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Game Design Document
Unmask Your Courage
All work Copyright ©2012 Vancouver Film School
Written by Team KRONK Kay Chan
Robert Forehand Omar Chapa
Kim Cuthbertson
Edited by: Version # 3.00
22 May 2012
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Table of Contents
Contents Table of Contents ....................................................................................................................... 2
Table of Figures ......................................................................................................................... 5
Table of Tables .......................................................................................................................... 7
1. Design History .................................................................................................................... 8
1.1. Version 1.0 ...................................................................................................................... 8
1.2. Version 2.0 ...................................................................................................................... 8
1.2. Version 3.0 ...................................................................................................................... 8
2. Game Overview .................................................................................................................. 9
2.1. High Concept ................................................................................................................... 9
2.2. Philosophy ....................................................................................................................... 9
2.2.1. Aerial Escapades ...................................................................................................... 9
2.2.2. Vertical Limit ............................................................................................................. 9
2.2.3. Brave New World .....................................................................................................10
2.3. Common Questions ........................................................................................................10
2.3.1. What is the game? ...................................................................................................10
2.3.2. Why create this game? .............................................................................................10
2.3.3. Where does the game take place? ...........................................................................11
2.3.4. What do I control? ....................................................................................................11
2.3.5. How many characters do I control? ..........................................................................11
2.3.6. What are the Goals/Objectives of the game? ...........................................................11
2.3.7. What is the main focus? ...........................................................................................11
2.3.8. What’s different? ......................................................................................................12
3. Feature Set ........................................................................................................................13
3.1. Feature Highlights ..........................................................................................................13
3.1.1. Light Open World .........................................................................................................13
3.1.2. Aerial Escapades .........................................................................................................13
3.1.3. Skewer Your Enemies .................................................................................................13
3.1.4. Rewards and Penalties ................................................................................................13
4. Game play Controls ...........................................................................................................14
4.1. Overview ........................................................................................................................14
4.2. Controllers ......................................................................................................................14
4.2.1. User Controls Ground Level .....................................................................................14
4.2.2. User Controls While Gliding .....................................................................................15
4.2.3. Keyboard & Mouse Controls ....................................................................................15
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5. Game Mechanics ...............................................................................................................16
5.1. Overview ........................................................................................................................16
5.2. Major Features ...............................................................................................................16
5.2.1. Weapons / Combat System ......................................................................................16
5.2.2. Gliding ......................................................................................................................16
5.2.3. Enemies ..................................................................... Error! Bookmark not defined.
5.3. Minor Features ...............................................................................................................17
5.3.1. Environment .............................................................................................................17
5.4. Mechanics Details ..........................................................................................................17
5.4.1. Direction Controls .....................................................................................................17
5.4.2. Horizontal Camera View Controls ............................................................................19
5.4.3. Jumping ...................................................................................................................21
5.4.4. Gliding ......................................................................................................................23
5.4.5. Combat ....................................................................................................................24
5.4.6. Health ......................................................................................................................28
5.4.7. Mask Collecting ........................................................................................................30
5.5. Enemies .........................................................................................................................31
5.5.1. Enemy Type 1 Properties .........................................................................................31
5.5.2. Enemy Type 2 Properties .........................................................................................31
5.5.3. Enemy Type 3 Properties .........................................................................................31
5.5.4. Enemy AI .................................................................................................................32
5.5.5. Threat Management .................................................................................................35
5.5.6. Threat Level .............................................................................................................36
6. Single-Player Game ...........................................................................................................37
6.1. Overview ........................................................................................................................37
6.2. Story ...............................................................................................................................37
6.3. Masks .............................................................................................................................37
6.4. Detailed Walkthrough .....................................................................................................38
6.4.1. Game play Walkthrough ...........................................................................................38
6.5. Beat Chart ...................................................................................................................47
6.6. Length of Game Play ..................................................................................................48
6.7. Victory Conditions .......................................................................................................48
7. Camera ..............................................................................................................................49
7.1. Overview ........................................................................................................................49
