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Design Document Page 1

What if you were given a chance to save the world, would you save it?
What if the only way to save the world was to destroy it first?
I am Sorene... I am the Soul Eater.

Table of Contents

Design By: Joey Logan Copyright © 2000-2009 Seductive Games Inc. In Association With
Fallen Comic Books LLC
Design Document Page 2

Sections 1 - 10
Pages 1- 19

Section 1 – Cover ----------------------------------------------------------------------------1


Section 2 - Table of Contents ------------------------------------------------------------ 2
Section 3 – Introduction
1. Intro Story --------------------------------------------------------------- 3
2. Summ---------------------------------------------------------------------- 3
Section 4 - Game Structure
1. Key Features ------------------------------------------------------------- 4
2. Player Motivation ------------------------------------------------------ 4
Section 5 – Highlights
1. Gameplay ---------------------------------------------------------------- 5
2. Technolo------------------------------------------------------------------- 5
3. Game Art ------------------------------------------------------------------ 6
4. Character Concepts ----------------------------------------------------- 7
5. Game Audio -------------------------------------------------------------- 8
Section 6 – History
1. Background Story ------------------------------------------------------- 9
2. Game World -------------------------------------------------------------- 10
3. Characters ----------------------------------------------------------------- 11
Section 7 - Gameplay
1. Gameplay Elements------------------------------------------------------12
2. Creation --------------------------------------------------------------------13
3. Missions --------------------------------------------------------------------13
4. Story Progression ---------------------------------------------------------14
Section 8 – Mechanics
1. Physics -----------------------------------------------------------------------15
2. Statistics ---------------------------------------------------------------------16
3. Combat System ------------------------------------------------------------16
4. Artificial Intelligence ------------------------------------------------------17
Section 9 - User Interface
1. Game Screen ---------------------------------------------------------------18
2. Functions --------------------------------------------------------------------19
Section 10 – Assets
1. Team --------------------------------------------------------------------------19
2. Budget ------------------------------------------------------------------------19
3. Schedule ---------------------------------------------------------------------19

Design By: Joey Logan Copyright © 2000-2009 Seductive Games Inc. In Association With
Fallen Comic Books LLC
Design Document Page 3

Introduction
Adalaya Dreams is a Religion based Role playing game depicting the final days
before the Armageddon.
Gameplay involves the player to embark on a journey set in the world of purgatory,
in which the player takes part in quests and activities in order to progress
throughout the story.

3.1 – Intro Story

In the year 2010, a young boy named Tristan Page and his best friend
Nickolas Deltre are studying to become priests at the Dolkien Monastery in Paris,
France. During the week of their final test Nickolas becomes deathly ill and cannot
proceed with the training. Tristan is told that outside of his regularly scheduled
studies, he will be taught a sacred ritual that will guide him to his priesthood.

During the ritual Tristan finds himself standing before his sick friend
repeating scripture as the high priest’s recite it to him. Moments into the ritual
Nickolas opens his eyes wide as his body begins to rise, he speaks directly at
Tristan in a vicious manor “Tristan Paige... You will be judged”! Instantly both
Nickolas and Tristan’s bodies fall limp to the ground as the priest’s run to their
assistance, only to find both boys in a coma and near death.

3.2 – Summary

Tristan awakens to find himself in the world of Adalaya, a place where


fantasy meets reality and magic is an essential survival tool. During his journey
Tristan is dubbed “Sorene, the Soul Eater” and is sent to find a material known only
as the Kaeliq. While travelling Tristan meets a number of faces along the way, from
allies to aid in his journey to the many enemies that propose as an obstacle in his
path.

As the story unfolds Tristan must understand that the things in which he has
known to be true are in all actuality lies, and that he must believe in his self in order
to save a world that he will destroy. Through the evanescence of his past, and the
pain of self realization, Tristan finds himself to be a murderer, a priest, a jury, a
lover, a friend, a demon and a God.

Design By: Joey Logan Copyright © 2000-2009 Seductive Games Inc. In Association With
Fallen Comic Books LLC
Design Document Page 4

Game Structure
The Game utilizes key factors in which are designed to catch the eye of the player
through the many options in which allow the player more freedom for creativity and
imaginative structure.

