Average Distinctions Strike with a barrage of shots as they quickly pass by. Dive-bombs at the player if they get close enough. Ambushes the player in a school of seven or eight. The more units among them, the stronger their power. Fires a powerful laser from its core, and rotates to its back to release rapid fire shots depending on its circumstances. Trygonus Trygonus: a Latin word for “stingray”. The standard Pompilus fare, Trygonus-class vessels are a common means of transportation on Cetros, and come in two models. Their sleek and compact frames are ideal for combat as well, enabling them to fly in and retreat with haste. Thanks to the aerodynamic contours of their design, these vessels are optimized for submersion. When danger is detected, Trygonus dive beneath the waves or retreat out of sight, and swiftly emerge to deliver surprise strikes against their adversaries. 24 Provectus Vale Visions Pistronus Pistronus: derived from the Latin word “pistris”, a synonym for “whale”. The most ostentatious of Pompilus vessels, Pistronus are typically employed for recreational cruises and low-risk salvage missions during periods of peace. Ironically, however, these ships are comprised of an inexpensive, light alloy and are quite expendable. They’re design, although seemingly excessive, has been optimized for fast offensive strikes when times turn to conflict—standing out as the fastest combat vessels in the Casarian System. Their pompous embellishments serve a strategic purpose, as they’re meant to intimidate and deter enemies from engaging them in long skirmishes. Being expendable as they are, though, Pompilus often perform kamikaze dives at their adversaries when a battle is looking bleak. Pistronus Design Reference Cavonus Cavonus: derived from the Latin word “caterva”, meaning “gang”. Cavonus-class vessels are an example of Pompilus ingenuity at work. As a social, spineless race, Pompilus prefer fading into a crowd. While piloting Cavonus vessels, they tend to gather into schools of seven or eight, and travel in parallel to build a wall of defense. Their structural integrity may be weak, but they make up for their paltry defenses with a strong offensive foundation. The strength of their firepower correlates with how many ships remain in their school, as the kinetic energy they emit is converted into power that’s fed into their blasters. Caraconus Caraconus: derived from the Latin word “carabus”, meaning “crustacean”. Typically employed as harbor carriers on Cetros, Caraconus-class vessels are competent, lumbering machines in combat. They boast a versatile design as well, enabling them to switch between its front and back for different defensive measures. When threatened by something from a distance, be it an enemy or obstruction of their path, the vessel can fire concentrated laser blasts from its core. When its opposition comes in close, however, it’ll rotate to reveal its pincers and begin firing a barrage of weaker shots from both sides. Caraconus vessels don’t have particularly good accuracy from the back, but they make up for it with formidable defense. Caraconus (Front) Caraconus (Back) 25 Provectus Vale Visions Bosses B.O.S.S. B.O.S.S.: an acronym for “Bellipotent Origo Security System”. Developed as a defense drone for Aurus Prime research facilities, B.O.S.S. is one of many models stationed around Origo Co.’s perimeter. They have a humanoid appearance—boasting two arms, a torso, and a face— and are an intimidating force. Although humanity hasn’t occupied Aurus Prime for many decades, B.O.S.S. units still remain armed and active. The Silstrum and Pompilus patrol vessels keep their distance, as they know humanity set the machines as hostile against them before being ostracized. Belonus Belonus: derived from the Latin word “balena”, meaning “whale”. Vindexus Vindexus: derived from the Latin word “vindex”, meaning “champion”. Levels Progression Though largely a linear affair, progression is occasionally dynamic, taking the player down routes that aren’t dead ahead of their trajectory. Whenever these turning points are reached, the ship rotates to keep the windshield and reticle facing forward. While the length of these levels is yet to be determined, checkpoints will be featured in order to prevent players from becoming discouraged upon defeat. Level Design Enemy placement will be scripted, and each level will culminate with a boss battle. No procedurally generated content or missions will be developed. 