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Grey Goo Concept Document

Front End

• Title:

◦ Game Title aka Grey Goo. • Single Player:

◦ New Game:

▪ Begins the player on the single player storyline. ◦ Load:

▪ Loads a previously saved single player game. • Co-op:

◦ Play through the single player storyline with an offline partner in a split screen format. ▪ For more information about the split screen format see Gameplay Co-op.

◦ New Game:

▪ Begins the co-op team on the single player storyline. ◦ Load:

▪ Loads a previously saved co-op player game.

• *Note* co-op save games are exclusive to co-op, and single player are exclusive to single player. In order to proceed in a save in co-op two players are required, and in order to proceed in a single player save only one player may be playing.

• Multiplayer:

◦ Opens the multiplayer UI. ▪ Online Multiplayer:

• Select Map.

• Connects to X-Box live to allow for online multiplayer arena games. ▪ Offline Multiplayer:

• Select Map.

• Offline multiplayer is played with up to four players in a split screen format. ◦ For more information about the split screen format see Gameplay Multiplayer. ▪ Create Map:

• Opens the map creation UI. • Difficulty Level:

◦ Easy. ◦ Normal. ◦ Hard. ◦ Nightmare.

▪ This difficulty is unlocked after completing the game on Hard level difficulty.

◦ Difficulty levels can be lowered in the Options Menu at any time during gameplay. The statistics page will show game completions on the lowest difficulty used while playing: for example, if a player plays partway through the game on Normal and then swaps to Easy, the

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completion will show on statistics as Easy.

▪ Changing the difficulty level via the Options Menu will display a warning letting the player know that they will not be able to revert back to the previous difficulty after lowering the difficulty level mid game, and that the statistics page will display the lowest difficulty level used for game completion.

• Background Cinematic:

◦ A short introduction cinematic playing in the background of the front end, approximately 30 seconds long (tweakable) on a loop.

• Music:

◦ Introduction music playing in sync with the background cinematic of the front end, approximately 30 (tweakable) seconds long on a loop.

Gameflow

• Start Screen / Front End. • Starting Cinematic and Music. • Levels:

◦ Player Capabilities and Activities: ▪ Receive Missions / Quests / Tasks:

• NPC dialog tells the player what comes next in the storyline and where to go. • Speak with NPCs.

▪ Defeat Opponents:

• Use weapons to deal damage to an opponent. ▪ Game World:

• The game world is divided into sections and then further into levels in which tasks are completed. Each section must be completed one level at a time in succession before the player is able to unlock and move on to a new section and further levels in order to advance through the game world.

• Navigate through levels: ◦ Mazes:

▪ Navigate through and past mazes to advance. ◦ Obstacles:

▪ Move around obstacles.

▪ Move obstacles out of your path.

▪ Use obstacles to climb up or down onto to advance further. ◦ Jump:

▪ Jumping platform to platform. ▪ Jump over obstacles / objects. ◦ Roll:

▪ Perform a tumbling roll in the currently selected direction of movement. ◦ Crawl / Lie Prone:

▪ Crawl and lie prone to fit through tight spaces. ◦ Swim:

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▪ Swim through liquids in applicable areas.

▪ Only applicable after the player has acquired the necessary Essential Game Items.

◦ Fly:

▪ Fly through the air in applicable areas.

▪ Only applicable after the player has acquired the necessary Essential Game Items.

◦ Climb ladders.

◦ Ascend / descend on elevators.

◦ Move through tunnels / shafts / tight spaces. ◦ Avoid environmental hazards.

▪ Fire, ooze, acid, electrified surfaces, super-cooled surfaces, etc.

▪ Some Essential Game Items allow the player to move through environmental hazards.

◦ Interact with items: ▪ Pick up items. ▪ Pull levers. ▪ Push buttons.

▪ Grab and move objects / obstacles. ◦ Break breakable objects / obstacles / crates. • Collect Items:

◦ Essential Game Items / Power Ups. ◦ Upgrades:

▪ Weapons. ▪ Equipment.

• Complete Missions / Quests / Tasks:

◦ Complete the missions / quests / tasks given by the NPC dialogue. • Unlock New Areas and Levels:

◦ To move advance further in the game.

▪ Completing a task / mission / quest advances the player in the linear storyline.

• Complete Achievements:

◦ A list of achievements will be viewable in the X-Box interface menu. ◦ Level Themes and Parodies:

▪ Each level will contain one or more pop culture parodies matched with the level theme. Some examples are given in the themes below.

▪ City.

• Dr. Who – Darleks vs Cybermen. ▪ Haunted House.

• Silent Hill. ▪ Ice / Snow.

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▪ Ghost Town. ▪ Jungle. • Indiana Jones. ▪ Volcano. ▪ Underwater. • Ending Cinematic. • Credits. Gameplay • Single Player:

◦ The player plays through the single person storyline in a third person camera view. ◦ The player advances the story by completing various quests / missions / tasks acquired

through in game dialogue with NPC characters along a linear storyline path.

▪ The player defeats his or her opponents using primarily ranged weapons along with a small melee weapon assortment while working his or her way to their goal.