7.1.1. Camera Detail #1 Ground Level ...............................................................................49
7.1.2. Camera Detail #2 While Gliding ...............................................................................50
8. The Game World ................................................................................................................51
8.1. Overview ........................................................................................................................51
8.1.1. Visually Interesting.......................................................................................................51
8.1.2. Unique Navigation .......................................................................................................51
8.2. The World Layout ...........................................................................................................52
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8.2.1. Overview ..................................................................................................................52
8.2.2. Node Based .............................................................................................................53
8.3. Lighting / Particles .......................................................................................................53
8.4. Environments ..............................................................................................................53
8.4.1. Concepts & Mood .....................................................................................................53
8.5. The Physical World .........................................................................................................54
8.5.1. Overview ..................................................................................................................54
8.5.2. Key Locations ..........................................................................................................54
8.5.3. Travel .......................................................................................................................54
8.5.4. Scale ........................................................................................................................54
8.5.5. Objects .....................................................................................................................55
9. Game Characters ...............................................................................................................56
9.1. Overview ........................................................................................................................56
9.1.1. Player Character ......................................................................................................56
9.1.2. Villagers ...................................................................................................................57
9.1.3. Enemies and Monsters.............................................................................................57
10. Game Interface - Menus .................................................................................................60
10.1. Screen Flow Diagrams .................................................................................................60
10.2. Overview ......................................................................................................................60
10.2.1. Splash Screens ......................................................................................................60
10.2.2. Start Menu .............................................................................................................60
10.2.3. Pause Menu ...........................................................................................................61
10.2.4. Options Menu .........................................................................................................62
10.3. HUD/On Screen Displays .............................................................................................62
10.4. Wire frames ..................................................................................................................62
11. Musical Scores and Sound Effects .................................................................................63
11.1. Overview ......................................................................................................................63
11.2. Sound Design ...............................................................................................................63
12. Extra Miscellaneous Stuff ...............................................................................................64
12.1. Overview ......................................................................................................................64
12.2. Spear ............................................................................................................................64
12.3. Mask .............................................................................................................................64
12.4. Length of Game Play ....................................................................................................64
12.5. Environment Time Cycles .............................................................................................64
12.6. Combat: Special Spear Dust Cloud ..............................................................................65
13. APPENDICES ................................................................................................................66
13.1. Language Appendix ......................................................................................................66
13.2. Competitive Analysis Appendix .....................................................................................67
13.2.1. Legend of Zelda: Skyward Sword ..............................................................................67
13.2.2. Ico .............................................................................................................................67
13.4. Game Interface – Menus Appendix ...............................................................................70
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13.5. User Interface Appendix ...............................................................................................71
13.6. Objects Appendix .........................................................................................................72
13.7. Story Appendix .............................................................................................................74
13.8. Technical Specs Appendix............................................................................................75
13.8.1. Overview ................................................................................................................75
13.8.2. Game Engine Details .............................................................................................75
13.8.3. Physics & Collision Detection .................................................................................75
13.8.4. Lighting & Rendering System .................................................................................75
13.8.5. Terrain ...................................................................................................................76
13.8.6. Water .....................................................................................................................76
13.8.7. Lighting Overview ...................................................................................................76
14. References .....................................................................................................................78
14.1. Books ...........................................................................................................................78
14.2. Movies ..........................................................................................................................78
14.3. Websites .......................................................................................................................78
14.4. Games ..........................................................................................................................78
15. Contact Info ....................................................................................................................79
Table of Figures Figure 1: Example Images of World Concepts of The Mask of Qi .............................................10
Figure 2: Example Environmental Concept Art ..........................................................................12
Figure 3: Example Village Concept Art ......................................................................................12
Figure 4: Xbox Controller Ground Level Control Layout ............................................................14
Figure 5: Xbox Controller Ground Level Gliding Layout .............................................................15
Figure 6: Keyboard & Mouse Controls Diagram ........................................................................15