26 Provectus Vale Visions Ammunition Pickups When enemies are defeated, there’s a chance that they’ll release a radiated field of particle effects. This display represents ammunition, which can be collected and added to the player’s ammo counter on their HUD. Aurus Prime Level One, Tutorial Stage Premise After locating and boarding the Provectus in Origo Co., the player must now escape Aurus Prime. As they make their way through the abandoned research facility and into the barren wasteland of Missuno Canyon, they’re faced with a variety of obstacles and enemies to overcome. Key Concepts Aurus Prime largely serves as a tutorial, introducing players to the game’s mechanics and controls. The list below highlights the key concepts the level must cover. 1) Movement a. Dodging Obstacles b. Dodging Enemy Fire 2) Shooting a. Static Targets b. Dynamic Targets 3) Damage a. Hull Damage b. Shield Damage 4) Ship Stances a. Defensive b. Offensive 5) Secondary Weaponry Movement Movement is introduced to the player from the onset. They’re encouraged to maneuver their ship around the playfield to elude enemy fire and environmental hazards, with the difficulty amplifying by way of enemy types, transitioning from static turrets to mobile drone ships. Shooting Shooting is also showcased to the player with a steady learning curve. They begin with stationary targets to dispel, moving onto mobile enemies with visually defined paths (i.e. on-rail turrets), and culminating with enemies that fly free of any discernable rhythm for those experiencing the level for their first session. 27 Provectus Vale Visions Damage Hull damage will be introduced first, as the player will be thrust into a situation wherein they must be hit by an unavoidable obstacle or attack. After this scripted event occurs, S.L.I.C.K. will initiate the Provectus’ energy shields, which will regenerate and show the player that they have a buffer to exhaust before hits start to accumulate and lead to their loss. Stances Both offensive and defensive stances will be utilized in the latter sections of the level, demonstrating their statistical benefits as well as the secondary weapons at their disposal. Level Flow The level will transition through four sections, each introducing a new mechanic for the player to learn. Prologue – Provectus Problems When the level begins, the player finds themselves seated in the Provectus inside Origo Co., but sees that the launch tube nearby is broken, preventing them from leaving the facility. The ship’s on-board AI unit, S.L.I.C.K., is awakened upon activation, to which it promptly recognizes the situation and plots a course through Origo Co. in the hopes of finding an escape route. Section 1 – Origo Co. Assembly Line S.L.I.C.K. unseals the launch tube’s loading doors and the Provectus flies out into an old assembly line. There’s a lot of fallen debris, with the path ahead boasting an enclosed and relatively narrow passageway that discourages lateral and vertical movement. The player is tasked with navigating through the onslaught of obstacles cast in their path. Girders, collapsed walls and old assembly line machinery are all obstacles on display in this section. (Key Concept 1.a – Duration 10 to 20 seconds) Although the facility is in rough condition, some automated security systems are still functional, and begin to come online to impede the player’s progress. The first of these defenses are stationary turrets. Fortunately for the player, these turrets are just beginning to energize, so their shots don’t deal any damage to the ship yet if they fail to dodge. (Key Concept 1.b – Duration 5 to 10 seconds) After having the opportunity to practice dodging a few harmless shots, the ship’s primary weapons systems will be activated by S.L.I.C.K., giving the player the chance to start shooting back at the turrets. (Key Concept 2.a – Duration 15 to 20 seconds) Unfortunately, however, it doesn’t take long before the facility’s security systems become fully operational. The player will sustain a small amount of hull damage from a scripted turret shot. S.L.I.C.K. will then immediately raise the ship’s shields while explaining the difference between shield and hull 28 Provectus Vale Visions damage. The player will take more damage with their shields up to illustrate the concept more clearly. (Key Concept 3.a & 3.b – Duration 15 to 30 seconds) Lastly, as the player approaches the end of the factory room, S.L.I.C.K. express it’s frustration at somehow being unable to remotely open the door. The player will have to blast their way through by shooting at the doors until they force them open. (Section Duration – 45 seconds to 1.5 minutes) Section 2 – Origo Co. Hangar Bay The player blasts their way into the abandoned hangar bay of the