▪ Obstacles such as large crates which need to be moved and computerized doors which need to be unlocked will hinder the player as they make their way to the mission completion and will require solutions to be found by the player.

◦ The player will begin with minimal equipment fighting relatively easy foes and

progressively gain more complex equipment as he or she fights more complex foes and battles his or her way deeper into and through the world on missions and quests.

• Co-op:

◦ Play through the single player storyline with an offline partner in a split screen format. ▪ Two player split screen is divided into top and bottom portions.

• Player 1 is assigned to the top portion of the split screen. • Player 2 is assigned to the bottom portion of the split screen. • Multiplayer:

◦ Supports up to 4 player split screen offline multiplayer, along with up to 18 person online multiplayer.

In addition to the maps released with the game Grey Goo will allow the gamer to create and share his or her own PvP maps.

◦ Maps / Arenas:

▪ Released With Game: • Capture the Flag:

◦ Two or more opposing teams fight over a control object, each trying to control the control object and move it to their team's goal zone.

◦ The control object is controlled by moving the player avatar over the space the control object inhabits.

▪ The player with the control object will move at 75% normal speed, and glow yellow with a yellow spotlight shining on them.

▪ The player with the control object will not be able to drop the object until killed or they score a goal.

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▪ The player with the control object can use weapons and items as usual, their only inhibition is the reduced movement speed.

▪ The control object will have a predefined amount of time it can be held by a single player before it automatically kills the player carrying it.

• This will ensure a game cannot be unending if the players choose no time limit in the options.

▪ If a player with the control object is killed, the control object will remain on spot the previous carrier last stood for a predetermined amount of time before it resets back to the default spawn point unless it is picked up by another player within that time limit.

◦ The game continues until an adjustable time limit is reached, or an adjustable number of total times scored is reached whichever comes first. Players can choose to disable either of these options on their own if they wish to only play on a time limit or to a predefined score.

◦ Total player limit is adjustable and set by the players prior to the game starting. • King of the Hill:

◦ Two or more opposing teams fight over a control zone, each attempting to hold it for as long as possible before the control zone moves.

▪ Each control zone will remain in place for a predefined non-adjustable time before moving to another point on the map.

◦ The team that holds the control zone will accrue points dependent on how long they hold the control zone and how many team members they have in the control zone as compared to the opposing team.

◦ The game continues until an adjustable time limit is reached, or an adjustable number of total points is reached whichever comes first. Players can choose to disable either of these options on their own if they wish to only play on a time limit or to a predefined score.

◦ Total player limit is adjustable and set by the players prior to the game starting. • Attack / Defend Goal:

◦ Each team takes a turn as attacker and defender in two separate rounds. ◦ Attacking:

▪ The attacking team works their way through obstacles and the defending team from a starting point to a goal point.

• Once the attackers reach the goal point, the round is over.

• There is a non-adjustable time limit within which the first round attackers must reach the goal point before the round ends and the defenders win the round.

◦ The more quickly the attackers in the first round reach the goal point, the they shorten the time limit the next round attackers have to reach the goal point before the round ends.

◦ The speed in which the attackers reach the goal point determines the amount of points they get for the round, this score is not visible to the

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players but determines the winner of the match. ◦ Defending:

▪ The defending team attempts to prevent the attacking team from reaching the goal point within the time limit.

▪ The amount of time the defenders are required to defend is preset for the first round, and dependent on how well the attacking team did for the second round.

• If the primary round attacking team made it to the goal before the time ran out, the primary round defenders will be attacking in the second round with a shorter time limit than the primary attackers had.

• If the primary round attacking team did not make it to the goal before the time ran out, the primary defending team will be attacking in the second round with a longer time limit than the primary attackers had.

• The amount of time the defenders keep the attackers from the goal point determines the amount of points they get for the round, this score is not visible to the players but determines the winner of the match.

◦ The game continues until each team has been both attacker and defender once. Whichever team completed both rounds with the highest total score wins. ◦ Total player limit is adjustable and set by the players prior to the game starting. • Last Man Standing:

◦ An arena match based around total lives remaining. ▪ Lives Limit:

• Killing an opponent removes one of their lives.

• When a player's lives total reaches zero, they lose and are no longer in the match.

• The final player living is the winner.

• This game can be played on teams sharing a lives total. ▪ Time Limit:

• Killing an opponent gives you or your team a point.

• Neither team can ever reach zero lives, the game continues until the time limit is reached and then the team's scores are tallied to determine the winner.

• The team or player with the most points at the end of the match wins. ◦ The game continues until an adjustable time limit is reached, or an adjustable

number of total times lives per player / team is lost. Players must choose one of these options prior to the game starting in order to determine the gameplay style. ◦ Total player limit is adjustable and set by the players prior to the game starting. ▪ Player Generated:

• Players can create maps / arenas using the map creator tool.

• These maps must utilize one of the play styles present in the maps released with the game.

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◦ Online Multiplayer:

▪ connects to X-Box live in allowing for up to 18 person simultaneous multiplayer play. ◦ Offline Split-Screen Multiplayer:

▪ Offline multiplayer allows for AI bots in addition to the players in the arena matches. ▪ Offline multiplayer is played with up to four players in a split screen format.

