The Mad Skills Programmers of DigiPen Institute of Technology GAM350 – Summer 2003 present their project… Starfall Game Design Document v1.1 Last Modified: 7/29/2017 5:09:00 AM Starfall GDD v1.1 DigiPen Institute of Technology Table of Contents Table of Contents .............................................................................................................. 2 High Concept ..................................................................................................................... 5 Summary ...................................................................................................................... 5 Key Features ................................................................................................................ 5 Platform ....................................................................................................................... 5 Target Market .............................................................................................................. 5 Est. Retail Cost ............................................................................................................ 5 Development Schedule ................................................................................................ 5 Priorities............................................................................................................................. 6 Gameplay ........................................................................................................................... 7 Overview...................................................................................................................... 7 Multiplayer Coop Aspects ........................................................................................... 7 Levels of Difficulty...................................................................................................... 7 Game Flow ......................................................................................................................... 9 Single Player ................................................................................................................ 9 Multiplayer ................................................................................................................ 10 Story ................................................................................................................................. 11 Sides.................................................................................................................................. 13 Calenalph (Good Side) .............................................................................................. 13 Morgwath (Bad Side) ................................................................................................ 13 Missions............................................................................................................................ 14 Mission 1 – Crash Site of the Firithmenel ................................................................. 14 Mission 2 – Sour Negotiations .................................................................................. 15 Mission 3 – Incoming Death...................................................................................... 16 Mission 4 – Nuclear Tactics ...................................................................................... 17 Fighter Ships.................................................................................................................... 22 Ship Properties ........................................................................................................... 22 JAB-16 Lakra Strike Fighter (Calenalph) ................................................................. 24 JAB-17E Rivet Joint II Type-R (Calenalph) ............................................................. 25 HW-22B Starmover (Calenalph) ............................................................................... 26 Rickshaw (Morgwath) ............................................................................................... 27 Bore Hunter (Morgwath) ........................................................................................... 28 Jacknife (Morgwath) .................................................................................................. 29 Fighter Weapons ............................................................................................................. 30 Weapon Properties ..................................................................................................... 30 Blasters ...................................................................................................................... 31 RF-Blasters ................................................................................................................ 31 Dumby Missiles ......................................................................................................... 32 Stinger Missiles ......................................................................................................... 32 Super Shotgun KLAD................................................................................................ 33 Gatling Gun ............................................................................................................... 33 Tagger ........................................................................................................................ 34 Storm Missiles ........................................................................................................... 34 Page 2 of 63 Starfall GDD v1.1 DigiPen Institute of Technology Fury Missiles ............................................................................................................. 35 Intercept Missiles ....................................................................................................... 35 Railgun ....................................................................................................................... 36 Tachyon Pulse Gun .................................................................................................... 36 Plasma Cannon .......................................................................................................... 37 Magnet Bomb ............................................................................................................ 37 YBMA ....................................................................................................................... 38 Mines ................................................................................................................................ 39 M300 Mine ................................................................................................................ 39 Eins Mine ................................................................................................................... 39 POR-Q Mine .............................................................................................................. 39 Non-Weapons .................................................................................................................. 41 Tractor Beam ............................................................................................................. 41 Portable Shield ........................................................................................................... 41 POR-Q Mine Blaster.................................................................................................. 41 Large Ships ...................................................................................................................... 42 Large Ship Weapons and Turrets ................................................................................. 43 Sun Beam ................................................................................................................... 43 Tactical Cruise Missiles ............................................................................................. 43 World Dynamics.............................................................................................................. 44 Friendly Fire .............................................................................................................. 44 Boosting ..................................................................................................................... 44 Enhanced Maneuvering ............................................................................................. 44 User Interface .................................................................................................................. 45 In Game Interface ...................................................................................................... 45 Pre Game Interface .................................................................................................... 48 Music ................................................................................................................................ 50 Sound Effects ................................................................................................................... 