Figure 7: Top Down Diagram of Example Game Play Movement ..............................................17
Figure 8: Xbox Left joystick Directional Controls .......................................................................19
Figure 9: Top Down Diagram of Example Camera View Range ................................................19
Figure 10: Camera Tilt Range ...................................................................................................20
Figure 11: Jumping Mechanic Properties ..................................................................................21
Figure 12: Failure Conditions of Jumping ..................................................................................21
Figure 13 Figure of a Vertical Jump Height Over Time ..............................................................22
Figure 14: Jumping Distance Range .........................................................................................22
Figure 15: Gliding Over Time Figure .........................................................................................23
Figure 17: Swing Attack Range .................................................................................................25
Figure 18: Flowchart of Close Combat Attack Sequence ..........................................................26
Figure 20: Healing Range of Special Healing Mushroom ..........................................................30
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Figure 21: Enemy Types 1 (Small and Large) Behaviour Range Diagram .................................33
Figure 22: Enemy Type 2 Behaviour Range Diagram ...............................................................34
Figure 24: Enemy Type 3 Behaviour Range Diagram ...............................................................35
Figure 25: Threat Management Ranges ....................................................................................36
Figure 26: Cracked Mask and Character Mask Concepts .........................................................37
Figure 27: Legend of Walkthrough MapsTutorial Area ..............................................................38
Figure 28: Tutorial Island Map ...................................................................................................39
Figure 29: Village Area Map ......................................................................................................40
Figure 30: Abandoned Village Map ...........................................................................................41
Figure 28: Abandoned Village Map Upper Path ........................................................................42
Figure 31: Gliding Challenge Map .............................................................................................43
Figure 32: Mural Island Map ......................................................................................................44
Figure 33: Navigation Challenge Map .......................................................................................45
Figure 34: Navigation Challenge Map Upper Area ....................................................................46
Figure 34: Skull Island Map .......................................................................................................47
Figure 36: Single Player Beat Chart ..........................................................................................48
Figure 37: Ground Level Camera Screenshot ...........................................................................49
Figure 38: Gliding Camera Screenshot .....................................................................................50
Figure 40: World Overview Map ................................................................................................52
Figure 41: Mood & Lighting Target ............................................................................................53
Figure 42: Scale Reference Chart .............................................................................................55
Figure 43: Qi, Main Character Turnaround Concept Art ............................................................56
Figure 44: Village Concept Art ..................................................................................................57
Figure 45: Enemy 1 Concept Art ...............................................................................................58
Figure 46: Enemy 2 Concept Art ...............................................................................................58
Figure 47: Enemy 3 Concept Art ...............................................................................................59
Figure 49: Start Menu Mock-Up ................................................................................................61
Figure 50: Pause Menu Mock-Up ..............................................................................................61
Figure 51: In Game HUD Mock-Up ...........................................................................................62
Figure 52: The Mask of Qi Written Script Examples ..................................................................66
Figure 53: Frontend Flow Chart ................................................................................................70
Figure 54: HUD Wireframe Mock-Up .........................................................................................71
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Table of Tables
Table 1: Keyboard Character Direction Controls .......................................................................18
Table 2: Character Direction Controls on Xbox Joystick ............................................................18
Table 3: Camera Rotation Controls ...........................................................................................20
Table 4: Gliding Mechanic Properties ........................................................................................24
Table 5: Failure Conditions of Gliding .......................................................................................24
Table 7: Details of Close Combat Properties .............................................................................26
Table 8: Failure States of Close Combat Mechanics .................................................................27
Table 10: Character Health Properties ......................................................................................28
Table 11: Life and Death Health Properties ...............................................................................28
Table 12: Auto Health Replenish System Properties .................................................................29
Table 13: Damage Inflicted by Enemy Types ............................................................................29
Table 14: Details of Special Mushroom Properties ....................................................................30
Table 15: Properties of Enemy Type 1 ......................................................................................31
Table 16: Properties of Enemy Type 2 ......................................................................................31
Table 17: Properties of Enemy Type 3 ......................................................................................32
Table 16: Vulnerability of Enemy Types ....................................................................................32
Table 17: Threat Level Table ....................................................................................................36
Table 18: Objects Table ............................................................................................................73
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1. Design History This was the first version compiled of the design document based off the Google Docs write up and the concept document. It was compiled, written, and edited by Team KRONK.
1.1. Version 1.0 This is our initial pass at the design. Most things from our Concept Document have been retained.
Edited by: Thomas Halley
1.2. Version 2.0 Updated Controls, Game Mechanics and Level Design sections. World concept changed from a
valley to floating islands above the clouds.
1.2. Version 3.0 Big design changes before Beta.
Removed grapple mechanic.
Modified plant behaviour.
Removed Final Battle Island
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2. Game Overview
2.1. High Concept Unmask your courage. In an alien fantasy world, players soar high on floating islands surrounding their village in a desperate rush to save their village. A dark miasma controls strange masked creatures roaming the islands, forcing the player to use their spear and gliding abilities to avoid or combat the threats facing them and discover the mystery behind the dark miasma casting a shadow throughout the world. The Mask of Qi is a 3D adventure game with a heavy amount of platforming and light combat. Players start by searching for the mask pieces throughout the game world. The player finds these masks pieces by using their glide abilities to reach far and high places and their spear to fight off the masked creatures threatening the world.
