Wednesday, May 16, 2012

Sail




A Bad Meat or Good Cheese Production


Design Document for:
SAIL

“Why live on the edge when you can fall off it?”






All work Copyright ©1999 by A Bad Meat or Good Cheese Production

Written by Kirkpatrick Edmonds

Version # 1.0



Game Overview
                  This game is trying to create an epic love story. Not a cliché or cheesy one, but a story that is both relatable and told on the grand scale of adventure and depth that a player wants to dive into the game and feels the story through the characters and unique worlds. Fundamentally I am aiming to achieve something that is both relatable to RPG and Adventure fans but through the characters, magical gameplay style and environments is something that they have never experienced before.

                  We want this to be an all-inclusive game, that meaning that it will be multi-platform non-exclusive endeavor.  For those who want to play on PC they will be able to, for those who want to sit in front of their TV and play on a controller they can do that as well. We want to give access to the people, and to do that we want to reach them on as many platforms as possible.

                  My game design goals is to create an immersive and expansively beautiful RPG game and world that is so nice you don’t want to explore it by yourself. That’s why you will have the multiplayer/co-op function so you can play a top of the line RPG/Adventure game not solo (even though you can if you choose) but with a friend.

Common Questions
Game Pitch in one sentence:
Witcher 2 meets Odyessus’s journey set in Ursula K. Leguin’s Earthsea universe.

General Genre: Fantasy adventure
Game Genre: Third-person action/exploration


Game Summary:
Set in a near flooded world the land spans only over a vast reaching archipelago of hundreds of islands, surrounded by uncharted ocean. The central and larger islands long held influence over the reaches and outlaying atolls have begun to crumble as long held alliances break and even Imperial power itself is threated by the onset of a bloody civil war. As rebellion encroaches from the distant islands the Imperial city descends to chaos as talk of the end of the royal family’s 300 year rule begin to spread. In the midst of this chaos the young future king and his to be bride are themselves lost in the bliss of young love, innocent and mindless to the pending war that will soon arrive at their doorstep. When it does, the lovers are forced to meet their doom or set sail, not for a new home or in exile, but for the pursuit – the edges of the unexplored world, and perhaps off it.  

The centerpiece of this game is the story. My aim in creating it was to create a world and story so intriguing and so powerful the character wants to get involved and once they do they get swept into the universe. Like a great novel I want it to be something a player returns to again and again, if only because it was part of a world that you never wanted to leave.
Personally I love RPGs and I think this one will be a unique take and perspective on what has kind of become a stereotypical market.

                  The game takes place on a dozen or so Islands out of the Hundreds that make up the entire known archipelago. From the heart of the Empire on the core islands to the distant outer reaches and all the way into the uncharted waters beyond the known world.

                  You control: the main character, his customization, leveling style, fighting and play style. In situations where there is not a second player the Ai takes over but the main character still has complete control over their customizations.
                  This game also offers choices, choices that affect your story. These choices you make don’t just determine how immediate story events play out but have dramatic impact on the whole game. These aren’t good or bad choices, your choices are morally ambiguous. The main character is not a hero or a villain, just a guy in love.

How many characters do I control?
                  Two at most. One completely and the other you will not directly control but will set and control HOW they will play alongside you.

                  The main characters goal is literally to sail off the edge of the world. The initial starting goal of the naïve characters is light hearted and innocent – it is adventure! They want to set off away from the stuffy royal lives they have known and set out to explore all the way to the end of the world  which is unknown to them and everyone as it is uncharted and mysterious. As the plot thickens though we find our main character on an adventure gone astray, their past having caught them, and a hero now chasing his lost love.

The possible co-op RPG elements will be a unique as well an awesome part for anyone wanting to directly share in their adventure with a friend.

Feature Set
Game play:
This game is primarily action based, with a unique co-op function that reflects the relationship between the ex-prince and girlfriend. This combines the varied weapon melee combat with magic and spells that each character can wield. A unique aspect of this game is that spells and weapon attacks can be synched together if both players are using the same combat style for an extremely effective result; however, they can still be unleashed separately depending if the players have different preferred play styles. Physically players will be able to: run, cover, block, hack, slash, jump, crouch, but will have no physical ranged abilities. On the magical side players will be able to: cast defensive and healing spells as well as buffs for themselves and each other, they can also inflict damage through paladin type holy spells, however as they explore on their adventure they can learn more “animalistic” and darker tribal spells from other cultures they encounter.
Within the game, the player will also be able to upgrade their personal abilities as well as their weapons and gear through various crafters, forgers and blacksmiths they find throughout the game. Spells and magic can also be upgraded and new ones can be learned through wizards and magicians scattered throughout the islands. Trinkets and other miscellaneous available upgrades can be looted, received from quests or crafted by the players
In addition to the RPG gameplay elements, the game is heavily story driven and a major emphasis of the game is the exploration factor and quest to the edge of the world the players have embarked on. The game is set over numerous islands, each with a varied culture that is uniquely individual to the inhabitants. Some are sunny, tropical and warm, while some are dark, foreboding and cold. Some islands frown or forbid the use of magic’s and some have embraced it. However, each island has been affected by the fall of the Empire and the story is constantly unfolding around the players.