51 Radio Chatter Effects ................................................................................................. 51 Weapon Sound Effects .............................................................................................. 51 Ship Sounds ............................................................................................................... 51 Environmental Sounds ............................................................................................... 51 Feedback Sounds ....................................................................................................... 51 Graphic Effects................................................................................................................ 52 Particles...................................................................................................................... 52 Properties ...................................................................................................................... 52 HUD ........................................................................................................................... 53 Physics .............................................................................................................................. 54 AI ...................................................................................................................................... 55 Mission Editor ................................................................................................................. 56 Appendix A ...................................................................................................................... 57 Change Log ................................................................................................................ 57 Appendix B ...................................................................................................................... 60 Pronunciation Guide .................................................................................................. 60 Appendix C ...................................................................................................................... 61 The Order In Which The Designer Thinks Things Should Be Implemented ............ 61 Page 3 of 63 Starfall GDD v1.1 DigiPen Institute of Technology Appendix D ...................................................................................................................... 63 The Credits So Far ..................................................................................................... 63 Page 4 of 63 Starfall GDD v1.1 DigiPen Institute of Technology High Concept Starfall is a PC space shooter where you are a single pilot in massive space war. Summary See the Gameplay section. Key Features Massive starfighter battles. Immersive environmental sounds. Cooperative multiplayer over the network. Awesome explosions. Platform Starfall will only be available on the PC. System Requirements 1GHz Processor 256 MB RAM 3D accelerated graphics card approximately equivalent to the GeForce3, with at least 32 MB of video RAM 100 MB of hard drive space Windows 2000 Target Market Starfall is targeted towards PC gamers who enjoy space-shooters. Est. Retail Cost $40.00 for the standard edition in the first week of sales. Development Schedule The entire game development is limited to 8 months. Page 5 of 63 Starfall GDD v1.1 DigiPen Institute of Technology Priorities 1) Fun to play alone 2) Fun to play over the network with friends 3) Somewhat of a challenge to make 4) Has a consistent story 5) Awesome sound effects 6) Awesome visual effects Page 6 of 63 Starfall GDD v1.1 DigiPen Institute of Technology Gameplay Overview Two armies are at battle. All human players are always fighters on the good side (Calenalph). Each side will start with no less than 20 fighters, and about 60 fighters on average. Each player will only be able to control one ship at a time, so AIs will control all other ships. There will always be at least two mission objectives available to the players. One possible objective will always be to destroy the enemy fighters. Secondary objectives may include defending a ship or space station, disabling a large enemy ship, gathering stranded objects, or preventing a moon from crashing into a planet. Ideally, a simulation with the same number and types of ships on each side, no secondary objective, and no human intervention, should result in a 50-50 chance of either side winning. In the real game, the enemy should always start out with a larger force so that the players are required to show superior skill, and turn the tides of the battle. With this system, the levels of difficulty can be translated into the difference between the starting forces on each side. Players can switch between ships at any time. Upon switching out of a ship, the original AI pilot will retake control. If a player’s ship is destroyed, they will automatically be switched to another ship. Switching ships should take time and this will be filled with the player’s camera smoothly and automatically moving to the next ship the player will take control of. There will be some sort of smart decision programmed to choose the next best ship for the player, however the player will also be able to choose which ship to take control of. Players will only be able to take control of friendly fighters that aren’t being controlled by another human. If a player, or group of players fail a mission, they will all lose a large amount of points, but will still be able to proceed to the next mission. Multiplayer Coop Aspects The main multiplayer aspect of the game will be cooperative play. All human players will be working together on the good side (Calenalph). Players will have all their same preference choices as in single player. The only difference between single player and multiplayer coop is that there are multiple human players on the good side, and that the game is played over the network. Levels of Difficulty The single player missions will progress in an increasing level of difficulty. Three different levels of difficulty will also be available for each mission. These levels of difficulty will simply alter the number of enemy fighters. The “Normal” difficulty level will not alter the enemy fighter count. The “Medium” difficulty Page 7 of 63 Starfall GDD v1.1 DigiPen Institute of Technology level will have 120% the normal amount of enemy fighters, and “Hard” will have 150%. Page 8 of 63 Starfall GDD v1.1 DigiPen Institute of Technology Game Flow Single Player The game starts up, and presents the player with a profile login menu. The player chooses to create a new profile since originally none have been created. The player types in his name, clicks the button to create his profile, and the game proceeds to the main menu. From the main menu the player chooses to start the campaign. The mission starts loading, and as that’s going on the player is presented with an overview of the mission. The player starts out in the world with a slightly distant 3rd person view overviewing the army of friendly fighters. The game starts like this to give the player their choice of which fighter to start in. One fighter is selected by default for the player, and the camera starts moving towards that ship which is highlighted and blinking. The player chooses to go with a different type ship, and with a push of a button, the computer automatically selects another ship of the new type. Not satisfied with the location of the automatically selected ship, the player uses his joystick to choose a ship closer to the battlefront. The player pushes another button and the camera quickly zooms up behind that ship and switches to a first person, cockpit view. The autopilot switches off, and the player hits the button to target the closest enemy fighter. After engaging in a few dogfights involving rapid laser fire and several homing missiles, the player’s ship is destroyed and his view is switched back to the 3rd person ship selection. The next ship selected is of the same type the player was using, has practically no damage, a good supply of weapons, and is somewhat near to where he was destroyed. The player quickly goes with that ship and resumes battle. After a bit of time, the player hears a message over the radio that more help is needed in completing the mission objective. Upon deciding to go help with that effort, the player pushes a button and switches back to the ship selection view, while the ship that he was controlling is taken over by it’s original autopilot. The player selects a ship close to the objective area and takes control of it. From the mission briefing, the player knows that the objective is to gather these small, freefloating germanium crystals scattered around some area into a small collection area. The player took control of a ship that was in the region of the scattered crystals. He notices an enemy ship harassing one of his allies, destroys the enemy, and then flies near one of the things he needs to collect. By toggling caps lock the player’s ship takes hold of the crystal by use of the tractor beam. The player flies over to the collection point and drops the thing off. The