2.2. Philosophy
2.2.1. Aerial Escapades
In The Mask of Qi, we aim to make gliding to be pure fun. As our core mechanic, gliding is being focused on to create a sensation of joy in simple locomotion and travel through the world.
2.2.2. Vertical Limit
Our philosophy in designing the play space aims to create a 3D world focused on feeling like an “open” world. To execute this, large set pieces are employed to create a sense of scale, and large vertical spaces are implemented to give the player ample opportunity to experience the size of the environment as they glide or leap throughout the world.
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2.2.3. Brave New World
At its core, The Mask of Qi aims to take players on an adventure to a world they haven’t seen or experienced. We aim to create a new fantasy setting that breaks from the plethora of heavily Tolkien inspired fantasy worlds prevalent in all forms of media. To this end, The Mask of Qi employs a combination of coral reef, fungus, and termite mound-like environmental pieces. In addition, these pieces influence every aspect of the world, art, and character design in creating a believable, yet fantastical world for the players to enjoy.
Figure 1: Influential Images of World Concepts of The Mask of Qi
2.3. Common Questions
2.3.1. What is the game?
The Mask of Qi is a third person hack n’ slash adventure set in an alien fantasy world. Players combat enemies with their spear and explore the environment using their gliding ability to find the broken pieces of the mask that contained the dark miasma that controls the sinister masked creatures overflowing the valley.
2.3.2. Why create this game?
The three main reasons for creating this game are:
● As a technical demo to prove our skills in creating an open world feel ● A demonstration showing exactly how fun gliding is ● As an exercise in breaking away from the saturated market of high-fantasy games
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2.3.3. Where does the game take place?
The game is set on several floating islands covered in foliage based on fungus and coral
reefs. Each island contains specific gameplay points and combat arenas to challenge the player. Additionally, breakable pots and collectable items are placed around the world to help the player navigate their way through the narrative. The overall look of each island is designed specifically to elicit the feel of alien and fantasy while retaining recognizable shape and form to help further immerse the player in our distinctive environment.
2.3.4. What do I control?
The player controls Qi, a mischievous, young Masca. Qi has skin flaps under its arms that enable the player to move smoothly throughout the world and to utilize height in gaining further distance and better views. Qi is not indestructible though, and is being attacked by numerous enemies. Qi isn’t helpless though, and has a mysterious spear that it can use to defend themselves and try to unmask the mystery of the black miasma.
2.3.5. How many characters do I control?
Players take on the role of Qi, the young Masca whose curiosity leads them to dooming their village. Most of the Qi’s story is relayed to the player through implicit cues around the world and emergent behaviours established by the player. This is the only character necessary to play the game, as their actions have resulted in their village being frozen in stone.
2.3.6. What are the Goals/Objectives of the game?
Short Term - Get to higher ground and collect acorns. Mid Term - Glide around the world and defeat enemies. Long Term – Collect all the broken mask pieces.
2.3.7. What is the main focus?
The main focus of The Mask of Qi is to make gliding around the beautiful environments to be exhilarating and intuitive. We want players to lose themselves in the pure joy of gliding through the world and feeling a sense of discovery in what they find.
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2.3.8. What’s different?
The mechanics of The Mask of Qi focus on creating a fun experience, but what really differentiates our game is the world, the character, and the focus on using the environment and world to tell a unique story to the players. To this end, we are focusing on creating a variety of distinctive set pieces for the player to travel through and enjoy.
Figure 2: Example Environmental Concept Art
Figure 3: Example Village Concept Art
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3. Feature Set
3.1. Feature Highlights The Mask of Qi features several core mechanics that give the player the freedom to travel
around the world smoothly, including gliding. There is also a simple combat system allowing
players to utilize their movement and spear to hit enemies face on or avoid them entirely. The
final primary feature is the light open world setting that allows the player to take control of
directing the story.
3.1.1. Light Open World The world of The Mask of Qi covers a 0.5 km² area. The space is designed to feel very open
and vertical while retaining a solid structure. Objectives are highlighted by highly visible particle
effects and lighting, while the terrain and collectables reinforce and clear and legible player
path. Additionally several simple in game machinima are employed to further guide the player
to their objectives.
3.1.2. Aerial Escapades The movement of the player character is focused on utilizing verticality, especially through the gliding mechanics. These mechanics blend together to let the player move throughout layered areas with ease and style.
3.1.3. Skewer Your Enemies Monsters in the world each have a distinct movement and attack that forces the player to use
their spear and locomotion to defeat each enemy in different ways.