• Two player split screen is divided into top and bottom portions. ◦ Player 1 is assigned to the top portion of the split screen. ◦ Player 2 is assigned to the bottom portion of the split screen. • Three player split screen is divided into quadrants.

◦ Player 1 is assigned to a double portion of the split screen utilizing the top two sections.

◦ Player 2 is assigned to the bottom left portion of the split screen. ◦ Player 3 is assigned to the bottom right portion of the split screen. • Four player split screen is divided into quadrants.

◦ Player 1 is assigned to the top left portion of the split screen. ◦ Player 2 is assigned to the top right portion of the split screen. ◦ Player 3 is assigned to the bottom left portion of the split screen. ◦ Player 4 is assigned to the bottom right portion of the split screen.

Map Generator

• Accessed by first using the Multiplayer option on the Front End, and then selecting Create Map. • Create Map:

◦ Terrain Generator:

▪ Allows the creator to generate a map by creating the terrain itself. • Can raise or lower terrain.

• Can add obstacles.

• Can add environmental hazards. • Add spawn points.

• Add weapon spawn points. ◦ Game Type:

▪ The creator loads a map he or she has created in the Terrain Generator and selects what type of game will be played on the map.

▪ Special Zone Placement

• After selecting the game type, the creator places the special zones required for the game type onto the terrain he or she has loaded.

◦ Weapon Selection:

▪ The creator selects what type of weapons they wish to load into the spawn points on the terrain he or she has loaded.

◦ Each portion of the map creation is saved individually in the game file, along with the completed map with all its components; allowing the creator to load sections of a previously created map to modify it and create another.

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◦ Share Map:

▪ After the creator has completed the map to his or her satisfaction, they have the option to share the map with the Share Map option on X-Box live, allowing others to play on their map.

Controls

• Jump Button: ◦ Jumps

▪ If not moving, jumps straight in the air, while moving the jump is proportionate to the momentum the avatar is undertaking.

▪ When pressed while the avatar is already in the air performs a double-jump. • The double-jump can only be performed once per ordinary jump.

• The double-jump has all the same jumping constraints as the ordinary jump. • In order to maximize the usefulness of the double-jump, the Jump Button must be

placed at the apex of the ordinary jump.

• The double-jump is used to reach areas that the single jump would be unable to. • The double-jump can only be performed once the player has acquired an in game

item which gives them this ability.

▪ When the avatar is dead this button does nothing. ▪ Obstacles hinder the ability to jump.

• If a ceiling wall or other obstacle is in the path of the jump, the jump is only performed to the point where the avatar intersects with the wall and is cut short. ▪ Primary jumps can only be performed from a surface the player can stand on.

• The avatar cannot jump against a wall, land higher on the wall, and continue up the wall in that fashion.

• Confirm Action Button: ◦ Confirms an action.

▪ When prompted on the screen.

▪ Moves you forward one step while in the interface. • Interaction Button:

◦ Interacts with an applicable world object.

▪ If the avatar is out of range of an applicable world object pressing this button does nothing.

▪ If the world object is blocked by another object, pressing this button causes the avatar to shake his head “no”, and does nothing.

▪ If the avatar is not on the same height plane as the interact-able object, pressing this button causes the avatar to shake his head “no”, and does nothing.

◦ When the avatar is dead this button does nothing. • Reload Button:

◦ Reloads currently equipped weapon.

◦ When the avatar is dead this button does nothing. • Swap Weapon Button:

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◦ When the avatar is dead this button does nothing. • Exchange Weapon Button:

◦ Exchanges your currently equipped weapon with another weapon the avatar can pick up. ▪ Only works with the weapon currently equipped in the slot the player wishes to

exchange.

• See Combat System: Weapons for further details as to which weapon can fill which inventory slot.

▪ Drops the currently equipped weapon on the ground and picks up the new one. ▪ Fills the current slot without dropping the old weapon if the slot is currently empty. ◦ When the avatar is dead this button does nothing.

• Interface Button:

◦ Opens your interface.

▪ While inside the interface B moves you one step in the previous direction, or “back”. • Camera Joystick:

◦ Moves the camera angle of the avatar allowing the player to look around. • Movement Joystick:

◦ Moves the avatar.

▪ The amount of pressure on the joystick is proportionate to how quickly the character moves.

▪ When the avatar is dead this joystick does nothing.

◦ Moves the cursor in the interface to allow for selecting different actions or choices. • Hotkeys:

◦ Under Options in the interface:

▪ Buttons can be hot-keyed by the player to weapons or abilities. • Primary Weapon Button:

◦ Fires currently selected primary weapon.

◦ When the avatar is dead this button does nothing. • Special Weapon Button:

◦ Fires currently selected special weapon.

◦ When the avatar is dead this button does nothing. • Secondary Weapon Button:

◦ Fires currently selected secondary weapon. ◦ When the avatar is dead this button does nothing. • Roll Button:

◦ While moving performs a quick tumbling roll in the currently selected direction of movement.

◦ When the avatar is dead this button does nothing. • Crouch Button:

◦ Crouches:

▪ One press to kneel. ▪ Two presses prone.