player receives a notification that the germanium crystal was received. At some time, the player begins to feel hungry, so he pauses the game and goes to find something to eat in the kitchen. While the player is eating, his dad wants to do something on the computer briefly and asks the player how to get out of his Page 9 of 63 Starfall GDD v1.1 DigiPen Institute of Technology game. The player yells back “press Windows key + D, Windows key + L”, meaning to switch to the desktop, and logout (in Windows XP). Once the player has finished eating, and his dad is off the computer, the player should be able to log back in, restore the game window, and resume the game like normal. The mission finishes successfully when the mission objective is completed, as in all of the things are collected, or when all enemy ships are eliminated, which is less likely to happen, but still possible. The mission fails if all ally ships are destroyed. Once the mission is over, the player looses control of their ship and they receive some sort of short debriefing. The player will be then directed back to the single player menu. This menu will now reflect the player’s new achievements for the mission he was just playing, and if he passed the mission, the next mission will be open for the player to play. Multiplayer The game starts up and presents the player with a profile login menu. The player selects his profile, and the program goes on to the main menu. From the main menu, the player chooses to go to the multiplayer menu. This menu presents the player with a few simple settings, along with a list of all multiplayer games that the program detected on the player’s LAN. Since this player likes to play network games with a name other than that of his profile, he enters his preferred name into a text field, and from then on the game will remember to use that name for network games. The player decides he wants to start a server, so he enters the server name in another text field, and clicks on the button to start the server. For other players that wish to join this server now, all they have to do is select the server from the list, and click on the button to join. For both the player that started the server and a player that joined the server, after clicking the appropriate button, they both end up at the same screen. The next screen will be a basic lobby screen that will allow players to see who’s connected in the server, and chat with everybody. The server will be able to choose the game settings, and those choices will be reflected on the screens of all other connected players. Playing a multiplayer game is essentially the same as a single player game. The main difference is that two players cannot take control of the same ship at the same time. Ships controlled by players will be highlighted in some way. Also, players will always be able to chat with each other, even during the loading and mission briefing. Page 10 of 63 Starfall GDD v1.1 DigiPen Institute of Technology Story Not too long ago, we discovered the first Morgwath fleet near the dark edge of space. It was decided that we would try to avoid contact with them so that we could learn about them by observation. What we learned was that they were a destructive race that seemed to have no respect at all for natural purity. They also seemed to be primarily motivated by greed. These attributes of the Morgwath made us keep our decision about not making contact, however their fleet was on a path directly toward the planetary systems we have inhabited, and with more fleets coming. It became increasingly clear that the Morgwath were coming to settle in our home space. Contact was finally made, and our best diplomats went to work trying to find out what they were after, and how a settlement conflict could be avoided. For some reason, the Morgwath were greatly appalled when we told them that this was our space in which we lived. It seemed that they came to this space in search of materials that they found valuable. They apparently found what they were looking for in our home space, and because of their greed, they considered us the trespassers trying to take their treasure. Thanks to the miraculous work of our diplomats, we managed to keep the Morgwath from “scourging this space of us thieves” by forming a treaty where we essentially gave them the materials of which they sought. This kept the Morgwath off of us for a few years. During this same time the Firithmenel, an explorer ship, came upon something astounding. It was a primitive life form older than our entire civilization, encased in a very large gem, just floating in space. This was a most amazing discovery, and so the Firithmenel immediately began its journey back to home planet Mithsirion. On it’s way back however, a most tragic thing happened. The Firithmenel was destroyed in what we can only guess as a hyperspace collision. The collision wasn’t with one of our ships, and so we can only guess that it was some large ship of the Morgwath. Several small fighters were sent out to examine the crash site, protect the gemmed creature, and begin cleanup. This begins mission one. Six-toothed Praetor Goltrak the Terrible Annoying Spawn of Ungoliant (Inbread Mumak), one of the leaders of the Morgwath, immediately blamed the destruction of one of his ships on us and promised to wage terrible war against us. Three of our large carriers were assembled to escort our diplomats and try to resolve this conflict. The Morgwath however, were not at all interested in negotiations any more and intercepted the escort with three of their large battleships. This begins mission two. The gemmed creature was recovered from the Firithmenel wreckage and brought to Mithsirion. Somehow the Morgwath found out about this and launched a massive wave of juggernauts that would essentially destroy the entire planet. This begins mission three. Our observers have reported that the remaining Morgwath are assembling for what seems to be their final assault. They have what appear to be nuclear Page 11 of 63 Starfall GDD v1.1 DigiPen Institute of Technology weapons, and a lot of them. Right now the fleet seems to be in some state of disorder, so if we’re going to take any countermeasures, we must act now. This begins mission four, the last mission. Page 12 of 63 Starfall GDD v1.1 DigiPen Institute of Technology Sides Calenalph (Good Side) The Calenalph are a peaceful people with the desire to live happy and enjoyable lives, and to explore all that they can. They aren’t without their quarrels of course, but they have learned to resolve such problems intelligently. Ages ago they, as a society, realized how to avoid negative conflicts, and that power and greed did not make one live any better. Since then, the Calenalph have directed their intellect to the exploration of sciences, arts, and the universe around them. The area of space in which they live is a rainbow of spatial clouds, nebulas, and stars. All the rich stardust floating around has fed the planetary systems so well that one or two planets in almost every system the Calenalph have discovered are either rich with life or minerals. The population has distributed itself among half of the habitable planets, and some just live in vast city starships that meander between the planetary systems in the beauty of open space. The Calenalph had almost never needed any sort of space army, but when they discovered the Morgwath, they had enough time and prior knowledge to put together a fairly decent fleet. Most of the fighters were created from already existing small ships, and several large cruisers were fitted for the possibility of war. Morgwath (Bad Side) The Morgwath are a race driven by greed and the lust for power. They come from a dark region of space, very much unlike the home of the Calenalph. As they expanded, they came upon the outskirts of the good space. There they marveled at the resources that lay beyond, for they were the most rare and valuable that they knew of. They did not however see the beauty that the Calenalph cherished so much. The Morgwath believed that they came upon this discovery first, and it was rightly theirs. And so, at their first encounter with the Calenalph, they were angered to find that others claimed this space to be their own. They desire power, and will destroy anything that gets in their way. The reason this whole situation came about was because the Morgwath were continuously expanding, taking over everything they could, and now they ran into the Calenalph. Page 13 of 63 Starfall GDD v1.1 DigiPen Institute of Technology Missions Here describe each of the missions. Missions must work with the story. Mission 1 – Crash Site of the Firithmenel Hold off enemies while trying to gather germanium crystals back towards a collection point. Have the enemies also steal the stuff you’re trying to gather. Mission Objective Collect all germanium crystals from the crash site. Use tractor beams to move the crystals into a designated collection zone. Enemy Mission Objective Also try to collect the germanium crystals. Starting Numbers 30 Calenalph fighters, 40 Morgwath fighters, 50 germanium crystals Environment Bluish space. Single Player Achievements Passing 50% germanium