facility. This area is more spacious, but still enclosed, allowing for more lateral movement. Breaching the door sets off more security countermeasures in the facility. As a result, the player will encounter more turrets, but also see the debut of mobile enemies; on-rail turrets and drone ships. (Key Concept 2.b – Duration 1 to 1.5 minutes) As the player fights their way through the hangar bay, they will eventually encounter a large explosion. The source of the explosion isn’t immediately obvious, but it quickly becomes clear as Silstrum ships begin to flow in from a gaping hole up ahead. S.L.I.C.K. will explain that Silstrum patrols nearby must have detected unusual activity in Origo Co., and have come to investigate. It will then proceed to inform the player that they will likely intercept the Provectus and attempt to prevent their escape. As anticipated, the Silstrum ships begin their attack. (Section Duration 1.5 to 2 minutes) Section 3 – Missuno Canyon With the Provectus now detected, S.L.I.C.K. suggests that they stay close to the surface to evade the Silstrum ships in pursuit of them. At this point, the player transitions from Origo Co. to Missuno Canyon, where they see fallen debris swapped out for rock formations that the player must navigate around. At this juncture, the player will face off against an assortment of Silstrum ships and automated defenses. As different enemy waves start making their way towards the player, S.L.I.C.K. will point out weaknesses and patterns. This will be done in a deliberate fashion as to introduce the offensive and defensive ship stances. To elaborate, one particular wave will feature hard-hitting enemies that require the use of the defensive stance to survive, while another wave will feature tougher, defensive enemies that demand the use of the offensive stance to bust through their shielding. (Key Concept 4.a & 4.b) Another situation will later be set in which the player is faced with seemingly insurmountable odds, only to have S.L.I.C.K. activate secondary weapons that enable a devastating attack. (Key Concept 5) 29 Provectus Vale Visions In this section, the player will also get a chance to put together everything they’ve learned and combine it with a few more advanced weapon concepts before the final challenge. (Section Duration – 4 to 5 minutes) Section 4 – Boss Battle At this juncture, the waves of enemies will start trickling off until Missuno Canyon is vacant. After a brief moment of peace, one in which the level transitions into a looping environment, the Provectus will suddenly be set upon by a massive man-made security drone—the Bellipotent Origo Security System, or B.O.S.S. for short—that dives onto the scene from above. This section will continue to take place on-rails, with the aforementioned backdrop repeating until the battle is won. The Provectus, the B.O.S.S., and the mountainous boundaries to the east and west are the only visuals on-screen during this time, with all Silstrum ships and general obstacles absent. Initial Concept Art For the duration of the battle, the B.O.S.S. will be situated a few feet ahead of the player, at a constant distance from them up until the Final Act, and will be set to a fixed position at the center of the screen. The B.O.S.S. will start the fight performing the Attack Pattern, which will cycle between itself and the Retaliation Pattern until the Final Act is triggered. (Section Duration – 2.5 to 3 minutes) Attack Pattern The B.O.S.S. boasts three laser blasters—stationed at the bottom, left, and right of its shell—welded into position with frail connecting rods, which it will use to fire a barrage of shots, taking brief pauses between spurts. All three of the rods can be shot by the player, and broken individually when each reaches a certain threshold of damage. When any one rod is eviscerated, a sound chimes and the corresponding laser blaster will plummet to the ground below. A shift into the Retaliation Pattern is triggered when the first rod is destroyed, while a second shift occurs once a second one is taken out. Upon terminating the third and final rod, however, the B.O.S.S. will transition into the Final Act. Retaliation Pattern With the destruction of either the first or second rods, the B.O.S.S. will initiate a state of invincibility and enter the Retaliation Pattern. The remaining connecting rods cannot be damaged at this time, which will be expressed by way of sound effects and visual feedback, leaving the player to switch from an offensive strategy to a defensive one. When this pattern is active, the B.O.S.S. will expose its core and fire a large laser beam