4.1 – Key Features

Basic Features

• Choice of Single Player or Multi Player Story Campaign


• Original Story Based on Adalaya Dreams Comic Book Series
• Over Twenty Characters Accessible Characters
• Combination of action, fighting and turn based combat system
• Choice of character alignment good versus evil
• Unique team up techniques during magical and skill based combos

Online Features

• Open World Exploration


• Character Evolution Mode
• Dungeon Creation
• Player Versus Player Mode
• Side Missions
• Skill Enhancement Trials
• Skill/Item/Weapon Trader

4.2 – Player Motivation

The game pushes the next generation of consoles to the limit by combining
multiple game engine mechanics in a single entertaining media. From the choice of
multiple combat systems to the game’s unique collaboration of fantasy, religion,
science fiction and horror, the game will pull the player in as the story unravels
around the lives of its characters.

Adalaya Dreams takes place in a beautifully rendered and original world which
shows how even the smallest changes to the game’s scenery can affect the

Design By: Joey Logan Copyright © 2000-2009 Seductive Games Inc. In Association With
Fallen Comic Books LLC
Design Document Page 5

impression the game has on emotion as well as the imagination of the player. Thus,
allowing each player alike to feel as though they are experiencing the events for
themselves. Over all the game is impressive and easily portrayed as unforgettable
such as titles like Final Fantasy, Resident Evil and other big names on the market
today.

Highlights

5.1 – Gameplay

Adalaya Dreams takes place in the world of purgatory (Adalaya) in which the
player starts out as the stories main character Sorene. The game is set in a third
party view and allows the player to adjust the camera angle to fit their preference.
Throughout the Story Mode, the player explores the world of Adalaya completing
quests, carrying out combat missions and randomly meeting the games other
characters allowing the story to unfold before their eyes.

The game consists of a variety of options from the basic Story Mode designed
around the classic turn based combat system found in most RPGs, to the player
created Campaign Mode and Online Versus Mode. There is also a game mode
designed essentially around upgradable items and character abilities. This mode is
called the Evolution Mode and can be unlocked once the single player Campaign
Mode has been beat creating a unique structure in order to touch base on the many
different styles of gameplay.

5.2 – Technology

• Multiple Genre Hybrid – Role Playing, Fighting, Action/Adventure.


• Multiple Platform – Playstation 3, Xbox 360, Wii, PC and Macintosh
• Hardware – Depending on what platform is used the player may choose to
access the options through motion controlling while performing their
characters attack actions.
• Graphic User Interface – the GUI will be based on the platform in which the
game is designed, for example if played on the Xbox 360 then the GUI will
resemble the Xbox live User Interface and if played on the Playstation 3 then
the GUI will resemble the Linux based OS.
• Graphics Engine – Based around a modified version of the Unreal Engine
the graphical quality of the game will utilize each platforms graphic card to
the fullest.

Design By: Joey Logan Copyright © 2000-2009 Seductive Games Inc. In Association With
Fallen Comic Books LLC
Design Document Page 6

• Combat Engine – The Cobalt Combat System (CCS) is an original design


based on mathematical equations which are decided through rolling a six
sided dice. (see CCS under Core Mechanics)
• Creation Engine – Players will be able to customize and create items,
dungeons and even their own campaign through the Creation Engine and
upload their designs for other players to enjoy.
• Online Play – Players will be able to connect with and follow their
teammates through a click of a button in order to play in player created
dungeons and campaigns.
• Downloadable Content – Players may choose to download a variety of
different Content from the online servers such as Player Created Items,
Dungeons and other media designed and released by Seductive Games Inc as
well as other third party companies.

5.3 – Game Art

The Artistic style to the game will be designed by the Fallen Comic Books
Illustration Department in which have a variety of influences from artists such as
Hyung-Tae Kim, Dave Mckean, Masamune Shirow, Yoshitaka Amino and many more.

The aesthetic backgrounds within the world of Adalaya portray a visual deceit in
which the movement manipulates the images from within the distant view. In
relevance to how the drug Lysergic acid diethylamide (LSD) affects the way the
user perceives images.

The background design during gameplay will demonstrate variations of radiant


colours, objects and surfaces appearing to ripple or "breathe," a sense of time
distorting (time seems to be stretching, repeating itself, changing speed or
stopping)as well crawling geometric patterns overlaying walls and other objects in
or to perceive the world as if in a dream sequence.

5.4 – Character Concepts

Adalaya Dreams is a game filled with extraordinary characters from our main
hero Sorene to the villains in which our hero must face. During the creation of each
character there are steps to be taken. From the idea of the character, the clothing,
style and weapons in which the character equips.

