Documentation GDD - Milowan/WarChildPort GitHub Wiki

War Child – 3RD Person Shooter

Michael Sweeny & Gavin McGuire– 03/18/2020

Game Overview:

War Child is a 3rd person shooter game where the player chooses between 3 different mission styles (Exterminate, Defend, Loot) to unlock resources and new Missions as they finish the current mission and gather the resources. Resources can be used in “The Foundry” where players can create different weapons to be used in the game. The weapons are equipped in the ‘Arsenal’ menu screen, where the unlocked weapons available are shown and other weapons can be added later when created in the foundry. Players navigate the missions and unlock new ones as they go.

Plot:

Mercenary Wanted: A new planet has been located in the farthest reaches of the known galaxy. Bounty missions are available for the local population to be cleared away, locations to be defended, and items of interest to be collected. If this sounds like a job your interested in, sign up for the next ship out!

Setting:

In the future, corporations have a higher interest in the race for resources found and gathered on extraterrestrial bodies. Rare materials have been located on distant planets, worth billions in local earth currency. You are the mercenary that accepted the job, now’s the time to pull up the socks and get some work done! Acquire different contracts for different missions to gather materials for your arsenal foundry. The planets are harsh and populated with aliens that are not happy about you taking their stuff and squatting in their temples and energy plants.

Core Gameplay:

The player will start in the main menu where they can choose their weapons in the ‘Arsenal’ screen, or jump right into the game in the ‘Navigation’ screen. ‘Exterminate’ missions will have the player eliminating a set number of enemies and collect resources dropped by enemies to use in the foundry later. ‘Defense’ missions will have the player defend a location for 5 waves of enemies and can collect resources dropped from them. ‘Retrieval’ missions will have the player searching a level for an item and escaping the level with the item. When the missions are complete, other missions will be unlocked for the player to do. Resources gathered will be tallied into a resource manager in the ‘Foundry’. Where the player can create new weapons to use in the game.

TO BE ADDED AFTER PORTING

FREEDOM: Warframe-like movement system including; sprinting, sliding, bullet-jumping, double-jumping, air bullet-time, and air-slide-diving.

FOUNDRY: Crafting menu built around at least 3 enemy-dropped crafting materials. It allows the player to craft weapons beyond the starting pistol (will introduce weapon limitation at this point).

Environment Elements:

The Environment will be on 3 different styles of 3 differently designed maps. ‘Extermination’ missions the levels will have enemies placed around the map to be destroyed. Multi levelled buildings and areas with places to hide behind for the enemies and player to dodge incoming projectiles. When all enemies have been destroyed, the player will have a win screen and exit to the main menu. ‘Defense’ missions the levels will have enemies spawn in from spawn points and move inwards to seek out the central location the player will be defending. 1 – 5 waves will have the number of enemies spawning increase until the 5th wave is complete. The player will be met with a win screen and exit to the main menu. ‘Retrieval’ missions the levels will have a specific item randomly placed on the map for the player to seek out, collect and return to the entrance to escape with the item. Enemies will continually spawn as the player attempts to retrieve the item. When the player brings the item to the escape area, they are met with a win screen and return to the main menu. The First map design will be a building like an environment with an industrial feel to the design. The second map design will be a temple-like environment with mystical ruins feel to the design. The Third map design will be a forest-like environment with a tribal feel to the design. Resources found when the player eliminates enemies will have a mineral-like appearance to them with different colours and names to represent the difference in the tier of loot.

TO BE ADDED AFTER PORTING Slightly more realized level concepts and environments.

Weapons:

-Pistol: Starting weapon of the player. Base Damage weapon with base accuracy, rate of fire, and reload. -Rifle: Long-range weapon with higher damage and accuracy but a lower rate of fire and reload. -Shotgun: Short-range weapon with higher damage but lower accuracy and rate of fire. TO BE ADDED AFTER PORTING We will attempt to include upgraded versions of each weapon after the other major port-upgrades.

Enemies:

All enemies have states they change through (wander/attack/dead/etc.)

Ranged:

Rifle Users - Long Range enemy. High damage low rate of fire/reload /accuracy.

Close Range:

Shotgun Users – Close Range enemy. Higher damage, a lower rate of fire/ reload/ accuracy. Pistol Users – Close Range enemy. Regular damage/rate of fire/reload/accuracy

Menu and General Game Usage:

The menu flows can be seen below, note that the main menu is the primary hub of user interaction. From here they can choose to go to the Arsenal, the Foundry, or the Navigation menus. The Arsenal is simply for changing equipment so it only performs that function and returning to the main menu. The Foundry is for crafting new gear, and likely will include a space to check your resources/currencies. Finally the Navigation Menu, which allows the player to choose a mission type and embark on missions. In-game menu flows include completing, failing, and pausing a mission, all of which can lead back to the main menu.

Menu_Flows

Interface Usage:

Movement Controls for Keyboard Use:

‘W’ Key or Up Arrow– Move Forward

‘S’ Key or Down Arrow – Move Backward

‘A’ Key or Left Arrow – Move Left

‘D’ Key or Right Arrow – Move Right

Mouse Move – Look Reticle Movement

Movement Controls for Controller Use (Xbox) MAYBE STEVE, OKAY?:

Left Joystick - Movement

‘X’ Button - Reload

‘Y’ Button – Weapon Toggle

‘B’ Button – Crouch

Right Joystick – Look Reticle Movement