crystals collected. Silver Medal 80% germanium crystals collected. Gold Medal 100% germanium crystals collected. Intro Monologue Only a few hours ago, we lost contact with the explorer ship Firithmenel. From the information we have so far, it seems that the ship was disabled or destroyed in a deep space collision on its way back to the home planet Mithsirion. This is tragic not only for the lives that must have been lost, but also for the precious artifact that they discovered not too long ago. We are sending you out to investigate the crash site and begin recovery operations. The artifact hopefully will have taken minimal damage. The items you should be first concerned about collecting are the germanium crystals. A designated collection zone will be set up for all fighter ships to begin tractoring in the crystals. Also, it doesn’t seem likely to us that the Firithmenel could have collided with any of our ships or other known large astronomical objects. Be cautions, this might have something to do with the Morgwath. Page 14 of 63 Starfall GDD v1.1 DigiPen Institute of Technology Extro Monologue Passing Silver Medal Gold Medal Mission 2 – Sour Negotiations Three large ships on each side in battle. You must help disable the large enemy ships or prevent the enemy fighters from disabling the large ships on your side. Mission Objective Disable the Morgwath battleships. Enemy Mission Objective Disable and destroy the Calenalph cruisers. Starting Numbers 40 Calenalph fighters, 3 Calenalph cruisers, 60 Morgwath fighters, 3 Morgwath battleships Environment Yellowish space. Single Player Achievements Passing 30% surviving Calenalph cruiser. Silver Medal 60% surviving Calenalph cruisers. Gold Medal 100% surviving Calenalph cruisers. Intro Monologue Extro Monologue Passing Page 15 of 63 Starfall GDD v1.1 DigiPen Institute of Technology Silver Medal Gold Medal Mission 3 – Incoming Death Large waves of Juggernauts are slowly progressing towards one of your major planets, with escorting fighters. The Juggernauts are very destructive when detonated, and they are protected with shields and turrets. All Juggernauts must be destroyed. Mission Objective Destroy all Juggernauts. Enemy Mission Objective Defend the Juggernauts. Starting Numbers 40 Calenalph fighters, 30 Morgwath Juggernauts, 50 Morgwath fighters Environment Reddish space with a nearby planet. Single Player Achievements Passing 50% Juggernauts destroyed. Silver Medal 80% Juggernauts destroyed. Gold Medal 100% Juggernauts destroyed. Into Monologue Extro Monologue Passing Silver Medal Page 16 of 63 Starfall GDD v1.1 DigiPen Institute of Technology Gold Medal Mission 4 – Nuclear Tactics Several live nukes have been scattered in large battle. Each side tries to pull the nukes towards their enemy’s large ships. Mission Objective Use nukes to destroy large enemy ships. Enemy Mission Objective Use nukes to destroy large Calenalph ships. Starting Numbers 70 Calenalph fighters, 90 Morgwath fighters, 4 Calenalph cruisers, 7 Morgwath battleships, 20 nukes Environment To be decided. Single Player Achievements Passing 90% Morgwath battleships destroyed. Silver Medal 90% Morgwath battleships destroyed and 50% Calenalph cruisers surviving. Gold Medal 100% Morgwath battleships destroyed and 100% Calenalph cruisers surviving. Intro Monologue Extro Monologue Passing Silver Medal Gold Medal Page 17 of 63 Starfall GDD v1.1 DigiPen Institute of Technology Page 18 of 63 Starfall GDD v1.1 DigiPen Institute of Technology Page 19 of 63 Starfall GDD v1.1 DigiPen Institute of Technology Page 20 of 63 Starfall GDD v1.1 DigiPen Institute of Technology . Page 21 of 63 Starfall GDD v1.1 DigiPen Institute of Technology Fighter Ships Ship Properties Generalized Properties Speed Maximum velocity. Maneuverability Maximum acceleration/deceleration, rotation rate. Size Mass and volume. Weapons Amount of weapons, amount of ammo, overall level of damage. Specific Properties Mass In kilograms. Maximum forward velocity (meters per second) The highest obtainable speed in the forward direction of the ship without boosting. Forward acceleration time (seconds) The minimum amount of time it takes to accelerate to maximum forward velocity without boosting. Forward deceleration time (seconds) The minimum amount of time in which the ship can decelerate from maximum forward velocity to full stop Maximum lateral velocity (meters per second) The highest obtainable speed in any direction perpendicular to the ship’s forward direction. Lateral acceleration time (seconds) The minimum amount of time in which the ship can achieve maximum lateral velocity. Maximum boost velocity (meters per second) The maximum velocity that can be obtained by boosting. Boost acceleration time (seconds) The minimum amount of time it takes the ship to accelerate to maximum boost speed from no boost. Page 22 of 63 Starfall GDD v1.1 DigiPen Institute of Technology Boost power consumption time (seconds) The maximum amount of time the ship will be able to sustain a boost. Maximum pitch rate (degrees per seconds) How fast the ship can manually rotate up or down. Maximum yaw rate (degrees per seconds) How fast the ship can manually rotate left or right. Maximum roll rate (degrees per seconds) How fast the ship can manually rotate about its forward direction. Maximum shield strength (Joules) The highest amount of energy that can be allocated to the shields. Shield regeneration rate (Watts) The rate at which shields gain energy. Hull strength (Joules) The minimum amount of energy needed to hit the previously undamaged hull in order for the ship to be destroyed. Page 23 of 63 Starfall GDD v1.1 DigiPen Institute of Technology JAB-16 Lakra Strike Fighter (Calenalph) Generalized Properties High speed, medium weapons, low maneuverability, medium size. Description The single-seat strike fighter, Lakra, was designed for interception missions that require stealth and speed. Powered with two twin-turbo engines, the Lakra can travel faster than any other fighter class < Concept Art > ship in the galaxy. However, due to the speeds at Bla which the Lakra travels, it has a poor turning radius. The Lakra can also be used as a quick concentrated strike against larger ships’ armaments and turrets. Specifications Mass Dimensions Max Hull Strength Max Shield Strength Shield Regeneration Rate Max Forward Velocity Forward Acceleration Time Deceleration Time Max Lateral Velocity Lateral Acceleration Time Boost Velocity Boost Acceleration Time Max Boost Duration Boost Regeneration Time Max Pitch Rate Max Yaw Rate Max Roll Rate 35,322 kg 6 x 4 x 20 m 50,000 J 80,000 J 800 W 26 m/s 3s 4s 4 m/s 5s 32 m/s 5s 7s 12 s 11.5/s 11.5/s 45/s Ammunition Blaster Dumby Missiles Stinger Missiles Storm Missiles Mag Bomb Pulse Gun POR-Q Mines 400 200 30 30 5 Page 24 of 63 Starfall GDD v1.1 DigiPen Institute of Technology JAB-17E Rivet Joint II Type-R (Calenalph) Generalized Properties Low speed, medium weapons, high maneuverability, small size. Description The small crafty Rivet Joint is used for special missions that require a high degree of precision and maneuverability. The original Rivet Joint I was used for ship < Concept Art > repairs on large cruiser, destroyer and carrier class ships because of its small size and tight handling. Since the Rivet Joint was so well designed, the military thought that it would be well suited for war. The Rivet Joint ships that were in commission were retrofitted with accurate short-range weaponry. Specifications Mass Dimensions Max Hull Strength Max Shield Strength Shield Regeneration Rate Max Forward Velocity Forward Acceleration Time Deceleration Time Max Lateral Velocity Lateral Acceleration Time Boost Velocity Boost Acceleration Time Max Boost Duration Boost Regeneration Time Max Pitch Rate Max Yaw Rate Max Roll Rate 12,833 kg 5x3x6m 180,000 J 150,000 J 3,500 W 16 m/s 2s 2s 16 m/s 2s 22 m/s 2s 5s 12 s 200/s 200/s 200/s Ammunition RF Blaster Stinger Missiles Tagger Railgun Eins Mine 200 30 10 Page 25 of 63 Starfall GDD v1.1 DigiPen Institute of Technology HW-22B Starmover (Calenalph) Generalized Properties Slow speed, high weapons, medium maneuverability, large size. Description The Starmover is an enormous sized ship for a oneman crew. Named appropriately, the Starmover packs enough firepower to take out larger class sized ships, and unfortunately because of the added weaponry, the Starmover travels sluggishly through space. It was designed to be the gunship of the armada. Specifications Mass Dimensions Max Hull Strength Max Shield Strength Shield Regeneration Rate Max Forward Velocity Forward Acceleration Time Deceleration Time Max Lateral Velocity Lateral Acceleration Time Boost Velocity Boost Acceleration Time Max Boost Duration Boost Regeneration Time Max Pitch Rate Max Yaw Rate Max Roll Rate 190,833 kg 6 x 10 x 5 m 190,000 J 70,000 J 2,000 W 20 m/s 4s 2s 5 m/s 2s 25 m/s 2s 10 s 20 s 10/s 30/s 30/s Ammunition Blaster Dumby Missiles Stinger Missiles Fury Missiles Plasma Cannon YBMA M300 Mines Portable Shields 800 400 60 300 3 5 3 Page 26 of 63 < Concept Art > Starfall GDD v1.1 DigiPen Institute of Technology Rickshaw (Morgwath) Generalized Properties High speed, medium weapons, low maneuverability, medium