Design By: Joey Logan Copyright © 2000-2009 Seductive Games Inc. In Association With
Fallen Comic Books LLC
Design Document Page 7

Below is a timeline example of the creation of Pesmerga, the female character sent
to assassinate Sorene and later becomes his love interest. As you can see in the
first sketch the character had a sword, yet as we progress into the colouring stage
the sword is removed for future modifications.

Throughout the game the player will encounter many characters and items, each of
which have a unique personality and history which help tell the story of Adalaya
Dreams as a whole, below are a few concept drawings for some of these characters
and items from within the game.

Design By: Joey Logan Copyright © 2000-2009 Seductive Games Inc. In Association With
Fallen Comic Books LLC
Design Document Page 8

Design By: Joey Logan Copyright © 2000-2009 Seductive Games Inc. In Association With
Fallen Comic Books LLC
Design Document Page 9

5.5 – Game Audio

The quality of the audio within the game is extremely important in the
creation of an immersive experience. From the sound effects and score to an
original soundtrack, the audio within Adalaya Dreams is quite impressive.

Through the aid of High Definition technology, the player will be able to hear each
slash of the character’s weapons, each cast of the character’s spells as well as each
word spoken by the characters as they engage in combat. The ambient sounds
heard throughout the game will enrich the setting within the areas the player visits,
creating a variety of themes for the player to enjoy.

In addition to the sound effects, the music within the game will influence the setting
in which the story takes place. From the distant sound of bagpipes in Ireland to the
tribal drum beats of South America, the game’s score will allow the player to feel as
if he were travelling from place to place.

Also as an added bonus the industrial band “Sleeping Cables” from York,
Pennsylvania, will be releasing an original soundtrack for the game courtesy of
Welt Muzik.

Attached is the mp3 audio track in which is heard during the combat sequence. The
track is an instrumental from the Sleeping Cables single “20:12 it came From the
Sky (vendetta)”.

Design By: Joey Logan Copyright © 2000-2009 Seductive Games Inc. In Association With
Fallen Comic Books LLC
Design Document Page 10

History

6.1 – Background Story

The history of Adalaya takes place as the war in heaven came to an end. As
God casts Lucifer out of Heaven to the fires of Hell, a watcher angel named Adalaya
helps guide Gabriel to Earth in order to help teach humanity about Heaven and Hell.

Upon returning to Heaven Adalaya wishes to speak with God about the things she
has witnessed. She told God that she felt as if she should have told him prior to
Lucifer’s attack on God, for she stood witness to everything that had happened.

God told her that she was a watcher and that her place as a watcher was to observe
what goes on, he told her she was just doing what she was supposed to do and
everything had happened as he knew it would. Adalaya then asked God why she did
not understand what she was feeling and why does she have feelings of guilt for not
telling him if guilt is a mortal feeling and not angelic?

In response God told her that when he created Angels, he entrusted each angel
with the same feelings as he did with mortals. While he gave mortals the gift of free
will he gave all Angelic beings a job in heaven and that is why the Angels are not
commonly affected by these feelings. Because they are not subject to free will and
if any Angel were to experience these feelings then they have allowed their soul to
compel free will and in doing so becoming mortal.

Adalaya gasped as if she had done something wrong as God reached for her hand.
God told her that she is no longer one of his Seraphim but now she has a new task
upon her. He told her that this is what he had planned for her all along. He spoke of
a world where the souls of the departed shall be given a second chance before
judgment and that he knew when he created her she would be the one to guide this
world for the growth of Heaven.

God then told her that there will always be obstacles to overcome in this world for
this is where the souls from the mortal world come to choose their fate. He told her
that she will no longer be welcome as one of his Seraphim but she has a greater
purpose now as the caretaker of this world.

Moments later Adalaya stood atop a tower watching as the image of her creator
slowly vanished to the distant sky. As she stared out upon this new world, she knew
that she was where she belonged.

Design By: Joey Logan Copyright © 2000-2009 Seductive Games Inc. In Association With
Fallen Comic Books LLC
Design Document Page 11

6.2 – Game World

The world within Adalaya Dreams is designed to feel as if the player were
experiencing a dream sequence. Depending on what area of the world the player is
in and what elements depict this part of the game, the scenery changes from light
to dark and from colour to grey in order to allow the player to feel that they are
actually dreaming.