3.1.4. Rewards and Penalties The player is rewarded in the following ways:
Mask pieces that progress the story
Health pickups in the form of acorns spread around the world.
Reaching new areas and heights gives access to checkpoints that save player progress
Healing mushrooms which heal the player completely
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The player is penalized during the game in the following ways:
Each enemy has attacks that can deplete player health
When health reaches zero, the player is forced to restart from the nearest checkpoint
pillar
Not defeating certain enemies makes it more difficult to traverse the world
4. Game play Controls
4.1. Overview The following section details the game mechanics and controls for The Mask of Qi.
4.2. Controllers The controls for The Mask of Qi are primarily geared towards the Xbox controller, but also support standard keyboard and mouse input. The control system is based on popular schemes from other 3rd person action/adventure games.
4.2.1. User Controls Ground Level
Figure 4: Xbox Controller Ground Level Control Layout
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4.2.2. User Controls While Gliding
When gliding, this is how you control the player character.
Figure 5: Xbox Controller Ground Level Gliding Layout
4.2.3. Keyboard & Mouse Controls
Figure 6: Keyboard & Mouse Controls Diagram
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5. Game Mechanics
5.1. Overview ● Gliding around the world
● Explore the environment to find your objectives ● Fight 3 different types of enemies ● Collect acorns
The core game play focuses on exploring the distinctive environment. Players encounter
various challenges which force them to utilize their gliding ability and spear to survive. The
important environmental information is highlighted to the player with lighting and luminescent
glows, identifiable landmarks, and paths of acorns and breakable pots drawing the player
around the world. The major secondary game play focuses on combat; players utilize their
spear in a simple slash motion to defeat enemies while also dodging incoming attacks or using
their unique locomotion to escape their attackers. Each enemy type has unique behaviour that
forces the player to employ different strategies in each encounter.
5.2. Major Features
5.2.1. Weapons / Combat System
In The Mask of Qi, the main character utilizes a spear as their main weapon, giving them the ability to defeat hostile creatures. The combat system revolves around a simple strike and the character’s ability to leap and glide. On death, players are automatically re-spawned 3 seconds after the death animation at the checkpoint towers situated near the beginning and end of each challenge, thrusting the player back into the action as quick as possible.
5.2.2. Gliding
Qi has the ability to glide around the world due to the flaps of skin between the character’s arms. Qi cannot glide forever though and must make use of the environment to find the best spots to gain better height and to replenish any lost health. Further information on the glide is included in section 5.4.4 Gliding.
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5.2.3. Enemies
The Mask of Qi features three enemy creature types in the world, a stationary type, a floating
type, and a mobile type, see the Enemies section for concept art and details. Each enemy has
AI and features specific to their enemy type (outlined in the Enemies Details section 5.5).
5.3. Minor Features
5.3.1. Environment
The Mask of Qi’s world offers the player the chance to visit a new world with a new perspective.
The environmental assets are all heavily inspired in colour and shape by fungus, coral reefs,
and termite mounds. These assets blend together to create a memorable environment that
takes the player someplace they have never seen.
5.4. Mechanics Details
5.4.1. Direction Controls
Player movement in the world follows standard controls commonly found in 3rd person games. ● The character is always facing the world, that is, we always see the back of the character’s
head. ● The character movement is dependent on the camera view. For example, where ever the
camera is facing is the character will move depending on that view.
Figure 7: Top Down Diagram of Example Game Play Movement
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5.4.1.1. Direction Controls on a Keyboard
Keyboard Directional Controls
Alternative Keyboard Directional Controls
Table 1: Keyboard Character Direction Controls
● Character movement in the world is controlled by pressing W,A,S,D keys or 2,4,6,8, on the keyboard numerical pad.
● The movement speed is 2 metres for every second a key is pressed. ● The character is always facing the world, that is, we always see the characters back.
Therefore, the direction the character moves is relevant to the camera view.
Camera controls are detailed in the camera section below.
Keyboard
Control
Action Description
W or
Numpad 8
Forward
Backwards
Moves the character in the direction that camera is facing.
A or
Numpad 4
Left Movement Strafes the character left in the direction that camera is
facing.
S or
Numpad 6
Right Movement Strafes the character right in the direction that camera is
facing.
D or
Numpad 2
Backward
Movement
Walks the character backwards, towards the camera
Table 2: Character Direction Controls on Xbox Joystick
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5.4.1.2. Direction Controls on Xbox
Figure 8: Xbox Left joystick Directional Controls
● The Xbox controller is based on 8 axis directions.