size. Description The Rickshaw is a tactical strike fighter that is launched from the carrier class ships of the enemy. It has a small cockpit, which sits in a spherical pod in between two long wing-like engines. It is very fast and can outrun most projectile missles. Specifications Mass Dimensions Max Hull Strength Max Shield Strength Shield Regeneration Rate Max Forward Velocity Forward Acceleration Time Deceleration Time Max Lateral Velocity Lateral Acceleration Time Boost Velocity Boost Acceleration Time Max Boost Duration Boost Regeneration Time Max Pitch Rate Max Yaw Rate Max Roll Rate 35,322 kg 4 x 5 x 18 m 50,000 J 80,000 J 800 W 24 m/s 3s 4s 4 m/s 5s 30 m/s 5s 7s 10 s 11.5/s 11.5/s 45/s Ammunition RF Blaster Dumby Missiles Storm Missiles Mag Bomb POR-Q Mine 400 30 50 5 Page 27 of 63 Starfall GDD v1.1 DigiPen Institute of Technology Bore Hunter (Morgwath) Generalized Properties Low speed, medium weapons, high maneuverability, small size. Description The Hunter is the most popular craft used by space pirates and mercenaries across the galaxy. It is highly maneuverable and deadly in close combat situations. Although the Hunter ship has a different looking hull than the Rivet Joint, both ships are in the same design class. However, the Hunter ships are equipped with more weaponry than the Rivet Joint. The body of the Hunter is very small and compact. They have a trademark distinct jet-black painted hull with red glowing plasma exhausted from the engine. Specifications Mass Dimensions Max Hull Strength Max Shield Strength Shield Regeneration Rate Max Forward Velocity Forward Acceleration Time Deceleration Time Max Lateral Velocity Lateral Acceleration Time Boost Velocity Boost Acceleration Time Max Boost Duration Boost Regeneration Time Max Pitch Rate Max Yaw Rate Max Roll Rate 12,833 kg 5x3x6m 180,000 J 150,000 J 3,500 W 16 m/s 2s 2s 16 m/s 2s 22 m/s 2s 5s 12 s 200/s 200/s 200/s Ammunition Gatling Gun Pulse Gun Tagger Missiles KLAD Missiles Storm Missiles Eins Mines POR-Q Mines 600 30 100 15 10 5 Page 28 of 63 Starfall GDD v1.1 DigiPen Institute of Technology Jacknife (Morgwath) Generalized Properties Slow speed, high weapons, medium maneuverability, large size. Description The Jacknife is outfitted with the same weaponry as the Starmover. The Jacknife is a bit larger and slower than its good counterpart. Specifications Mass Dimensions Max Hull Strength Max Shield Strength Shield Regeneration Rate Max Forward Velocity Forward Acceleration Time Deceleration Time Max Lateral Velocity Lateral Acceleration Time Boost Velocity Boost Acceleration Time Max Boost Duration Boost Regeneration Time Max Pitch Rate Max Yaw Rate Max Roll Rate 230,833 kg 7x9x6m 200,000 J 70,000 J 2,000 W 18 m/s 4s 2s 5 m/s 2s 24 m/s 2s 10 s 20 s 10/s 30/s 30/s Ammunition Blaster Dumby Missiles Fury Missiles Plasma Cannon YBMA M300 Mines Portable Shields 800 80 300 3 5 3 Page 29 of 63 Starfall GDD v1.1 DigiPen Institute of Technology Fighter Weapons Weapon Properties Launch Speed (meters per second) The speed at which a projectile is launched relative to the ship. Range (seconds) The maximum amount of time since being fired that a projectile is active. Range (meters) The maximum distance a hitscan weapon can hit a target. Impact Damage (Joules) The amount of damage a projectile does to shield/hull when the weapon impacts. Firing Rate (#) The number of projectiles that are launched when the weapon is fired. Firing Rate (LU/s) The amount of “Laser Units” that are used as a laser beam is shot. Regeneration Rate (seconds) The minimum amount of time between shots. Regeneration Rate (LU/s) The rate at which laser battery is recharged. Hull Strength (Joules) The amount of damage a projectile can take before it is destroyed. Only for missiles. Blast Damage (Joules) The maximum amount of damage a projectile blast does upon explosion. Blast damage is a linear effect. For example: something at a distance of 0 meters receives full damage, and something at a distance equal to the blast radius receives no damage. Blast Radius (meters) The distance at which blast damage has no effect. Blast Arc (degrees) The maximum angle from the projectile forward vector at which the blast has an effect. Page 30 of 63 Starfall GDD v1.1 DigiPen Institute of Technology Max Rotation Speed (degrees per second) The rate at which a homing projectile can turn. Spread Angle (degrees) The range which a shot can be fired. Only for the Gatling Gun. Blasters Description Like most space shooter lasers. Medium range, medium firing rate. Highly charged dense plasma. Infinite amount. Specifications Type Launch Speed Max Speed Range Impact Damage (on shield) Impact Damage (on hull) Firing Rate Regeneration Rate Hull Strength Blast Damage (on shield) Blast Damage (on hull) Blast Radius Blast Arc Max Rotation Speed Auto-aim Range Energy Projectile 65 m/s No Change 6s 250 J 250 J 1 at a time 0.3 s NA NA NA NA NA NA 10 RF-Blasters Description Another laser but has a short range and a fast firing rate. Infinite amount. Specifications Type Launch Speed Max Speed Range Impact Damage (on shield) Impact Damage (on hull) Firing Rate Regeneration Rate Hull Strength Blast Damage (on shield) Energy Projectile 85 m/s No Change 2s 160 J 160 J 1 at a time 0.3 s NA NA Page 31 of 63 Starfall GDD v1.1 Blast Damage (on hull) Blast Radius Blast Arc Max Rotation Speed Auto-aim Range DigiPen Institute of Technology NA NA NA NA 10 Dumby Missiles Description A dumb concussion missile. Specifications Type Launch Speed Max Speed Range Impact Damage (on shield) Impact Damage (on hull) Firing Rate Regeneration Rate Hull Strength Blast Damage (on shield) Blast Damage (on hull) Blast Radius Blast Arc Max Rotation Speed Auto-aim Range Missile 55 m/s No Change 10 s 8,000 J 8,000 J 1 at a time 2s 150 J 10,000 J 10,000 J 20 m NA NA 10 Stinger Missiles Description A homing missile. Used by the Calenalph. Somewhat fast firing rate, and generally a lot available. Specifications Type Launch Speed Max Speed Range Impact Damage (on shield) Impact Damage (on hull) Firing Rate Regeneration Rate Hull Strength Blast Damage (on shield) Homing Missile 55 m/s 60 m/s 4s 4,200 J 4,200 J 1 at a time 0.9 s 200 J 1,500 J Page 32 of 63 Starfall GDD v1.1 Blast Damage (on hull) Blast Radius Blast Arc Max Rotation Speed Auto-aim Range DigiPen Institute of Technology 1,500 20 m NA 70/s 10 Super Shotgun KLAD Description A missile with a large, shattering blast. Used by the Morgwath. Specifications Type Launch Speed Max Speed Range Impact Damage (on shield) Impact Damage (on hull) Firing Rate Regeneration Rate Hull Strength Blast Damage (on shield) Blast Damage (on hull) Blast Radius Blast Arc Max Rotation Speed Auto-aim Range Flack Missile 80 m/s 100 m/s 0.5 s 2,000 J 3,000 J 1 at a time 3s 300 J 3,000 J 3,000 J 100 m 70 NA 10 Gatling Gun Description A machine gun sort of thing that can be seen as a thin streak. It doesn’t have a projectile. It has a cool down/warm up time of one second. Specifications Type Launch Speed Max Speed Range Impact Damage (on shield) Impact Damage (on hull) Firing Rate Regeneration Rate Hull Strength Blast Damage (on shield) Hitscan NA NA 100,000 m 900 J 900 J 1 at a time 0.1 s NA NA Page 33 of 63 Starfall GDD v1.1 Blast Damage (on hull) Blast Radius Blast Arc Max Rotation Speed Auto-aim Range DigiPen Institute of Technology NA NA 5 NA 10 Tagger Description Homing tag missile. Paints a target for Fury Missiles to home to. Sticks onto the target until the target is destroyed. A tagger is not considered a homing threat, so pilots don’t know when one is coming at them. Specifications Type Launch Speed Max Speed Range Impact Damage (on shield) Impact Damage (on hull) Firing Rate Regeneration Rate Hull Strength Blast Damage (on shield) Blast Damage (on hull) Blast Radius Blast Arc Max Rotation Speed Auto-aim Range Special Projectile (Tagger) 40 m/s 50 m/s NA NA 1 at a time 10 s 300 J NA NA NA NA 70/s 10 Storm Missiles Description A lock on missile system that can fire multiple missiles simultaneously. Specifications Type Launch Speed Max Speed Range Impact Damage (on shield) Impact Damage (on hull) Firing Rate Regeneration Rate Hull Strength Homing Missile 30 m/s 60 m/s 8s 5,000 J 5,000 J 4 at a time 1s 400 J Page 34 of 63 Starfall GDD v1.1 Blast Damage (on shield) Blast Damage (on hull) Blast Radius Blast Arc Max Rotation Speed Auto-aim Range DigiPen Institute of Technology 3,000 J 3,000 J 10 m NA 90/s 6 Fury Missiles Description Fury missiles are meant to work with the tagger missile. Multiple fury missiles fire at the same time. The missiles are launched out from the sides of the ship, and normally fly outward. If there is a tagged enemy ship however, the fury missiles launched will home in on that tagger. Specifications Type Launch Speed Max Speed Range Impact Damage (on shield) Impact Damage (on hull) Firing Rate Regeneration Rate Hull Strength Blast Damage (on shield) Blast Damage (on hull) Blast Radius Blast Arc Max Rotation Speed Auto-aim Range Homing Missile 40 m/s 70 m/s 8s 5,000 J 5,000 J 6 at a time 3s 500 J 4,000 J 4,000 J 10 m NA 110/s NA Intercept Missiles Description Small homing missiles that are used to destroy other incoming missiles. Fired from the back of the ship. Specifications