that will track the player. In order to avoid the beam, the player must refrain from remaining dormant until the attack is over. Once the B.O.S.S. exhausts its move, it’ll return to the Attack Pattern. If all its laser blasters are destroyed, it will instead jump to the Final Act. 30 Provectus Vale Visions Final Act After the player wipes out the last connecting rod, whichever one it may be, the B.O.S.S. loses all of its firepower and enters its Final Act. At this stage, the boss will no longer remain at a fixed distance from the player, and will instead start moving slowly towards them with its core exposed in a vulnerable state. When this event transpires, the player must fire repeatedly at the B.O.S.S.’s core until the vessel is defeated. In the event that the player does not accomplish this task fast enough, the B.O.S.S. will crash into them and the failure screen will be displayed. If they manage to fire enough shots at its core and win the battle, however, the level will be completed and the scene will transition to the victory screen. Name Health Power Fire Rate Accuracy Score Value Mobility Connecting Rod (Bottom) 100 Yellow 1 Second 75% 5 Mobile - Average Connecting Rod (Left) 100 Yellow 0.5 Seconds 85% 5 Mobile - Fast Connecting Rod (Right) 100 Yellow 0.2 Seconds 85% 5 Mobile - Average Core 60 0 Seconds 10 Mobility None Checkpoints This level will feature checkpoints between each of the aforementioned sections. An additional checkpoint midway through the third section will also be required, as it represents a longer section relative to those preceding it. Cetros Level Two Premise After escaping Aurus Prime, S.L.I.C.K. informs the player that they must take a stop on Cetros, the Pompilus homeworld. Their mission on the planet is to download firmware that would enable the Provectus to traverse space easier, as its current system is ostensibly dated. They must navigate a small expanse of ocean to remotely retrieve the data from a submerged node, while fighting off a legion of Pompilus ships on the offensive. Level Flow The level is set in an open environment, where the player is directed on-rails through three landmarks spread across five sections. Taking advantage of the ocean setting, the player can see into the distance and recognize areas they’ll later be visiting (i.e. miscellaneous islands). Areas like Stalactite Heights will be visible, but they won’t be seen in their entirety to maintain a steady frame rate. 31 Provectus Vale Visions Since the scenario sees the player buying time for S.L.I.C.K. to perform a download, they may tread familiar territory over the duration of the level, although they’ll never be taking the exact same path twice. For example, they may pass by the same island in two separate instances, but their first time may see them travelling eastward at sea-level while passing through the foliage, while the second time might have them flying above the island in a different direction. Section 1 – The Aecorian Line The player begins with the Provectus arriving on Cetros, flying well above sea-level along the Aecorian Line. They fly well above sea level, as a variety of small islands can be seen below, and are attacked by Trygonus and Cavonus ships. The enemy vessels begin by flying in at air-level. At this juncture, the player is introduced to basic Pompilus attack patterns. (Section Duration – 1 to 1.5 minutes) Section 2 – Island Altitude Pompilus vessels start to appear in mass, so S.L.I.C.K. informs the player that they’ll be attempting to throw them off by lowering their altitude. In doing so, they’ll be able to use the islands’ foliage as cover against enemy advances, but this decision also exposes the player to obstacles that they, too, must avoid. During this section, Silstrum reinforcements make an appearance in the form of Cytulso and Serulso ships. The enemy types begin to alternate depending on the environment the player finds themselves in, with Pompilus ships popping up out of the water while at sea, and Silstrum ships emerging from the foliage while passing through islands. The player is forced to exploit their stance shifts frequently to combat the different enemy types. (Section Duration – 4 to 5 minutes) Section 3 – Stalactite Heights With the enemies coming in greater numbers and causing grief, S.L.I.C.K. reluctantly decides to take the player through Stalactite Heights to thin out their forces. When the player approaches this section, the Stalactite Heights scene will be set, changing from being a small backdrop to a complete area. Once there, the player is faced with an abundance of environmental obstacles: massive Stalactites rising high overhead. Adding to the difficulty, Pistronus ships also make their debut, moving in on the player and performing kamikazes. The player will need to use their offensive stance to defend against the Pistronus ships, but they’ll need to utilize their defensive stance as well due to the high risk of collisions. As they go in deeper, the enemy waves will thin out and the environmental obstacles will become more concentrated. (Section Duration – 2 to 3 minutes) 32 Provectus Vale Visions Section 4 – Salamari Outpost Once the player emerges from Stalactite Heights, they’re met with a calm ocean vista. The tranquility is quickly disrupted, however, as stone towers begin rising from beneath the waves, along with a slew of Pompilus vessels staging an ambush. Silstrum ships are no longer on the scene. The player must maneuver through a series of obstacles swiftly emerging from the water, while also terminating the swarms of ships setting upon them. A balance between enemy waves and obstacles makes this section serve as the height of tension. (Section Duration – 4 to 5 minutes) Section 5 – Boss Battle After the Salamari Outpost is passed, a Belonus warship rises from the depths and engages the player in battle. Realizing the vessel may be more than they can handle, S.L.I.C.K. sets a course due north to remove themselves from the situation. The Belonus fights by rushing ahead of the player, launching attacks, and then drifting off-screen for brief instances. It often flies across the screen to deal quick spurts of damage, never occupying the center of the screen for too long. How its moves are decided is randomized, with some coming in at later stages in the fight to indicate victory is at hand and the boss is getting desperate. The Belonus can be attacked at any point it occupies the screen and receives damage from wherever shots may land. While it bellows at the player, the warship is more susceptible to damage at its core. The battle itself follows a route through the level that loops upon each complete circuit, demonstrating that S.L.I.CK.’s trying to get the player away from combat instead of encouraging it. (Section Duration – 2.5 to 3 minutes) Standard Moveset The standard moveset is a series of attacks the Belonus will use throughout the battle. Standard Attack One The Belonus zips across the screen four times. On its first pass, the warship dives in from west to east while bellowing at the player. The second pass then sees it fire two powerful shots from its sides, travelling from east to west. Rounding it out, the third and fourth passes have the Belonus repeat the pattern, but at twice the speed as before. Standard Attack Two The Belonus flies in from above and crashes down into the ocean below. It emerges again after a brief pause of about three seconds, performing a spin and rising upward with its front turned to the sky. As it climbs beyond the height of the screen, the rotating vessel fires a barrage of shots aimlessly, forcing the player to put their lateral maneuvers to the test. 33 Provectus Vale Visions Standard Attack Three The Belonus flies in front of the player, where it remains at a persistent distance from them, and then proceeds to bellow loudly and release a batch of Pistronus ships that emit from its sides. The Belonus travels off-screen once it finishes, leaving the enemy wave to dive in with kamikaze assaults. Once they’ve all hit the player or are dispelled, another move from its pool is triggered. Final Moveset The final moveset is introduced in the second half of the battle. The standard moveset is still utilized by the boss, but the probability of anything from that pool is lower than the additions listed below. Final Attack One The Belonus rises from the ocean at a fair distance from the player, and begins dashing towards them. As it rampages, the warship releases a loud bellow and fires a full frontal assault at the player; four powerful shots, alongside an onslaught of weaker ones, are fired. If the player does not fire enough shots against it at this juncture, the Belonus will charge into them and deal a massive toll of damage. When enough hits are amassed, however, the Belonus will fall back down beneath the waves and begin another move from its pool. Final Attack Two In a similar fashion to Standard Attack One, the Belonus takes four passes in front of the player, but instead does so across the south and north ends of the screen. Its first and third passes, for example, descend from north to south and ascend from south to north, respectively. In both instances, the warship bellows as it flies