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◦ When the avatar is dead this button does nothing. • Camera Pivot Button:

◦ Press to instantly pivot the camera to fully see 180 degrees behind the avatar. ▪ Moving cancels this action and restores the “smart camera” behind the avatar. • In Game Menu Button:

◦ Opens the In Game Menu. • Map Button:

◦ Opens the map.

▪ Also available from the interface menu. • X-Box Button:

◦ Opens the X-Box menu when pressed once and released. ◦ When pressed and held opens the console menu.

User Interface

• Single Player / Co-op / Multiplayer: ◦ Health Bar:

▪ Located in the top, left-hand portion of the play screen. ◦ Currently Equipped Weapon:

▪ Located in the top, right-hand portion of the play screen. ◦ Ammunition:

▪ Located in the top, right-hand portion of the play screen directly underneath the currently equipped weapon.

◦ Mini Map:

▪ Located in the bottom, left-hand portion of the play screen. ◦ Power Ups:

▪ Located in the top, left-hand portion of the play screen directly underneath the health bar.

◦ Lives / Time Remaining:

▪ Located in the bottom, right-hand portion of the play screen in applicable situations.

Movement System

• The amount of pressure on the joystick is proportionate to how quickly the avatar moves. ◦ On dry land:

▪ Avatar moves at normal speed. ◦ Aerial:

▪ Avatar “swims” through the air. ▪ Avatar moves at 125% normal speed. ◦ Underwater:

▪ Avatar swims through water.

▪ Avatar moves at 75% normal speed.

• Flippers allow for 125% normal movement speed. ◦ Ooze:

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Combat System Combat:

• The player defeats opponents through the use of weaponry. • Single Player / Co-op:

◦ Combat begins as soon as the player breaches a proximity line for an opponent, or attacks them with a weapon, whichever comes first.

▪ A change in music lets the player know that they're in a combat situation. ◦ Combat ends when either the player or the opponent has been defeated.

▪ Combat cannot be ended by attempting to flee an opponent – no opponents are leashed. Once engaged in combat the opponent will continue to pursue the player until combat is ended and one of them is defeated.

• *Note* single player / co-op opponents will usually move more quickly than the player can move the protagonist, reducing the ability for the player to kite opponents around maps indefinitely.

▪ A change in music lets the player know they're no longer in a combat situation.

Player Deaths:

• Single Player:

◦ The avatar dies when its health reaches zero for any reason.

◦ If a player dies in single player he or she receives a Game Over screen followed by a prompt allowing the player to load a previously saved game, or quit.

• Co-op:

◦ The avatar dies when its health reaches zero for any reason.

◦ If a player dies in co-op his or her partner has a preset amount of time to reach the dead party member's corpse and attempt to revive them. A successful revive will return the previously dead party member to a preset amount of health, and the party can continue playing. If the dead party member is not revived within the time limit, the party will receive a Game over screen followed by a prompt allowing them to load a previously saved game, or quit.

• Multiplayer:

◦ The avatar dies when its health reaches zero for any reason.

◦ If a player dies in multiplayer they he or she respawn at one of the previously defined spawn points on the multiplayer map relieved of all but the default weapons and power ups. The player may then continue playing as usual within the constraints of the map in which he or she is playing.

Weapons:

Melee Weapons:

◦ Default secondary weapon.

◦ Cannot be equipped if a primary weapon requires two hands. ◦ Equipable in the primary weapon slot by player choice.

▪ When equipped in the primary slot, a two handed melee weapon cannot be equipped with an offhand melee weapon at the same time.

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◦ Melee range. ◦ No cross-hairs.

◦ Cannot damage an opponent through obstacles. ◦ Can be used to break breakable world objects. ◦ Has the possibility to do area of effect damage.

◦ Each press of the melee weapon button causes a single melee attack with the currently equipped weapon.

▪ Holding the melee weapon button pressed only results in one melee attack and does not continue to swing while the button is depressed.

Ranged Weapons:

◦ Default primary weapon.

◦ Can be equipped in the offhand if the primary weapon doesn't require two hands. ◦ Can be dual wielded so long as both weapons are one hand weapons.

◦ Equipable in the secondary weapon slot by player choice. ▪ Not applicable for a two handed ranged weapon.

▪ Not applicable if the primary weapon is a two handed weapon. ◦ Two ranged weapons can be carried per weapon slot at a time.

▪ A two handed ranged weapon takes up a slot in both the primary and secondary weapon slot.

▪ If a heavy weapon is currently being carried, it removes one primary and one secondary weapon slot for a ranged weapon.

◦ Short to very long range.

◦ Cross-hairs present for aim assistance. ◦ Scopes present on applicable weapons.

▪ Scopes can zoom three times for better aiming.

▪ While in scope zoom camera view shifts to first person and the player sees only what they would through the scope, not their avatar or the weapon itself.

◦ Has the possibility to damage an opponent through obstacles. ◦ Can be used to break breakable world objects.

◦ Does not have the possibility to do area of effect damage.

◦ Pressing the ranged weapon button fires the currently equipped ranged weapon.