Type Launch Speed Max Speed Range Impact Damage (on shield) Impact Damage (on hull) Homing Missile 60 m/s 40 m/s 5s 400 J 400 J Page 35 of 63 Starfall GDD v1.1 Firing Rate Regeneration Rate Hull Strength Blast Damage (on shield) Blast Damage (on hull) Blast Radius Blast Arc Max Rotation Speed Auto-aim Range DigiPen Institute of Technology 1 at a time 0.7 s 50 J 400 J 400 1m NA 70/s 10 Railgun Description The railgun launches a uranium slug at super high speed. It does medium damage to shields, but it can penetrate the hull of smaller ships. Specifications Type Launch Speed Max Speed Range Impact Damage (on shield) Impact Damage (on hull) Firing Rate Regeneration Rate Hull Strength Blast Damage (on shield) Blast Damage (on hull) Blast Radius Blast Arc Max Rotation Speed Auto-aim Range Hitscan NA NA 800,000 m 900 J 50,000 J 1 at a time 3s NA NA NA NA NA NA 4 Tachyon Pulse Gun Description A laser-like weapon that has a constant stream of fire to take down ship shield regeneration. Doesn’t have any ammunition, but overheats after about a minute of straight firing. Specifications Type Launch Speed Max Speed Range Laser Beam NA NA 500 m Page 36 of 63 Starfall GDD v1.1 Impact Damage (on shield) Impact Damage (on hull) Firing Rate Regeneration Rate Hull Strength Blast Damage (on shield) Blast Damage (on hull) Blast Radius Blast Arc Max Rotation Speed Auto-aim Range DigiPen Institute of Technology 9,000 J/s 500 J/s 5 LU/s 3 LU/s NA NA NA NA NA NA 40 Plasma Cannon Description A fast firing cannon that can shoot large plasma balls at enemy ships. It is good for destroying the hull of ships. Specifications Type Launch Speed Max Speed Range Impact Damage (on shield) Impact Damage (on hull) Firing Rate Regeneration Rate Hull Strength Blast Damage (on shield) Blast Damage (on hull) Blast Radius Blast Arc Max Rotation Speed Auto-aim Range Energy Projectile 40 m/s No Change 4s 900 J 8,400 J 1 at a time 0.4 s NA NA NA NA NA NA 10 Magnet Bomb Description Sticky bomb. Attaches self to target. Sticks onto the target until the target is destroyed. The bomb detonates after a period of time. Specifications Type Launch Speed Max Speed Sticky Bomb 30 m/s No Change Page 37 of 63 Starfall GDD v1.1 Range Impact Damage (on shield) Impact Damage (on hull) Firing Rate Regeneration Rate Hull Strength Blast Damage (on shield) Blast Damage (on hull) Blast Radius Blast Arc Max Rotation Speed Auto-aim Range DigiPen Institute of Technology 9s 10 J/s 10 J/s 1 at a time 1s 500 J 3,200 J 3,200 J 18 m NA NA 10 YBMA Description Gravitational bomb. When deployed out of the rear of the ship, the YBMA should detonate and cause a rift in the space-time continuum. A small ship or object caught in the rift will be dragged towards the point of detonation and will suffer minor damage. Larger ships however, will not be moved by the rift, but will suffer greater damage due to small structural debris that was ripped off of the hull. The YBMA is launched from behind. Specifications Type Launch Speed Max Speed Range Impact Damage (on shield) Impact Damage (on hull) Firing Rate Regeneration Rate Hull Strength Blast Damage (on shield) Blast Damage (on hull) Blast Radius Blast Arc Max Rotation Speed Auto-aim Range Bomb -5 m/s 1 m/s 3s 0J 0J 1 at a time 50 s 5,000 J 500 J 50,000 J 400 m NA NA NA Page 38 of 63 Starfall GDD v1.1 DigiPen Institute of Technology Mines M300 Mine Description A big spiky mine, which cannot move after being deployed. Specifications Type Hull Strength Arm Time Trigger Distance Trigger to Blast Time Blast Damage (Shield) Blast Damage (Hull) Blast Radius Mine 10,000 4s 30 m 0s 10,000 10,000 50 m Eins Mine Description A small smart mine that can track and destroy a ship that enters the mine’s sensor area. Specifications Type Hull Strength Arm Time Trigger Distance Trigger to Blast Time Blast Damage (Shield) Blast Damage (Hull) Blast Radius Max Speed Mine 10,000 5s 40 m 5s 10,000 10,000 30 m 10 m/s POR-Q Mine Description A medium sized mine that is armed with a small blaster. Specifications Type Hull Strength Arm Time Trigger Distance Mine 10,000 5s 40 m Page 39 of 63 Starfall GDD v1.1 Trigger to Blast Time Blast Damage (Shield) Blast Damage (Hull) Blast Radius DigiPen Institute of Technology NA NA NA NA Page 40 of 63 Starfall GDD v1.1 DigiPen Institute of Technology Non-Weapons Tractor Beam Description Used to hold and pull some small object at a close proximity. Can be toggled on or off, so using something like the Caps Lock key might be a good choice. Specifications Max Tractor Lock Distance Neutral Object Distance 6m 3m Portable Shield Description A small device that can be deployed in open space just to act as a stationary shield. Only the heavy fighters will carry a few of these. Ally fighters will be able to fly and shoot through these shields. Specifications Shield Strength Shield Dimensions Body Dimensions Body Hull Strength Mass Stationary Resistance Force 100,000 J 20 x 20 x 0.1 m 0.5 x 0.5 x 0.5 m 1,000 J 500 kg 10,000 N POR-Q Mine Blaster Description The blaster that is on the POR-Q Mine Specifications Type Launch Speed Range Impact Damage (Shield) Impact Damage (Hull) Firing Rate Regeneration Rate Laser Projectile 50 m/s 3s 400 J 400 J 1 at a time 1s Page 41 of 63 Starfall GDD v1.1 DigiPen Institute of Technology Large Ships Large ships will be about 20-100 times the size of fighters and will be made up of multiple components. The largest components will be ship sections. Large ships will be made up of 5-10 sections. The only really required section is the core section. The core section should always start out surrounded by external sections. If the core section is destroyed, the entire ship is destroyed. Other ship sections could be the engines, hangers, living quarters, and decoration. The re-use of sections among large ships should be avoided in order to keep the ships looking different. Another type of component for the large ships will be the large weapons. The large weapons are for attacking other large ships. Turrets will also be a subcomponent. Turrets are used as defense against fighters and they are the only part of a large ship that has shields. Page 42 of 63 Starfall GDD v1.1 DigiPen Institute of Technology Large Ship Weapons and Turrets Sun Beam Description Looks like a large shaft of light. Tactical Cruise Missiles Description A very large homing missile. Page 43 of 63 Starfall GDD v1.1 DigiPen Institute of Technology World Dynamics Friendly Fire Energy weapons do not weaken friendly shields, but still damages friendly hull. Weapons that have a blast effect have the same effect on friendly ships. Boosting Boosting allows a ship to fly at a higher speed for a brief amount of time. Boosting stacks with normal movement. Enhanced Maneuvering When enhanced maneuvering is triggered, the ship will not be able to move as fast, but can rotate much faster. Page 44 of 63 Starfall GDD v1.1 DigiPen Institute of Technology User Interface Here describe all user interface systems. In Game Interface Heads Up Display (HUD) Here describe all parts of the HUD. Center of aim Shield status Radar Velocity: current, goal Battle status: number of ally fighters, number of enemy fighters Target status: distance, direction, speed Radio command options (only shown after the radio key is pushed) In Game Menu When the in-game menu is triggered in single player, the game pauses, and in multiplayer, autopilot is engaged. The in-game menu will have buttons to accessing the settings menu, resuming the game, abandoning the mission, and quickly quitting the program. Need Controls For Movement (different for each type of ship) Boost Targeting nearest enemy Targeting nearest special object Targeting closest thing in center of aim Cycling through special objects Cycling through weapons or choosing active weapons Tractor beam on/off Autopilot on/off Switching control to another ship Picking a ship to control Radio commands Target nearest objective related to the previous radio command Page 45 of 63 Starfall GDD v1.1 DigiPen Institute of Technology Default Controls Lakra Flight Controls Pitch Up Pitch Down Yaw Left Yaw Right Roll CW Roll CCW Accelerate Decelerate Absolute Velocity Boost Enhanced Maneuvering Primary Fire Secondary Fire Launch Intercepts Drop Mine Target Nearest Enemy Target Nearest Objective Target Radio Objective Joystick Pull Back Joystick Push Forward Joystick Push Left Joystick Push Right Joystick Twist CW Joystick Twist CCW X Z Joystick Throttle Left Shift Left Control Joystick Button 1 Joystick Button 2 Joystick Button 3 Space E, Joystick Button 4 W, Joystick Button 5 R Rivet Joint Flight Controls Pitch Up Pitch Down Yaw Left Yaw Right Roll CW Roll CCW Move Forwards Move Backwards Slide Up Slide Down Slide Left Slide Right Boost Enhanced Manuvering Primary Fire Secondary Fire Target Nearest Enemy Target Nearest Objective Target Radio Objective Mouse Up Mouse Down Mouse Left Mouse Right W Q W S E Q A D Space Left Shift Mouse Button 1 Mouse Button 2 T, Mouse Button 3 Y R Starmover Flight Controls Pitch Up Pitch Down Joystick Pull Back Joystick Push Forward Page 46 of 63 Starfall GDD v1.1 Yaw Left Yaw Right Roll CW Roll CCW Accelerate Decelerate Absolute Velocity Boost Enhanced Maneuvering Primary Fire