out of sight. The second and fourth passes see the warship emerge while spinning and spouting a flurry of powerful shots at the player. They’re all aimless and dangerous, pushing the player to perform their dodges effectively. Final Attack Three Much like Standard Attack Three, the Belonus appears at the center of the screen for a couple seconds and bellows at the player. As it exerts its battle cry, the warship releases a variety of Pompulis vessels from its sides: Trygonus, Pistronus, and Caraconus ships all emerge and promptly make their move. Once all of the vessels have been defeated, the next move in the Belonus’ pool begins. Checkpoints This level will feature checkpoints between each of the aforementioned sections. Additional checkpoints midway through the second and fourth sections will also be required, as they’re both double the length of other sections in the stage. 34 Provectus Vale Visions Hyperion Belt Level Three Premise Having successfully downloaded the firmware update on Cetros, the emissary and S.L.I.C.K. enter the Hyperion Belt and make their way to the edge of the Casarian System. On their way, they’re faced with the Pompilus, Silstrums, and a flurry of asteroids during the height of a cosmic storm. Level Flow A straight stretch in traditional on-rails fashion, this level challenges the player to dodge a bevy of shots and obstacles. They’re given a clear view ahead of them, so the difficulty will be elevated to challenge the player for having farther visibility and more time to plan ahead of them. Section 1 – The Hyperion Belt With the firmware update downloaded and applied to the Provectus, the player is now tasked with escaping the Casarian System by way of the Hyperion Belt. In the first section, they’re faced with a mix of Silstrum and Pompilus vessels and static obstacles. The ships in question are chiefly Cytulso and Trygonus vessels, arriving in groups that the player can choose to either dispel or dodge as they deliver their fly-by strikes. The static obstacles occupying the scene are asteroids, which can be seen rotating slowly in place at varying positions on the screen. (Section Duration – 2.5 to 3 minutes) Section 2 – Armada Assault As the player presses on, they’ll find themselves faced with a rising difficulty curve. More enemies will begin appearing with each wave, introducing Serulso and Cavonus to the ensemble, and asteroids will start to drift along the edges of the screen, providing mobile obstacles to avoid. (Section Duration – 1.5 to 2 minutes) Section 3 – The Silexian Strip After taking on a slew of enemies, S.L.I.C.K. informs the player that they must pass through the Silexian Strip at the peak of a cosmic storm. At this juncture, there are far fewer ships to battle, with only a couple Cytulso and Trygonus vessels making appearances. Instead, asteroids begin quickly darting across the screen, forcing the player to react quickly to environmental hazards. Although brief, this section is the ultimate test of lateral movement. (Section Duration – 1 to 1.5 minutes) Section 3 – Fleet Flurry When the storm subsides, the player is met with a regrouped fleet of Pompilus and Silstrum. Serulso, Cavonus, Cytulso, and Trygonus vessels all return to the fray, while Invulso and Pistronus ships make their first appearance in the level to complete the cast. Fewer asteroids are encountered, clearing a path for enemy waves to enter the scene. 35 Provectus Vale Visions Stretching on longer than the Silexian Strip, this section tests the player’s ability to handle themselves against various enemy types. To do this, they’ll need to shift stances often to stay on top of everything. (Section Duration – 3 to 4 minutes) Section 4 – Final Boss Battle After blazing through the opposition, the player is met with a surprise ambush—the final boss arrives on the scene. The boss is a machine comprised of the best utilities of both Pompilus and Silstrum, dubbed the Vindexus, and switches between offensive Pompilus moves and defensive Silstrum moves. S.L.I.C.K. is no longer propelling the Provectus forward, as the Vindexus purposefully blocks their path, so the battle is fought at the edge of the Casarian System at a static position, inches away from the goal. When the fight commences, all enemy ships fly off so not to get caught up in the turmoil. (Section Duration – 2.5 to 3 minutes) Checkpoints This level will feature checkpoints between each of the aforementioned sections. An additional checkpoint midway through the third section will also be required, as it stands as the longest one of the stage. Art Art Assets List Asset Wires Fences Large