▪ Holding the ranged weapon button depressed fires once on a non-automatic weapon. ▪ Holding the ranged weapon button depressed fires continuously on an automatic

weapon.

▪ Pressing the ranged weapon button with no ammunition loaded in the currently equipped weapon causes the weapon to “click” but not fire.

Heavy Weapons:

◦ Can only be equipped in the primary weapon slot. ◦ Cannot be dual wielded.

◦ Only one heavy weapon can be carried at a time.

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◦ Very short range.

◦ Cross-hairs present for aim assistance.

◦ Has the possibility to damage an opponent through obstacles. ◦ Can be used to break breakable world objects.

◦ Has the possibility to do area of effect damage.

◦ Pressing the heavy weapon button fires the currently equipped heavy weapon. ▪ Holding the heavy weapon button depressed fires the heavy weapon once.

▪ Holding the heavy weapon button depressed does not continuously fire the heavy weapon.

▪ Pressing the heavy weapon button with no ammunition loaded in the currently equipped weapon causes the weapon to “click” but not fire.

Special Weapons:

◦ Can only be equipped in the special weapon slot. ◦ Cannot be dual wielded.

◦ Only one special weapon can be carried at a time.

▪ Player presses the Exchange Weapon button to pick up a new special weapon and drop their current one.

◦ Short to long range. ◦ No cross-hairs.

◦ Has the possibility to damage an opponent through obstacles. ◦ Can be used to break breakable world objects.

◦ Has the possibility to do area of effect damage.

◦ Pressing the special weapon button fires the currently equipped special weapon. ▪ Holding the special weapon button depressed fires the special weapon once.

▪ Holding the special weapon button depressed does not continuously fire the special weapon.

▪ Pressing the special weapon button with no ammunition loaded in the currently equipped weapon causes the weapon to “click” but not fire.

• If the special weapon is a thrown weapon, pressing the special weapon button with no ammunition equipped does nothing.

Artificial Intelligence

• Single Player / Co-op: ◦ Difficulty Level:

▪ Easy. ▪ Normal. ▪ Hard. ▪ Nightmare.

• This difficulty is unlocked after completing the game on Hard level difficulty.

▪ Difficulty levels can be lowered in the Options Menu at any time during gameplay. The statistics page will show game completions on the lowest difficulty used while playing:

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for example, if a player plays halfway through the game on Normal and then swaps to Easy, the completion will show on statistics as Easy. The same occurs if 90% of the game is played on Normal and then the player swaps to Easy, completion is still Easy. • Changing the difficulty level via the Options Menu will display a warning letting the

player know that they will not be able to revert back to the previous difficulty after lowering the difficulty level mid game, and that the statistics page will display the lowest difficulty level used for game completion.

• Multiplayer: ◦ Bots:

▪ Bots are available for offline split screen multiplayer. Up to 16 bots are available for a match, divided among the players queued for the match however they choose.

▪ Bot difficulty level can be individually chosen for each of the 16 bots available in the split screen multiplayer prior to the match beginning.

• Once the match has begun, bot difficulty levels cannot be changed.

• After a match is finished the bot levels will not be reset for the same arena, so the players can use the same setup if they choose.

◦ The AI difficulty levels will still be adjustable on the same arena prior to re-entry.

◦ If the players choose a different arena, the AI difficulty levels will be reset. ▪ Difficulty Level: • Easy. • Normal. • Hard. • Nightmare. Camera System

• Third Person Camera View:

The Third Person viewpoint is considered Grey Goo's main and default viewpoint during gameplay.

◦ The Third Person camera is positioned at set distance and position behind the protagonist. ◦ The Third Person camera will be repositioned towards the protagonist if it is not possible to

position the camera at the preset distance. • Camera can be controlled and rotated by the player.

◦ Does not apply in cut-scenes / cinematics. ◦ Does not apply in conversations with NPCs.

◦ When the Camera Joystick is released the camera returns to behind the avatar. ◦ Pivot Button:

▪ Press to instantly pivot the camera to fully see 180 degrees behind the avatar. • Moving cancels this action and restores the “smart camera” behind the avatar. • Cinematic Camera:

◦ During cinematics the camera angle cannot be manipulated by the player. • Dialog Camera:

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◦ During dialog the camera angle cannot be manipulated by the character. ◦ When the avatar is speaking during dialogue, the camera faces the avatar.

◦ When the avatar is not speaking during dialogue, we see the avatar from behind at neck level.

◦ Camera Shift technique during dialogue.

World Objects & Interactions

• Ammunition:

◦ Found on the ground and in breakable and interact-able crates around the world. ◦ Each weapon has a specific type of ammunition it can use.

▪ If the player does not have the correct type of weapon in their inventory, the ammunition is non interact-able and cannot be picked up.

▪ If the player has the correct type of weapon in their inventory, the ammunition is

automatically added to the total ammunition of that type currently in the inventory up to a predefined maximum for each weapon.

• If the player already has reached the maximum ammunition allotment for a weapon in their inventory, the ammunition is non interact-able and cannot be picked up. ◦ The character uses ammunition to reload the weapons currently in their inventory.

▪ The player presses the Reload Button to fill the weapon to its maximum allotment of ammunition.