The concept of the game is set around purgatory, in which tells the story of
the main character Sorene and his experiences between the land of the living and
realm of the dead. In the essence of the story, the elements used in designing the
world were horror, fantasy and science fiction. With these factors at hand, the world
changes within each area in which the player explores. From the tribal Askari Village
to the Charon’s black fiery River of Styx, the world of Adalaya is a vast and rich
experience for the player to enjoy throughout the game.

Below is a map concept of the Askari Village, the area in which the Askari
Tribe resides which is also the area in which Sorene meets Rune Rynehart.

Design By: Joey Logan Copyright © 2000-2009 Seductive Games Inc. In Association With
Fallen Comic Books LLC
Design Document Page 12

6.3 – Characters

Tristan Paige (Sorene) is a young expressionless and distant teenager who


devotes his future to his development as a Priest. Though his ambition isn't short-
sided, he tends to speak only when he needs to. As a Priest at the Dolkien
Monastery Tristan’s hair is short cut with a medium brown tone and he wears a
black Priest’s robe over his normal street clothes. Yet as he becomes Sorene in the
world of Adalaya his hair grows lengthy and turns a dusty white as he wears
bandages over his chest and arms to help his body heal as he suffers the Stigmata.
To complete his wardrobe, Sorene wears a half strap leather jacket bearing blood
red cross designs throughout the lining. As days go on Sorene learn to lead his
followers through many obstacles in which they must overcome in order to
complete their journey all while falling in love with Pesmerga.

Nickolas Deltre is a lean compact man, with bright blue eyes and wiry blonde hair
worn short and messy. He is wearing a cream-colored tabard under a tan and white
Priests robe to which he uses to shadow a metallic stave he uses for combat.
Nickolas was studying to be a Priest alongside Tristan until he fell into a coma and
could not carry on. Later to meet Tristan in the world of Adalaya and help guide him
on his journey to save the world, in which he sacrifices his own life to save his

Design By: Joey Logan Copyright © 2000-2009 Seductive Games Inc. In Association With
Fallen Comic Books LLC
Design Document Page 13

friend.

Pesmerga is a mysterious woman, with luminous ultra-violet eyes that glisten in


the moonlight. Her face is an image of sheer beauty and is defined by her sleek
black hair hidden under a dark blue hooded tunic. Pesmerga, abandoned as an
infant on the steps of a Pelji Temple, where she trained under the Pelji Monks in
order to assassinate the Soul Eater upon arrival. Attempting to carry out her
mission, Pesmerga is captured by Rynehart to later be set free by Sorene in which
she decides to accompany them on their journey to eventually fall in love with her
target.

Damien Josef is a young charismatic man with burgundy-black hair and dark
piercing eyes. He wears a grey and white dress shirt embroidered with symbolic
language. He carries and unmistakably unique cross around his neck in which
becomes a sword in the detection of combat. Damien is the son of Adalaya and
Agito and holds the key to understanding the Kaeliq.

Rune Rynehart is a large dark skin man with reddish brown hair and hardened
copper eyes. He speaks with a slight accent through a deep stern voice. He was
born within the Askari Village and has trained as a swordsman since the age of
eight while excelling in his fishing and hunting skills. He bears the curse of the
berserker and is chosen to guide Sorene on his journey to the white tower.

Rei Kin Ru is a slim young woman, with deep-set green eyes and coarse red hair
which is hung just below her shoulders. She acts arrogant yet sociable, and has a
very obvious birthmark below her right eye. Since her father’s death Rei has felt
that she does not want to remain as the leader of Kin Ru which leads to her decision
to join Sorene and his comrades on their journey.

Elizabeth Bane is a young hyper girl, with small grey-blue eyes and shaggy light-
brown hair worn shoulder-length. She is an ex-member of the guild of thieves and
seeks revenge on her brother’s murderer. As Sorene and the others find themselves
captive to the guild of thieves, Bane guides them to freedom to later join in their
journey.

Memnoc Briams is a romantic young alchemist with auburn hair and mismatched
eyes; he is also a cousin to Lady Gweovyth. He is extremely athletic and uses
alchemy to create new forms of ammunition. When the group is sent to find and
alchemist in order to process the Kaeliq, Memnoc steps up to assist the travellers in
quest. To later fall in love with Rei Kin Ru and double cross the Bearded Ladies by
assisting the team.