● Pushing the Xbox controller in any of these axis directions will move the player accordingly.
● The movement speed is 2 metres for every second a key is pressed. ● The character is always facing the world, that is, we always see the characters back.
Therefore, the direction the character moves is relevant to the camera view.
5.4.2. Horizontal Camera View Controls
Figure 9: Top Down Diagram of Example Camera View Range
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The camera view can rotate 360 degrees on the horizontal axis around the player. The player is always in the same position on screen, and the world view rotates around the player. The speed of rotation differs between mouse and Xbox controller explained in further detail in Table 3 below:
Table 3: Camera Rotation Controls
The camera view has a movable range of 160 degrees on the vertical axis from behind the player. The player is always in the same position on screen, and the world view rotates around the player.
Figure 10: Camera Tilt Range
Pushing the right joystick on the Xbox controller will change the camera view along 8 axis directions. Unity Xbox joystick sensitivity is set to 3.
Moving the mouse will change the camera view along 360 axis directions. Mouse sensitivity is set to 1.5f in Unity
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5.4.3. Jumping
The player has the ability to jump onto objects at least 80cm high or over small obstacles.
Pressing “SPACEBAR” on the keyboard or on the Xbox controller will cause the character to jump vertically up.
While Qi is in the air, the player has the option change Qi’s horizontal direction and move forward by pressing a keyboard directional button or the Xbox left joystick controller.
Property Description
Vertical Jump Height 0.8 metres
Horizontal Jump Range 1 metre
Frictional Gravity 20 metres per second
Total Time In Air 1.5 seconds
Air Control Whilst in Air Allowed Yes
Air Control Horizontal Speed 0.67 metres per second
Figure 11: Jumping Mechanic Properties
Failure Condition Description
No Fall Damage If Player Falls on Ground
There is no damage if the player free falls from any height and lands on the ground.
Figure 12: Failure Conditions of Jumping
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Figure 13 Figure of a Vertical Jump Height Over Time
Figure 14: Jumping Distance Range
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5.4.4. Gliding
The character’s gliding ability can be activated if the player has jumped 80cm from the ground or if the character is in the air.
After performing a single jump by either pressing “SPACEBAR” on the keyboard or
on the Xbox controller, pressing jump again while the character is still in the air will put the character into glide mode. The character will stay in glide mode while the jump button is held down.
While Qi is in glide mode, the player has the option to change Qi’s horizontal direction (yaw) by pressing the keyboard’s directional button left/right or the Xbox left joystick controller left / right.
In addition, the character’s pitch can be changed by pressing the keyboard’s directional button up/down or the Xbox left joystick controller forward / backwards.
To cancel out of gliding mode, the player stops holding “SPACEBAR” or on the
Xbox controller.
Figure 15: Gliding Over Time Figure
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5.4.4.1. Gliding Mechanic Properties
The following table lists the properties for the gliding mechanic.
Property Description
Minimum Glide Height 0.8 metres
Frictional Gravity 2 metres per second
Acceleration 0.1 metres per second
Total Time In Air 1.5 seconds
Air Control Whilst in Air Allowed Yes
Air Control Horizontal Speed Speed = (Frictional Gravity + Acceleration) x Time
Maximum Horizontal Glide Distance Distance = Speed x Gliding Time
Table 4: Gliding Mechanic Properties
5.4.4.2. Fail Conditions of Gilding
Character will exit gliding mode and free fall if the player collides with an object while gliding in air.
Failure Condition Description
Player collides with object while in air
Character will exit gliding mode and go into free fall mode.
Table 5: Failure Conditions of Gliding
5.4.5. Combat
5.4.5.1. Close Combat
The player can attack and be attacked by enemies in the world, the main attack is the close
combat attack with the spear, the player can press the attack button ( or RIGHT MOUSE
CLICK) once to perform the slash (closer and wider attack)
If the player misses the first attack, the attack sequence will reset and the slash attack be
triggered when the attack button is pressed again.
Once an attack has been executed, no other player actions can occur until the animation
sequence is complete.
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Figure 16: Swing Attack Range
The attacks call a script detecting any collision with an enemy’s mask, and if they collide the enemy will be hurt.
If the players’ model collides with an enemies’ model and the model is not attacking, the players’ hurt animation plays and up to 5 units of health are removed from the players’ health.