• If the weapon is empty of ammunition the Reload Button fully reloads the weapon. This is shown with a clip change animation.

• If the weapon is partially full of ammunition the Reload Button fills the remaining ammunition slots in the weapon. This is shown with the same clip change animation as a full reload.

• If the weapon is full of ammunition, pressing the Reload Button does nothing, and no animation occurs.

• Health refills:

◦ Found on the ground and in breakable and interact-able crates around the world. ◦ Decreases the deficit in the player's health up to max.

◦ This item is picked up by moving the avatar over the space the item inhabits. ▪ If the player already has maximum health, picking this item up does nothing.

• The health refill can still be picked up if the player is at maximum health, the refill will then disappear from the spawn location and be “used”.

• Doors:

◦ Doors can be both locked and unlocked.

▪ An unlocked door is opened via the Interact Button.

▪ A locked door requires the player to play the pipeline mini game using a computer nearby in order to open it (see Computers for mini game information).

◦ The player uses the Interact Button to interact with this interact-able world object. ▪ If the avatar is out of range of an applicable world object pressing this button does

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▪ If the world object is blocked by another object, pressing this button causes the avatar to shake his head “no”, and does nothing.

▪ If the avatar is dead, pressing this button does nothing.

▪ If the avatar is not on the same height plane as the interact-able object, pressing this button causes the avatar to shake his head “no”, and does nothing.

• Computers:

◦ Used to open nearby sealed / locked doors.

▪ The player plays a short mini game to hack the computer and open the door.

• The mini game requires the player to connect a pipeline maze from start to finish before ooze fills the pipe.

◦ The pipes are rotatable while there is no ooze in them. After they are ooze-filled they can no longer be rotated.

• Harder doors have a more intricate pipeline maze and faster moving ooze. • If the pipeline is successfully completed the door is unlocked.

◦ Once the pipeline game has been completed the door is permanently open. • If the pipeline is not completed the player has a total of three chances (including the

first) to try again.

◦ If the player fails the pipeline game three times, they must call maintenance and purchase a locksmith service with their credits or the door cannot be opened. ◦ Once the locksmith has opened the door it's permanently open.

◦ The player uses the Interact Button to interact with this interact-able world object. ▪ If the avatar is out of range of an applicable world object pressing this button does

nothing.

▪ If the world object is blocked by another object, pressing this button causes the avatar to shake his head “no”, and does nothing.

▪ If the avatar is dead, pressing this button does nothing.

▪ If the avatar is not on the same height plane as the interact-able object, pressing this button causes the avatar to shake his head “no”, and does nothing.

• Obstacle Crates:

◦ Placed in the path of players as obstacles on missions / quests / tasks.

◦ Must be moved by the player in order to proceed with the mission / quest / task.

▪ The player uses the Interact Button to grab this object, and holds in the button along with maneuvering the Movement Joystick to push or pull the obstacle crates.

▪ The obstacle crates will be positioned in a predefined depression or groove in the floor. • The obstacle crates can only be moved within the confinements of the depression. • The player uses both the obstacle crates and the depression confinements to

maneuver the crates into a position where they no longer block the path of the player, and / or are placed to assist the player moving further in the mission. • Leaving the room or zone before the final correct placement of the obstacle crate

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he or she has made a mistake.

• When the obstacle crate has been maneuvered into the correct final position, the crate will be locked in place and will no longer be movable. It will also not reset when the player leaves the room, and will remain in the final correct locked position. ◦ The player uses the Interact Button to interact with this interact-able world object.

▪ If the avatar is out of range of an applicable world object pressing this button does nothing.

▪ If the world object is blocked by another object, pressing this button causes the avatar to shake his head “no”, and does nothing.

▪ If the avatar is dead, pressing this button does nothing.

▪ If the avatar is not on the same height plane as the interact-able object, pressing this button causes the avatar to shake his head “no”, and does nothing.

• Vehicles:

◦ Used to taxi or quick travel between predefined previously discovered points in the game. ◦ The player uses the Interact Button to interact with this interact-able world object.

▪ If the avatar is out of range of an applicable world object pressing this button does nothing.

▪ If the world object is blocked by another object, pressing this button causes the avatar to shake his head “no”, and does nothing.

▪ If the avatar is dead, pressing this button does nothing.

▪ If the avatar is not on the same height plane as the interact-able object, pressing this button causes the avatar to shake his head “no”, and does nothing.

• Super-Jump Platform:

◦ The avatar steps onto this platform which bounces them high into the air.

◦ The avatar must occupy the same space as the Super-Jump Platform in order to use it. ◦ Pushing the Movement Joystick while in the air after using the Super-Jump Platform moves

the player in the direction indicated. ◦ Cannot be used while the player is dead.

◦ Using the Super-Jump Platform while crouched, prone, or rolling causes the avatar to stand up during and after the bounce.

• Currency: ◦ Credits:

▪ Found in the world appearing as a credit stick.

▪ Transferable like a flash drive when purchasing items or services.

• The avatar inserts the stick into the purchase console and the funds are automatically withdrawn and the stick returned.