Quelsar is a slim man with beady green eyes and his kinky grey hair which guides
his high forehead. He acts fanatical, yet as time goes on the things he speaks of
truly demonstrate the gift of wisdom.

Design By: Joey Logan Copyright © 2000-2009 Seductive Games Inc. In Association With
Fallen Comic Books LLC
Design Document Page 14

Lady Gweovth is a tall arrogant woman, she has large grey-green eyes and her
silky golden hair is in an elegant chignon. She acts businesslike, and has a tendency
to speak her mind. Occasionally she represents the kingdoms military force by
enduring the wear of their uniform as well as beret. She is one half of what the
thieves refer to as the Beaded ladies as well as Rei Kin Ru’s combat trainer.

Lady Affinity is statuesque woman, with dark hazel eyes and mystique blue-black
hair worn long and flowing. She is wearing an elegant purple evening gown and
unmistakably carries with an umbrella with a bladed sleeve. She is one half of what
the thieves refer to as the Beaded Ladies as well as Rei Kin Ru’s lessons instructor.

Gameplay
7.1 – Gameplay Elements

Throughout the game there will be challenges presented to the player from
missions, quests and story based oppositions. During gameplay the players will
need to keep a record of the duties set by each obstacle in which the player takes
part in. This is done through the player’s quest log and also through auto-save
function.

During game play there will be many design functions in which the player must
learn in order for character growth, such as learning new spell, combo and creation
techniques. This allows the player to not only progress the characters level but
improve the player’s knowledge of how the different characters work with one
another as well solo.

During gameplay the player will experience a variety of culture, religion and history
in which the world within the game is constructed around. From tribal villager’s to
uptown business men the character environments that create the world will not only
pull the player in but create the setting for a true exciting experience.
The player will need to control the avatar in order to interact with the world while
accepting quests and missions as well as learning about vital information needed to
proceed through the remainder of the game. In doing so the player will learn basic
skills, manoeuvring operations, how to operate through the User Interface, as well
as special techniques that may become of use later in the game.

7.2 – Creation

Design By: Joey Logan Copyright © 2000-2009 Seductive Games Inc. In Association With
Fallen Comic Books LLC
Design Document Page 15

Within the game options there will be many different ways for the player to
create items in which can be used during online or offline game play. From
Weapons and Armor to Dungeon creation, players will have a sense of control over
their game which has not been seen to date.

Players will collect items throughout the Campaign Mode as they play and use these
items to create or enhance other items they have in their possession. These items
can then be traded or sold over the online feature for others to use for their own
creation or gameplay.

There will also be a Dungeon creation feature where as the player progresses
through more of the game world more environment options will be unlocked for
players to create their own maps and upload them for guilds, tournaments and
party exploration.

7.3 – Missions

As the player explores the world there will be missions in which the player
will have to complete in order to progress in the evolution of the character’s
abilities, levels, stats as well as gain items vital to completing the game in a whole.
There will be missions that the character will not be able to complete without
certain items or abilities as well as level restrictions.

There will also be quests throughout the game in which are currency essential,
these quests will be optional and will be offered only once or twice to you at certain
levels and if accepted and completed will keep the player wealthy within their game
experience. Yet if you accept a quest and do not complete the required task, the
player may be held accountable and have to compensate for the lack of dedication
to the quest giver.

With the use of the online capabilities as well as the creation system there will
unlimited downloadable content in which player’s can be a part of in order to
complete missions through single player, multiplayer and of course player created
mission within the player created dungeons.

7.4 – Story Progression

While Mission’s help the player progress through the game, there will be
essential scenes in which the player must take part in throughout the game in order

Design By: Joey Logan Copyright © 2000-2009 Seductive Games Inc. In Association With
Fallen Comic Books LLC
Design Document Page 16

to complete the game as a whole. The game’s story is a very deep and personal
piece that has multiple dimensions from within the writing. Through the mix of
religion and politics, the player learns how the controversial dilemmas amongst the
characters can affect how the game plays out, as well as the emotional ties and
values of losing a loved one or falling in love.

As the story progresses the player will find that each character’s roll within the
game will change adding a more dramatic feel to the way the game feels the
player. Certain rolls may affect how the player chooses his next move and the
likeness the player feels for a character will change as well.

Through the many twists and turns in which the player experiences, the story will
always end with same basic ending, yet through each different choice the ending
may be affected by what follows with the different choices and characters in which
the player used to complete the game.

