Saturday, April 2, 2011

The Design Doc


Earth Shield Ent.
Presents

Art Heist
(Working Title)

Team
Alex Russ – Project Lead/ Level Design
Daniel Wilkins – 3D Artist
Ryan Shay – 3D Artist / Story Development
David Streit - Programming


Art Heist
Art Heist is a game in which the player must sneak into an art museum undetected to steal a priceless work of art. The game focuses on the player using the shadows, and hiding places to get past the guards and other security defenses. There is no violence in the game, just the player sneaking in and out of the building as efficiently as possible.
Scope
The game will focus on the player character having the ability to jump, sneak, and run. He will also be able to deactivate particular obstacles such as laser defenses, some alarms, and pick locks.
Feel
The game will be deliver witty humor, while keeping a realistic look. The entire game will take place at night, so many rooms will be dark, lighting only visible from the displays of the art works, monitors, and lasers etc.


The Thief (aka The Player)
You as the player are attempting the largest museum heist known to man! It’s your goal to snag as much valuables as you can without getting caught. You will have to dodge guards, cameras, and state of the art anti-theft technology. Upon completing each snatch and grab you will become known as the greatest art thief that no one ever saw. Each level will be played by entering the section of the museum, and then heading toward the object to steal taking it and leaving the way you came in avoiding any sort of detection.
Enemies
Inside the museum you’ll run into various guards, and surveillance cameras. Remember the Museum is closed so no one else is around. The game will be played in a top down view, as stated earlier players will have to navigate each section of the museum avoiding the guards and setting off any sort of alarms. Players will be able to jump to a higher scaffolding to hide above the night guards, sneak around multiple targets. Snatch an artwork in a set amount of time before setting off the alarm. There are even more puzzles in development.
Gameplay
Players will see the game world from a top down perspective. The players can run, sneak, and jump in each level. Rushing into places will throw caution into the wind, making it easier for the guards to find you. However, if the player continues to sneak and take their time through each level they will find more success. The player has a certain amount of time to complete each stage, sometimes forcing the player to rush through a particular level. The game makes the player find a balance of running and sneaking to complete each stage. Taking advantage of different cover points the player will have to dodge not only guards but surveillance cameras as well. Players will also have to cautiously navigate through laser defenses.



Milestones
Milestone 1 – Basic set up of camera and controls, inputting some of the assets required at a basic level. Textures aren’t necessary for this step. This milestone is to make sure the mechanic is in full working order and is playable. It also includes that the enemy characters will notice the player causing a game over when the player is spotted.
Milestone 2 – The environment and assets are completed and textured. The game is playable with the levels fully built. Players can properly complete each level without any sort of issues. Controls are completed and end goal is accessible.  

No comments:

Post a Comment