• World pick ups do not require transfer between one another, each world pick up is automatically added to the total sum on the player's primary credit stick.

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Essential Game Items / Power Ups

• Double-jump Boots:

◦ Allows the player to double-jump once found in game.

◦ Once found does not require equipping, will be equipped by default when the player is in a situation where double-jumping is possible.

• Flippers:

◦ Allows the player to swim more quickly.

◦ Once found does not require equipping, will be equipped by default when the player is in a situation where swimming is the means of travel.

• Non-Corrosive Insulated Boots:

◦ Allows the player to move through acid, ooze, and other environmental hazards without taking damage.

◦ Once found does not require equipping, will be equipped by default when the player is in a situation where the environmental hazards are present.

• Flying Boots:

◦ Allows the player to fly through the air.

◦ Once found does not require equipping, will be equipped by default when the player is in a situation where flying is possible.

• Flashlight Fan Helmet:

◦ Allows the player to move through areas where otherwise there would be no visibility. ◦ Once found does not require equipping, will be equipped by default when the player is in a

situation where extra visibility is necessary. • Re-breather:

◦ Allows the player to breathe underwater and in liquid type environmental hazards.

◦ Once found does not require equipping, will be equipped by default when the player is in a situation where they need to breathe underwater.

Player Characters Single Player / Co-op:

• The player plays as Little Timmy, an upstart, fresh-faced, bright, young (mostly human) man who is starting his first day at B&O Cleaner's: We Clean the Grime You Don't Want To! Little Timmy is tall with long gangly arms and legs matched with oversized hands and feet, and visually would seem to be the opposite of a typical hero protagonist.

Multiplayer:

• The player chooses from a preset selection of NPC races before the match begins. These races include Human, Duban, Krinak, and Oomlach. The race selection is purely cosmetic, and warrants no difference in gameplay other than appearance.

NPC & Enemies NPC Races:

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◦ Adjustable width. ◦ Adjustable mass.

◦ Adjustable movement speed.

▪ In single player / co-op the opponent speed should predominantly exceed the

protagonist's speed to reduce the ability for the player to kite opponents indefinitely. ◦ Adjustable health total

▪ Can take damage from non friendly NPC targets.

• When the health total reaches zero, the NPC is defeated.

• Damage is shown by floating combat text around or over the NPC's head stating the damage the NPC is taking in the color orange.

▪ Can have immunities or resistances to damage types.

• If the NPC is resistant to a damage type, the floating combat text stating the damage the NPC is taking will be in the color red; if immune the number will be 0.

▪ Can be vulnerable to damage types.

• If the NPC takes extra damage from a damage type, the floating combat text stating the damage the NPC is taking will be in the color yellow.

• Human: ◦ Humanoid.

◦ Skin tones from white to dark. ◦ Eyes:

▪ Blue. ▪ Brown. ▪ Hazel. ▪ Green.

◦ Available as a preset race selection in multiplayer arena. ▪ Warrants no difference in gameplay other than appearance. • Duban:

◦ Blue skin with golden freckles along the cheekbones and jaw. ◦ Humanoid.

◦ Eyes: ▪ Green. ▪ Gold. ▪ Orange.

◦ Available as a preset race selection in multiplayer arena. ▪ Warrants no difference in gameplay other than appearance. • Krinak:

◦ Humanoid. ◦ Red skin.

◦ Dreadlock tendrils for hair. ▪ Mid-shoulder length. ◦ Pointed ears.

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◦ Eyes: ▪ Brown. ▪ Gold. ▪ Orange.

◦ Available as a preset race selection in multiplayer arena. ▪ Warrants no difference in gameplay other than appearance. • Hijoush:

◦ Non-humanoid. ◦ Energy species.

◦ Communicates via flickering wavelengths of light and sound. ◦ Morphs in shape and size.

◦ Not available as a race selection in multiplayer arena. • Oomlach:

◦ Humanoid. ◦ Green skin. ◦ Green hair.

◦ Besides the green hair and skin totally human in appearance. ◦ Available as a preset race selection in multiplayer arena.

▪ Warrants no difference in gameplay other than appearance.

Enemies / Opponents:

• Humanoid.

◦ Adjustable height. ◦ Adjustable width. ◦ Adjustable mass.

◦ Adjustable movement speed.

▪ In single player / co-op the opponent speed should predominantly exceed the

protagonist's speed to reduce the ability for the player to kite opponents indefinitely. ◦ Adjustable health total.

▪ Can take damage.

• When the health total reaches zero, the NPC is defeated.

• Damage is shown by floating combat text around or over the NPC's head stating the damage the NPC is taking in the color orange.

▪ Can have immunities or resistances to damage types.

• If the NPC is resistant to a damage type, the floating combat text stating the damage the NPC is taking will be in the color red; if immune the number will be 0.

▪ Can be vulnerable to damage types.

• If the NPC takes extra damage from a damage type, the floating combat text stating the damage the NPC is taking will be in the color yellow.

• Non-Humanoid. ◦ Adjustable height. ◦ Adjustable width. ◦ Adjustable mass.

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◦ Adjustable movement speed.