Below are two storyboards from within the game dealing with the birth of Damien.

Mechanics

Design By: Joey Logan Copyright © 2000-2009 Seductive Games Inc. In Association With
Fallen Comic Books LLC
Design Document Page 17

8.1 – Physics

The physics within the game are designed to allow the player to interact with
the elements within world as if not just playing the game but allowing the player to
have some freedom away from the direct sequence of the game.

From a compelling environment where the trees may reach out and grab the
character and say hello to watching a sunset because it is the end of the day within
the game. These unique elements help create the feel that the world is alive.

Adalaya Dreams will have the commonly known elements most games on the
market have today, such as areas that can be damaged, destroyed and even
reconstructed. There will be modes of transportation as in mounts, vehicles,
running and even teleporting to give the game an all around complete feel for an
enjoyable experience.

Adalaya Dreams will also have an element called “Time Warp”. As the player
explores certain locations and times periods throughout the game, he may come
across a portal in which warps the time within the game and transports the player
to any time or location. Once transported, the player may choose to stay in this
time period or location but if the player has not been there prior, it would be wise
decision to not proceed on.

8.2 – Statistics

Throughout the game the characters in which the player controls a well as
the non playable characters in which the player interacts with, will have stats in
which will increase and decrease with each level the characters gain.

Each character will have a fixed stat system in which will represent their overall
growth. These stats are labelled as follows: Strength, Intelligence, Wisdom,
Dexterity, Constitution and Charisma

As the player progresses each of the basic stats, new stats will be obtained
depending on what class, what weapons and what skills the character is proficient.
These stat changes can also affect how the character’s combat, movement and
social interaction within the game plays out.

Overall each character’s stats will continue to change throughout the game with
every action that the player takes part in.

Design By: Joey Logan Copyright © 2000-2009 Seductive Games Inc. In Association With
Fallen Comic Books LLC
Design Document Page 18

8.3 – Combat

Combat within the game is based on the Cobalt Combat System or CCS. The
system is a strategy based operation designed around combat oriented actions in
which character data and statistics are determined through the players dice roll in
order to produce a victor.

Below is the prototype demonstration for the basic combat system within the
Adalaya Dreams Game. Please remember with of the player’s dice rolls, the game
engine will complete these actions with as the player pushes the buttons.

Percentage Chart: Each number on the D6 is governed by a percentage as


directed below:

1 = 0%, 2 = 20%, 3 = 40%, 4 = 60%, 5 = 80%, 6 = 100%

Positive Directive: is used to determine a positive roll between the numbers 4, 5


and 6 and is governed by four rules:

• Rule 1 – If 3/5 dice rolled is greater than *4 then multiply the % by 5 and
divide by 100.
• Rule 2 – If 4/5 dice rolled is greater than *4 then multiply the % by 10 and
divide by 100.
• Rule 3 – If 5/5 dice rolled is greater than *4 then multiply the % by 20 and
divide by 100.
• Rule 4 – If success to Rule 3 then offensive player rolls an additional D6
multiplied by 5 then adds to the sum of Rule 3 causing a Critical hit.

Negative Directive: is used to determine a negative roll between the numbers 1,


2 and 3 and is governed by three rules:

• Rule 1 – If 3/5 dice rolled is lesser than *3 then the roll then the attack is a
miss.
• Rule 2 – If 4/5 dice rolled is lesser than *3 then target defensive player has
chance for counter attack determined by a positive roll on a D6.
• Rule 3 – If 5/5 dice rolled is lesser than *3 then offensive player is affected by
Retribution. The offensive player takes Combat Damage equal to the %
multiplied by 5 divided by 100 and target defensive player has chance for
Counter attack determined by a positive roll on D6 and equal to attack
power.

Attack Phase:

Design By: Joey Logan Copyright © 2000-2009 Seductive Games Inc. In Association With
Fallen Comic Books LLC
Design Document Page 19

To initialize an attack the offensive player rolls five D6 (six sided dice) to determine
the attack.

A successful attack is determined when 3/5 or better of the dice rolled falls within
the Positive Directive otherwise the attack attempt fails and is determined through
the Negative Directive.

Upon a successful attack the offensive player must calculate how much damage is
being directed to the defensive player by adding the Positive Directive % to the
Characters attack power (Atk).

During a Non-Successful attack the offensive player must calculate how much
damage is be re-directed back to the offensive player by following the Rule set
within the Negative Directive.