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5.4.5.2. Close Combat Mechanic Properties
Property Description
Swing Attack Horizontal Range 1.2m
Swing Attack Vertical Range 180 degrees arc in direction player is facing
Thrust Attack Horizontal Range 1.5m
Thrust Attack Angle 90 degrees forward
Swing Attack Animation Time 1 second
Table 6: Details of Close Combat Properties
Figure 17: Flowchart of Close Combat Attack Sequence
5.4.5.3. Close Combat Event Conditions
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Close Combat Condition Result
Player hits enemy with First Swing Attack
Enemy takes damage. Attack counter starts.
Player hits enemy with second Swing Attack
Enemy takes 2x more damage. Attack counter continues building.
Player hits enemy with third Swing Attack
Enemy takes 4X more damage. Attack counter resets.
Player misses enemy with Attack Animation must complete before another attack
can be executed again.
Player hit by enemy Hurt animation players, attack counter is reset, and
damage resets to base damage.
Player takes longer than 1 second to strike enemy again.
Attack counter resets and damage resets to base
damage.
Table 7: Failure States of Close Combat Mechanics
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5.4.6. Health
The following section will detail mechanics in the game which affect health including special healing mushrooms, collectable acorns, damage from enemies, and death. The character begins with 100 health points at the beginning of the game.
5.4.6.1. Character Health Values
The following table details the character health properties
Property Description
Maximum health points 100 units
Minimum health points 0 units
Table 8: Character Health Properties
5.4.6.2. Life and Death
The following table details the life and death health properties of the character.
Event Description
Health when game starts 100 Units
Health value that triggers death event 0 Units
Death event animation 2 seconds
Respawn event animation 2 seconds
Health when spawned 100 Units
Table 9: Life and Death Health Properties
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5.4.6.3. Acorn Health Pickup
Acorns are scattered and hidden in the world, each Acorn adds 2 units of health to the player
until the player is at maximum health.
Property Description
Player picks up acorn 2 units per acorn
Acorn health recovery stop point 100 units
Table 10: Auto Health Replenish System Properties
5.4.6.4. Damage Inflicted by Enemies
The following table details the amount of damage enemy units inflict on the player per successful hit.
Enemy Type Units
(Type 1) Floating Enemy Random* value between 5 to 10 inclusive
(Type 2) Stationary Enemy Random* value between 15 to 20 inclusive
(Type 3) Heavy Charging Enemy Random* value between 30 to 40 inclusive
Table 11: Damage Inflicted by Enemy Types
A random value is calculated using Unity 3D’s built in random seed generator class.
5.4.6.5. Special Healing Mushrooms
In the world there are special mushrooms that have magical spores that help the character
restore to full health points. This is achieved by standing within these special mushrooms’
healing radius.
As soon as the player is within the effective radius of the mushroom, the mushrooms will quickly
replenish the health points of the character. Once the healing mushroom has been triggered, it
will keep releasing spores for 3 seconds, after which the mushrooms go into a dormant
animation and are unusable for 5 seconds.
If the players walk out of the radius during the spore release, then the player cease recovering
health unless they walk back into the effective healing radius.
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The player is affected by the mushroom as long as any part of the character collides within 1
metres of the mushroom’s healing radius.
Figure 18: Healing Range of Special Healing Mushroom
Property Description
Special Mushroom recovery rate 25 units per second
Special Mushroom recovery stop point 100 units
Special Mushroom range 1 metre radius in a sphere shape.
Mushroom spore release time 3 seconds
Table 12: Details of Special Mushroom Properties
5.4.7. Mask Collecting
The main objective of the game is collecting the mask pieces scattered through the world to restore the world to its original state, to collect a piece the player must walk over it and automatically the character will grab the piece. As long as any part of the character model collides with the mask model, the mask is picked up.
These pieces are scattered through the world at difficult to reach locations.
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5.5. Enemies The following section describes enemy mechanics. Artistic details of enemies can be found in the Character Section under “Enemies and Monsters”
5.5.1. Enemy Type 1 Properties
Enemy Type 1 consists of two types of floating masks ranging from Small and Large. Each size
mask behaves uniquely depending how close the player is to the enemy.
Enemy 1: Small Enemy 1: Large
Size 1m 3m
Health 40% 50%
Move Speed 5.5 m/ sec 2 m / sec
Attack Distance 35m 20m
Table 13: Properties of Enemy Type 1
5.5.2. Enemy Type 2 Properties
Enemy 2 attacks the player with spit balls when the player is nearby. In the Detection Range,
the enemy will fire spit balls at the player. In the Attack Range, the enemy will try to bite the
player.