                  An Empire that has stood for 300 years has become hollow and weak, eroded from the core. As rebels and unrest take root on the outlaying sphere of the Empires influence, a once conquered kingdom at the edges of the Empire reemerges and unleashes a devastating attack against the heart of the known world.
                  The Islands are connected by the same time period but look of houses and the cultures of the island are distinct.

                  The heart of the Empire and the largest Island of the Archipelago is Ord. Home to numerous ports as well as the seat of the Empire; its capital Rune is largest of them all. It is said all routes lead to Rune and the island is gluttonous with resources and wealth. In the past 100 years though the islands population has also exploded, leading to an explosion of immigrants and  a huge poor class and growing tension and unrest with the established nobles and political system.

                  Long ago the Kingdom of Year dominated the landscape of the planet. Using their dark magic’s and powerful military they conquered much of the known world.  A rebellion and revolt ensued against their rule though and they were pushed back by the budding Empire, at the time a collective of free Islands led by Ord, to their home reach. There a divisive and crushing victory ensued with the king choosing to demolish his own people, instead of succumbing to defeat at the hands of the enemy. Now long forgotten the Kingdom has re-emerged after 500 years, for what purpose and to what means no one yet knows.
                 
                  The world is near completely water but islands varying in size speckle this blue water world.

                  The islands of: Ord, Yir, Dal, Dune, Abal and Kry

                  The travel is a unique function of the game; the player can travel over water in a boat that can be upgraded to complete certain mission. The player can also choose to fast travel to various locations they have already been.
                  On land the player can buy or steal riding animals or run.

                  Weather will be everything from beautiful sunny days to hurricane force storms.

                  The game offers a day and night cycle at an equal time scale to the real world, but in this world daytime extends longer than it does in the real world .

                  Time will work on a real world basis. Minute for minute. Players can sleep and fast forward time if they choose or need to.





                  The future king of Ord, the young prince Mur.
                  The future queen of Ord, the young princess Mial
                  Numerous other characters Mur will pick up as companions throughout the game.

                  Personalization has everything to do with how you want to play, either melee or magic and this style will also impact your characters look, in what armors you can wear and also certain things like your eyes and build.


User Interface

                  The game’s interface will be a mix of Iron/bronze age medieval elements with a heavy touch of Fantasy and Magic. Think of the magic level up system of Skyrim with some of the in depth skill and technical physical info of Dark Souls. The player will have an inventory system that allows them to set up what weapons and skills they want to have selected, but can have a multitude equipped to switch through during gameplay without having to pause. They will also be able to switch between physical and magic attacks easily in this fashion – Dead rising inventory system is an inspiration. This will be a pivotal aspect of the game, as much uninterrupted gameplay as possible. Of course, there will enough aspects that occasional interruption will occur during non-combat moments to set up these systems and for more detailed level up and upgrades.
Health, navigation, weapon and spell lists will all be displayed on screen.

Interaction


Combat
               Melee weapons
                             Swords
Maces
Axes
Knives                                      
                  Defensive Weapons
                                    Shield
                                    Armor
                  Magic offensive
                  Magic defensive
                  Magic buffs
Healing/Recovering health
Combined abilities that unleash improved results

Character Interaction:

                  Co-op fighting styles between players
                  Relationship meter between players
                  Shopping: Merchants, blacksmiths, Wizard trainers
                                    Weapon upgrades
                                    Gear upgrades
                                    Spell upgrades and new spells 
              Some type of recognition threat level

Exploration:

            Navigation
                        On foot
                        Compass
                           Piecing together a map



Single-Player Game

                  The single player game will function much like the multiplayer game; accept instead of a co-op player the main player will have an NPC companion alongside them. Should the player really choose to go solo than the game will function like most other RPGs with personal gameplay and exploration possibilities, as well as different side quests the player can choose and fulfill them as wanted, with an overarching story that the player also has control of with their choices they make in game.
As I stated before this game also offers choices, choices that affect your story. These choices you make don’t just determine how immediate story events play out but have dramatic impact on the whole game. These aren’t good or bad choices, your choices are morally ambiguous. The main character is not a hero or a villain, just a guy in love.

                  Would aim for a 30 hour main story with many, many other hours added on should the player want to complete every single story in the game.

                  Defeat the Yirish King and rescue his woman!









Multiplayer Game
                  The Multiplayer will function much like any RPG game but instead of solo questing the player will have a companion that will aid them in support along the way. Much like the Mass Effect or Star Wars: The Old Republic companion functions.
                  2 would be the maximum number of Multiplayer players.
                  Customization comes in the people who the main character picks up and meets along the way; if possible the second player can import their own character into the game to play. Players can customize these characters with weapons and fighting styles.
                  No.
                  The players will be able to save a multiplayer game when not in combat. When they reload that, they can continue playing with the same person or if that person is not there they can continue questing solo or with one of their NPC companions or even a new person.

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