Defence Phase:

Once the Attack directive has been calculated, the defensive player begins the
Defence Phase in which the defensive player roll an even number (2,4 or 6) on a
single D6 to determine a successful block.

During a successful block the damage directed towards the defensive player is then
divided in half and redistributed minus the defensive players defence strength
(Def).

Upon a Non-Successful block, the offensive player’s damage is dealt in whole and
subtracted from the defensive players Health Points (Hp).

Techniques: Are anything that can manipulate the outcome of combat such as
Character Abilities and Modified Combat Actions are described as Techniques.

Modified Combat Actions: are techniques in which the combat field is modified
through the attack phase by the rules set within the Combat Directives.

Counter Attack: is a technique that the defensive player is granted after a failed
attack by the offensive player during their attack phase and is treated as a normal
attack. (See Negative Directive Rule 2)

Critical Attack: is a technique that the offensive player is granted after a


successful attack is rolled allowing the damage dealt by the offensive player to be
enhanced. (See Positive Directive Rule 4)

Design By: Joey Logan Copyright © 2000-2009 Seductive Games Inc. In Association With
Fallen Comic Books LLC
Design Document Page 20

Retribution: is a technique that happens after a failed attack by the offensive


player during their attack phase in which the attack is redirected back to the
offensive player causing the offensive player damage. (See Negative Directive Rule
3)

Character Abilities: are techniques that can be found on each character card.
These abilities can modify the game play as directed on the character card.

8.4 – Artificial Intelligence

In a Role Playing Game the story in which the game is created around, allows
the player to experience and depicts most of how the game is played. Yet the key to
creating a world in which the player can feel the experience is not just a digital
book, but a challenge. The world needs a reactive entity in which we turn to AI or
Artificial Intelligence.

Below are a few key examples of what to expect from the AI within the Adalaya
Dreams game.

• Life AI System – system for default behaviour when bots are not alerted

• Recon AI System – alerted bots searching for presence of player

• Fight AI System – when player has been engaged in combat

• NPC AI System – this AI decides what to say or do in response to the player’s


actions

As player’s behaviour in the most cases within a Role Playing Game, the Non
Playable Character might be engaged in active responses for hours of game play
from repeatable quests and questions. With this in mind the NPC AI System needed
to be designed to change rotation in order to entertain the player during interaction.

User Interface
9.1 – Game Screen

Design By: Joey Logan Copyright © 2000-2009 Seductive Games Inc. In Association With
Fallen Comic Books LLC
Design Document Page 21

The GUI within the game is designed to be simple and easy to access all the
key features with a single selection. The navigation will be directed so the player
will not have any issue finding the right command in order to carry out the functions
needed to perform each action.

The game screen itself will be designed to adapt to the platform in which the player
has purchased the game for. An example would be the Playstation 3 has a Linux
based Operating system, so the GUI will have a look of a simple side scroll menu in
which will have the main selections sequenced in order a top with many of options
featured throughout mini drop down menus.

9.2 – Functions

Throughout each selection within the menu screen, the command functions
will be easy to manoeuvre by using either the controller’s essential joypad for the
platform systems or by an easy click of the mouse button or hot keys used PC or
Macintosh users.

Assets
10.1 – Team

Team Soul Eater has been working together for over six years on the comics,
characters and story behind the game and would like to thank each and every one
of these creative minds for their efforts to bring the world of Adalaya Dreams to life.

Joey Logan: Writer/Script Editor

Robbie Bryan: Illustrator/Fallen Comics Division

Joshua Lowe: Concept Artist/Psycho-Tech Designs

10.2 – Budget

The ideal budget for a game with such a rich story, graphics and character
development would be in the area of six million, which should cover cost,
production and salaries along with advertisement shorts and media exclusives.

Design By: Joey Logan Copyright © 2000-2009 Seductive Games Inc. In Association With
Fallen Comic Books LLC
Design Document Page 22

10.3 – Schedule

Production will begin roughly mid-January 2010 and carry through the next
two years in hopes of closed and open beta tests being done in 2011.

A release date sometime in the fall of 2012 would be a great profit enhancement
since the game takes place around the same time and in the essence of marketing
for the 2012 franchise movie and Armageddon ideals facing the end of the world.

Design By: Joey Logan Copyright © 2000-2009 Seductive Games Inc. In Association With
Fallen Comic Books LLC

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