Rubble Piles Small Rubble Piles Guardrails Sentry Turret Rockets Sentry Turret Laser Sentry Turret Machine Gun Sentry Ships Intact Blast Doors Damaged Blast Doors Silstrum Vessels Pompilus Vessels Support Beams Intact Girders Damaged Girders Intact Platforms Damaged Platforms Vehicle Platforms Intact Vehicle Lifts Damaged Vehicle Lifts Description Thick and loose wires hanging around off ceilings. Comprised of metal. Comprised of metal. To be positioned vertically in the scene. For people to walk on. 36 Provectus Intact Elevators Damaged Elevators Large Crates Small Crates Tables Chairs Large Tool Chest Lifts Intact Barrels Damaged Barrels Spotlights Light Stands Asteroids Small Rocks Large Rocks Missuno Canyon Origo Co. Vale Visions Aesthetical element not for player use. Aesthetical element not for player use. Both large and small models. Produce a variety of different shapes and sizes. Multiple models. Multiple models. The exterior scene for the first level, Aurus Prime. Audio Audio Assets List Asset Lasers Bullets Missiles Small Explosions Large Explosions Impacts Hits Ineffective Hits Charge Engine Sound Movement Sound Stance Shift S.L.I.C.K Low Health Broken Shields Shield Recharge No Ammo Pompilus Voice Silstrum Voice Secondary Weapon Laser Defense Shields Defense Hit Defense Burst Details Multiple sounds for player’s shots. Multiple sounds for enemies’ shots. Multiple sounds for turrets’ shots. A sound for when small enemies are defeated. A sound for when large enemies are defeated. Multiple sounds for when collisions against environment occur. Multiple sounds for damage being dealt and received. Multiple sounds that plays when a shot is ineffective against an adversary. The brief sound between player shots that denotes fire rate delay. A constant hum that the player perpetually hears emitting from the ship. Multiple sounds that accentuate the ship’s banking and maneuvering. The brief sound that chimes in when the player shifts between stances. Voice clips for the AI that tells the player various information. A warning beep of some kind to indicate that the player is low on health. A smashing sound that implies that the shields have been destroyed. A sound for when the shields recharge. A sound that lets the player know that they can no longer fire any missiles. When the Pompilus are talking to the player. When the Silstrum are talking to the player. The sound for the secondary weapon laser fired while in Offensive Stance. The sound when activating the reflector in the Defensive Stance. The sound when hit while the reflector is active in the Defensive Stance. The sound when a burst is fired from the Defensive Stance’s reflector. 37 Provectus Environmental Decay Menu Vale Visions Multiple sounds for falling debris or collapsing walls. Multiple sounds for navigating the menus: selected, failed, etc. Voice-Overs At present, S.L.I.C.K. is planned to be voiced by the English, female Google Translator. Different inflections can be prepared by stacking words, although the system isn’t reliable. References Turret Design Inspiration • http://www.tfw2005.com/boards/attachments/tutorials-how-tos/27401505d1383733214-building-weapons-wikkid-gatling-gun-railgun-railgun.jpg • http://media.moddb.com/images/groups/1/7/6411/Vazduh_Anti-Air_Turret.jpg Offensive Stance Design Inspiration • http://www.wallpapernono.com/thumbnails/detail/20130920/star%20wars%20spaceships_www.wallpapernono.com_1.jpg • http://img1.wikia.nocookie.net/__cb20130218170059/destinypedia/images/e/e6/Destinyspaceship.png • http://wallpapersus.com/wallpapers/2012/05/futuristic-spaceships-digital-art-3D-modeling-render-1024x1280.jpg Defensive Stance Design Inspiration • http://img1.wikia.nocookie.net/__cb20130320143208/swi-star-warsinfinity/images/8/81/Futuristic_sci_fi_Spaceship_fighter_jet_comber_frigate_jericho_inqusitor_concept_art_design_star_wars_starcaft_2_ii_movie.jpg Silstrum Design Inspiration • http://conceptships.blogspot.ca/2007/12/gaudi-tribunal-spaceship-by-crankbot.html Pompilus Design Inspiration • http://fc07.deviantart.net/fs70/i/2012/246/b/4/federation_spaceships_by_peterprime-d5dgxwb.png • http://www.surftin.com/images/video-games-starcraft-spaceships-blizzard-entertainment_545646.jpg Trygonus Vessel, Design Inspiration • http://www.egmcartech.com/wp-content/uploads/2012/09/mclarenp1new-10.jpg • http://image.motortrend.com/f/auto_shows/paris/2012/1209_mclaren_p1_supercar_first_look/40729156/McLaren-P1-front-three-quarter-2.jpg • http://images.hotels4u.com/eshot/images/Guest%20blog_Manta%20Ray.jpg • http://ephemerist.wordpress.com/2008/03/20/stingray-menace-from-the-deep/ 38