▪ In single player / co-op the opponent speed should predominantly exceed the

protagonist's speed to reduce the ability for the player to kite opponents indefinitely. ◦ Adjustable health total.

▪ Can take damage.

• When the health total reaches zero, the NPC is defeated.

• Damage is shown by floating combat text around or over the NPC's head stating the damage the NPC is taking in the color orange.

▪ Can have immunities or resistances to damage types.

• If the NPC is resistant to a damage type, the floating combat text stating the damage the NPC is taking will be in the color red; if immune the number will be 0.

▪ Can be vulnerable to damage types.

• If the NPC takes extra damage from a damage type, the floating combat text stating the damage the NPC is taking will be in the color yellow.

Corporations / Companies:

B&O Cleaner's: We Clean the Grime You Don't Want To!

◦ Cleaning company to which Little Timmy (the protagonist) is employed. • Corporations / Companies need:

◦ A name, suitably humorous and fitting to the futuristic setting. ◦ A corporate head or boss figure.

▪ Generally who the protagonist converses with for quests and missions during cut-scenes and dialogue.

• In some situations the quests could be given by a secretary or underling. ◦ Problems that need to be solved by the protagonist in the form of quests or missions.

Dialogue

• Camera Shift:

◦ During dialogue with NPC characters the camera system will use a camera shift technique • Conversation System:

◦ Dialogue is advanced by pressing the Confirm Action Button at the end of each scrolling page.

◦ Pressing the Confirm Action Button while the text is still scrolling forces the entire page of text to instantly appear, however the spoken dialogue continues on at the same pace.

▪ Moving to the next page of text while the spoken dialogue is still running cuts off the spoken dialogue, and the new page begins instead.

• What's Spoken or Written:

◦ All dialogue between the avatar and NPCs is presented in both written and spoken formats. ◦ Written:

▪ Scrolling text fills a dialogue window of a predefined size. When the dialogue window is full, the conversation pauses both in text and spoken formats until the player advances the conversation via the Confirm Action Button.

• The player is prompted to advance the dialogue with an icon of the Confirm Action Button on the bottom right hand corner of the dialogue window once the window is

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full. ◦ Spoken:

▪ The spoken dialogue keeps pace with the scrolling text in the dialogue window. If a player advances the dialogue early, the spoken dialogue is disrupted, and forced to the new text scrolling in the dialogue window.

Saving & Loading

• Auto-saving:

◦ The game will automatically save at predetermined points.

▪ An icon will appear to let the player know not to turn off their system during this auto-save or their data could be lost.

• This icon will be explained in the beginning of the game with a short tutorial screen showing the icon to be used along with something similar to the sentence:

“This game saves automatically at certain points. Please do not turn off or disconnect your console or save information could be lost.”

• Saving:

◦ Each X-Box profile has their own unique saves.

▪ *Note* co-op save games are exclusive to co-op, and single player are exclusive to single player. In order to proceed in a save in co-op two players are required, and in order to proceed in a single player save only one player may be playing.

◦ The player can save at any time during the game with the following exceptions: ▪ The player is in combat.

▪ The player is taxiing on a vehicle. ▪ The player is in a cut-scene / cinematic. ▪ The player is in the middle of a dialogue.

◦ The player has an unlimited allotment of different save files for each X-Box profile. ▪ Saving over a previous save file will overwrite the previous file.

• The player will receive a confirmation message warning them that they'll be saving over the previous file and it will no longer be accessible, and do they wish to continue?.

• Loading:

◦ In order to load a save game the player needs to be on the appropriate X-Box profile. ◦ The player may load a saved game at any time during the game with the following

exceptions:

▪ While the game is auto-saving.

◦ A confirmation window will appear asking the player to confirm whether or not they do wish to load, and reminding them that if they have any unsaved information when loading it will be lost.

In Game Menus

• The In Game Menu is accessed by pressing the In Game Menu Button. • The In Game Menu includes the categories:

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▪ Allows the player to save a game to their X-Box profile. ◦ Load:

▪ Allows the player to load a previously saved game.

▪ A confirmation window will appear asking the player to confirm whether or not they do wish to load, and reminding them that if they have any unsaved information when loading it will be lost.

◦ Options:

▪ Opens the Options UI. • Includes:

◦ Controls:

▪ Allows the player to select a control scheme and map their own scheme. ◦ Brightness / Contrast:

▪ Allows the player to adjust the brightness and contrast of the game. ◦ Audio:

▪ Allows the player to adjust the audio levels in the game including: • Music.

• Dialogue. • Sound Effects. ◦ Subtitles:

▪ Allows the player to turn dialogue / conversation subtitles on and off. ◦ Quit:

▪ Allows the player to quit the game.

▪ A confirmation window will appear asking the player to confirm whether or not they do wish to quit, and reminding them that if they have any unsaved information when quitting it will be lost.

◦ Map:

▪ Opens the game map UI.

Graphical Style

• Cel-Shaded technique: ◦ Slightly fantastic. ◦ Goofy.

◦ Exaggerated facial features, expressions, movements. • Cause the gamer to feel immersed in the world.

◦ Enforce the feeling the gamer is playing in a fantasy world and not reality.

Sound and Music Style

References

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