Secondary Fire Launch Intercepts Drop Mine Target Nearest Enemy Target Nearest Objective Target Radio Objective DigiPen Institute of Technology Joystick Push Left Joystick Push Right Joystick Twist CW Joystick Twist CCW X Z Joystick Throttle Left Shift Left Control Joystick Button 1 Joystick Button 2 Joystick Button 3 Space E, Joystick Button 4 W, Joystick Button 5 R Radio Commands Attack the fighter that’s attacking me Help me attack my target Request more help in fighting enemies or completing objective Need backup (request for more people to be in my general vicinity) Confirm last radio message Deny last radio message Piloting Camera Views The camera views that will be available to the player while piloting a ship will be from the cockpit, and from a chase camera. The player will be able to set their default preference, and change the view with a push of any chosen key. The transition from cockpit to chance view should be smooth. Ship Selection Ship selection is always done in game. The transition from one of the piloting views to the ship selection view should be smooth. When switching from a cockpit view, the transition should be like going from cockpit to chase, but the camera will move farther back than it does for the chase view. When transitioning from the chase view, the camera will just fall back farther. As soon as the user switches to the ship selection view, a ship will be automatically selected. The camera will automatically rotate to keep the selected ship in the center of view. Information about the selected ship, such as shield and hull status, will be shown as the HUD. Also on the display will be icons of the three types of ships with a key next to each one (such as 1, 2, and 3). If the user hits one of these keys, the auto selection will select the best ship of the corresponding type. The user can also choose which ship they want by using their main controller to Page 47 of 63 Starfall GDD v1.1 DigiPen Institute of Technology change which ship the camera is looking at. Once the user has chosen which ship to switch to, one key will move the camera back to pilot view for the new ship and give control to the player. Another key will do the same thing, but keep the ship under AI control. If the user does not give any input related to ship selection for a certain amount of time, the game will automatically go to the currently selected ship, but keep the ship controlled by AI. Ship selection mode is automatically entered when the player looses their current ship. Pre Game Interface Initial Settings Menu This menu always shows before first running the game. It will allow the user to select which devices (graphics, sound, input) to use and their default resolution. Player Selection Allows users to create, select, rename, and delete player profiles. Upon selecting a player, proceed to the main menu. Required Elements List box for names Create New Profile button Rename Profile button Delete Profile button Ok/Continue button Quit button Main Menu Allows a player to go to the following menus: Player Selection, Single Player, and Multiplayer Connection. Required Elements Button to go back to the player profile menu Button to proceed to single player menu Button to proceed to multiplayer menu Quit button Settings Menu The settings menu should always be accessible, pre-game and in game. Settings are split into the following sections: System, Preferences, and Controls. System Settings Contains settings for sound and graphics details. Page 48 of 63 Starfall GDD v1.1 DigiPen Institute of Technology Preference Settings Mainly used for miscellaneous customization settings. Controls Settings for assigning keys, buttons, and axis’ to actions. This section will be split into four sub-sections. One sub-section will be used for common controls, and the other three will be used for controls specific to the three kinds of fighter ships. Single Player Menu This menu will show which missions the player has completed, and if they got a medal for any of them. It also will show the next mission the player needs to complete. From this menu, the player will be able to play any mission they have already completed as well as the next mission in the storyline. This menu will also have the difficulty level setting, and as that setting changes, the medals for each mission also change. The medals would change to show if any and what medals have been achieved for each mission at the selected difficulty level. Upon choosing to start any of the available missions, the game immediately starts loading and playing the mission. Multiplayer Connection Menu In this menu, players will be able to join or create multiplayer servers. Upon accessing this menu, the program should try detecting what servers are available on the LAN. There should be a setting for the port number available, and there should be a way, such as a drop down box, to select previous port numbers. There should also be a way to manually enter a server address, and similar to the port, a way to select previously entered addresses. Once told to try connecting to a server, the game should stay in this menu until a successful connection is made. The user should be able to cancel the connection attempt at any time. If the user chooses to start a server, the server should be started immediately. After a server has been started or a connection to another server has been established, the game should proceed to the Multiplayer Lobby. Multiplayer Lobby From here on, users on the same server should be able to chat together. Page 49 of 63 Starfall GDD v1.1 DigiPen Institute of Technology Music Due to the lack of time and talent allocated to music in the development group, this section isn’t much more than a wish list. The menus should have a soundtrack. It should mainly be background, ambience music since the menus aren’t supposed to be the most exciting part of the game. Each mission should have its own group of soundtracks. When the mission begins loading the menu soundtrack should fade out, and the mission’s loading music should fade in. Loading music shouldn’t be very active, but have a foreboding feeling. This music should play until the mission is loaded and the player has entered a ship. When the player is in a fighter, the real battle music should begin. It might work well to have music for when the player is working on fighting enemies, or working on completing the mission objective. Whenever the player switches to the ship selection mode, the music should change to something less intense, and then change back to battle music. Page 50 of 63 Starfall GDD v1.1 DigiPen Institute of Technology Sound Effects All sounds should be audibly balanced with each other. The user should not be overwhelmed by too much noise, however anything that could imaginably have sound associated with it should be audible. Sound can be a powerful tool for conveying information to the user, but it must be balanced properly. Radio Chatter Effects Radio chatter should be distorted and mixed with static. Radio chatter takes priority over environmental sound effects, so environmental sound effects should fade a little when a radio message is being played. Weapon Sound Effects Energy weapons should sound sort of like static. Energy weapon projectiles should have some noticeable Doppler effect as it passes by. Explosions should sound deep, as if underwater. Ship Sounds Fighter ships will sounds like distorted formula-1 racecars. The sound will be muffled and slightly lower pitched. Environmental Sounds The player will always hear the low rumbling of his own ship. It will be a low muffled rumbling sound. The sound will get louder as the ship moves faster. Feedback Sounds A beeping sound will play if a homing missile is locked on to the ship. An organ short song sound will play if a mission objective has been completed (or part of one). A beepy sound will play if hull is almost completely breached. Page 51 of 63 Starfall GDD v1.1 DigiPen Institute of Technology Graphic Effects Particles Name Description Properties Shields An opaque bright flash when a ship is hit with a ripple effect outward. Fast moving, circular shaped, fast falloff, color change. Missile Trails A Thin line that follows the projectile path. Moves with object, linear shaped, medium falloff, color change. Space Dust Little pieces of dust that float around in space. Non moving, points, No falloff, Grey or Yellowish. Ship Trails w/Boost When the ships are boosting, a thin line follows. Moves with object, linear shaped, medium falloff, color change. Ship No Boost When a ship is moving have little particles come out of the engines. This only happens if in close viewable range, and only for the Morgwath ships. Moves with object, points, fast falloff, constant color. YBMA The initial blast will send out a black sphere from the point of detonation. Purple and multicolored lightning beams will dance from the origin to any objects in the vicinity. The sphere will eventually shrink down. Slow moving, linear lightning shaped, slow falloff, color change. Fighter ship explosions Fighter ships will explode with a beautiful display of fire. Fighter ship debris will shoot out of the Fast moving, rectangular shaped, Page 52 of 63 Starfall GDD v1.1 DigiPen Institute of Technology ship in directions obeying conservation of momentum. Smoke clouds will be the left behind. medium falloff, textured smoke and fire. Fight ship debris The debris will be a simple 3D Fast moving, model with fire effects following 3D models w/ behind. rectangular shaped textures, medium falloff. Large ship explosion Large ships will explode in many fireballs and smaller explosions. Fast moving, rectangular, medium falloff, textured. Railgun and other lasers A bright linear streak. Fast moving, linear, fast falloff, multicolored. Planet halos A bright atmospheric glow around distant planets. Non moving, circular, no falloff. Sun/Star Stars will be blindingly bright in third person view. Due to advanced dimming technology, this effect will not be noticed in cockpit view. Non moving, circular/linear, no falloff. HUD The HUD should be transparent with an option in the menu system to set the alpha percentage. When the ship is hit with an energy weapon without shields, the HUD will display a subtle static effect on the overlays/radar. When the ship is hit with a missile, the HUD will shake depending on the strength of the blast. If the ship is in the cockpit view the shield particle effect should be shown to notify the pilot of where the hit came from. Page 53 of 63 Starfall GDD v1.1 DigiPen Institute of Technology Physics A good physics engine is the key component to making a game feel ‘solid’. The physics engine should be as real as it needs to be to feel intuitive to the user. This means that pretty much everything should have a mass, volume, and smooth movement. (All things that are made of matter anyway.) Having a completely realistic game however has proven before to not be fun. Given that we are in a non-human environment, and nowhere near Earth, this gives us the freedom to tweak the properties and capabilities of all things in the world. We should still strive for semi-realism, but the overall goal is to make the game fun. Page 54 of 63 Starfall GDD v1.1 DigiPen Institute of Technology AI AI will be done through bendable state machines, and genetic algorithms will be used to fill in the tweakable values. What this means is that the AI will be initially designed through state machines. The state machines will then be modified to incorporate the tweakable values, which could make decisions more or less likely, among other things. These tweakable values will be used as the genetic structure for individuals that will be put through testing, scoring, and other related genetic AI algorithms. Page 55 of 63 Starfall GDD v1.1 DigiPen Institute of Technology Mission Editor The mission editor will be used for creating and editing the game’s missions. Developers will be able to use this tool to set up all initial objects including fighters, large ships, planets, and other stuff. Features that will make this editor useful will include the ability to easily set common setting for multiple objects, and set up objects to orbit other large objects. The editor should also be able to allow the user to script the secondary objectives, and other specially scripted events. Page 56 of 63 Starfall GDD v1.1 DigiPen Institute of Technology Appendix A Change Log v0.1 (2003-01-07) Added sections: Properties, Gameplay, Story, Sides, Fighter Ships, Large Ships, Weapons, Non-Weapons, Environments, Missions, User Interface, Sound Effects, Graphic Effects, Physics, AI, Mission Editor, and The Order In Which The Designer Thinks Things Should Be Implemented v0.2 (2003-01-08) Wrote more in the Overview subsection of Gameplay Wrote more notes in the Story Added Weapon 6 to Weapons Split the first four missions into sub sections and added Mission 5 in Missions Wrote stuff in Pre Game Interface in User Interface Wrote more in AI v0.3 (2003-01-10) Added cover page Added headers and page numbers Added table of contents Added sections: High Concept, Game Flow Added Weapons 7-11 in Weapons v0.4 (2003-01-15) Added all fighter ships Added more weapons with names, descriptions and attributes Added section: Large Ship Weapons Gave weapons to ships v0.5 (2003-01-17) Began writing actual story Renamed the Good Side to the Calenalph, and the Bad Side to the Morgwath Added details to missions 1, 2, 3, 5 Added Required Elements to some of the things in User Interface – Pre-Game Interface section Page 57 of 63 Starfall GDD v1.1 DigiPen Institute of Technology v0.6 (2003-01-24) Changed numbers to percentages in Single Player Achievements in Missions Added Piloting Camera Views and Ship Selection descriptions to User Interface Removed Forces of Evil (Mission 4) and reassigned Nuclear Tactics (Mission 5) to Mission 4 Added various content to the User Interface section Added Music section v0.6b (2003-01-23) Figured out weaponry and armaments for each of the fighter ships Created tables for fighters Created tables for weapons v0.7 (2003-01-28) Merged v0.6 and v0.6b Fixed date typo for v0.6 Small modifications to the following sections: High Concept, Sides, Story Wrote a little more for Sound Effects v0.7b (2003-01-28) Started to work on graphic and sound effect sections v0.8 (2003-01-29) Made some modifications in the Game Flow section Small modifications made in Story, Sides, Missions, Non-Weapons In AI section: tweak, not tweek Re-organized and filled in details for Fighter Weapons Removed Weapon Statistical Data Tables Re-organized and filled in details for Fighter Ships Removed Fighter Ship Statistical Data Tables v0.9 (2003-01-29) Added mission layout sketches after Missions section Inserted concept art for the Lakra, Rivet Joint, and Starmover in Fighter Ships v0.10 (2003-01-30) Created Mines section and moved the M300, Eins, and POR-Q mines to that section Page 58 of 63 Starfall GDD v1.1 DigiPen Institute of Technology Filled in details for Mines Filled in details for Non-Weapons Moved the Large Ships section below Non-Weapons Wrote more in the Large Ships section v0.11 (2003-01-30) Added Appendix A and moved the Change Log into it Removed About This Document section Added Appendix B with a Pronunciation Guide in it Added Appendix C and moved The Order In Which The Designer Thinks Things Should Be Implemented into it Split document up into “sections” by Heading 1 titles Worked on Large Ships and Large Ship Weapons sections Added Appendix D with The Credits So Far v1.0 (2003-01-31) Added Levels of Difficulty to Gameplay Moved Intercept Missiles from Non-Weapons to Fighter Weapons Started filling out Default Controls in User Interface Added numbers to the items in Priorities Added more titles in The Credits So Far in Appendix D v1.1 (2003-05-22) Added intro and extro monologues for missions Changed title page to say GAM350 and Summer 2003 Modified Calenalph and Morgwath descriptions in the Sides section. Page 59 of 63 Starfall GDD v1.1 DigiPen Institute of Technology Appendix B Pronunciation Guide Calenalph – KÁL-ên-ÁLF Morgwath – MÖR-gwath Firithmenel – FEER-îth-mên-ÊL Mithsirion – mîth-SEER-ee-ón Lakra – LÂ-krâ Page 60 of 63 Starfall GDD v1.1 DigiPen Institute of Technology Appendix C The Order In Which The Designer Thinks Things Should Be Implemented A basic application executable with the beginnings of the graphics engine Models (temporary models) that can be seen from a controllable, unbound, “developer” camera The beginnings of AI – moving a ship A user controllable ship with cockpit and third person “chase camera” view Temporary ship movement sounds A basic HUD The ability for a user to “jump” (not necessarily smoothly) to another ship, and have AI retake control of the ship the user left The ability for AI and users to fire a weapon that has visible projectiles and collides with other ships, with temporary weapon sounds Simple ship-to-ship (physical object) collision working, plus temporary collision sounds AI that can fly around, shoots at each other, and not hit each other The ability to play over the network, and continually be able to do so as new features are added Basic backgrounds Atmospheric effects Ship destruction and debris, including temporary destruction sounds Shield and hull dynamics All fighter ships and all fighter weapons usable by the AI and users A functioning pre-game GUI menu A functioning in-game GUI menu Complete HUD Basic radio chatter Smart ship selection and smooth jumping between ships Large (stationary) ships in the game AI able to control the large ships The ability to “boost” Put genetics into the AI Menu system containing all settings (user and developer) and continually updated Page 61 of 63 Starfall GDD v1.1 DigiPen Institute of Technology Planets, asteroids, and other physical props Large ship weapons and temporary sounds in Advanced particle effects Dynamic music Advanced radio chatter One complete mission Page 62 of 63 Starfall GDD v1.1 DigiPen Institute of Technology Appendix D The Credits So Far Producer, Assistant Graphics Coder Clark Morse Lead Designer, Lead AI Coder Jeffrey Lindsey Technical Director, Lead Physics Coder Justin Lalone Product Manager Christian Crowser Lead Tester, Sound Director, Art Director, Assistant Designer, Lead Graphics Coder Adam Brennecke Page 63 of 63
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