Enemy 2
Size 6m
Health 45%
Detect Range 50m
Attack Range 30m
Table 14: Properties of Enemy Type 2
5.5.3. Enemy Type 3 Properties
Enemy 3 is a mobile enemy, resembling a two legged dinosaur. This enemy will follow the
player at a distance, and start charging at the player when they are close enough. However, this
enemy also has acceleration, and
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Enemy 3
Size 4m
Health 10%
Detect Range 20m
Follow Range 14m
Charge Range 8m
Attack Range 2m
Speed 3.5m/s
Acceleration 8m/s
Table 15: Properties of Enemy Type 3
The enemies do not have complex health systems and each single successful hit by the player will inflict damage on the enemy. These events are detailed in the table below:
Enemy Vulnerability
(Type 1) Floating Enemy Small 2-3 hits anywhere on mask.
(Type 1) Floating Enemy Large 4-5 hits anywhere on mask.
(Type 2) Stationary Enemy - Face 2-3 hits on enemy mask kills the enemy
(Type 3) Heavy Charging Enemy - Face 2-3 hits on enemy mask kills the enemy.
Table 16: Vulnerability of Enemy Types
5.5.4. Enemy AI
Enemy types 1 (Floating Mask) and 3 (Heavy Charging Enemy) become aware of the player within a radius of 30 metres in game. When the player is in this radius, the enemy follows them constantly trying to get in attack range. Once in attack range, they will attack the player and continue following if the player moves. If the enemy’s mesh collides with terrain or other in game objects, it will automatically walk around and continue following the player. If the player moves out of their area of awareness, the enemy reverts to idle behaviour until the player moves within their area of awareness. This diagram illustrates the area of awareness around Enemy types 1 and 3:
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Figure 19: Enemy Types 1 (Small and Large) Behaviour Range Diagram
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Figure 20: Enemy Type 2 Behaviour Range Diagram
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Figure 21: Enemy Type 3 Behaviour Range Diagram
When enemies attack, a script is called that checks if the player is hit and then cuts 12-15 units
of health from the player. Player health is detailed in the ‘Health’ section. The same script is
used for the player attacking the enemies, however in the case of the enemies it checks for
collision with the enemies’ mask.
5.5.5. Threat Management
For groups of enemies simultaneously aware of the players’ presence, there is a hierarchy to prevent too many enemies swarming at once that is managed through the collision, much the same as the AI script that makes it move around terrain and environmental objects. In the primary range radius around the character, only three enemies can enter and attack the player, they will then leave. For any additional enemies, they move back to the secondary range and wait for a spot to open in the primary range.
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Figure 22: Threat Management Ranges
5.5.6. Threat Level
To determine the threat level of each enemy, several important factors tally up to determine the
score as shown in Table X.
Enemy Type Health Movement Damage Threat
Level
Enemy 1 10 2 m/Second 5-10 1
Enemy 2 Small 30 0 m/Second 15-20 5
Enemy 2 Large 75 0 m/Second 15-20 3
Enemy 3 25 1.5 m/Second 30-40 3
Table 17: Threat Level Table
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6. Single-Player Game
6.1. Overview Players begin game play after a short intro and release the black miasma they must deal with by
using the mechanics to be outlined in the features and mechanics sections of the game.
Players navigate the environment to fight creatures and collect the pieces of the broken mask.
6.2. Story The player character is a young villager, Qi, desperate for adventure, but always denied the chance by their village elders and family. One day, Qi runs away to explore on their own and happens upon a shrine in a cave with a mysterious spear thrust into a strangely familiar mask on some bizarre altar. The player’s curiosity drives them to remove the spear, and in doing so unleashes a terrible black miasma throughout the valley, robbing the villagers of their masks. The player must then collect the fragments of the mask from the altar to reseal the miasma and save their family and home.
6.3. Masks Everything in the world of The Mask of Qi wears a mask. Masks are traditionally used for ritual and disguise purposes. In our game, we use them as the character’s and creatures’ faces to allow more freedom in our scope and as an important motif towards conveying the narrative implicitly to the player.
Figure 23: Cracked Mask and Character Mask Concepts
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6.4. Detailed Walkthrough The game begins from a simple intro cinematic that leads into the tutorial level in the cave. Players learn to use the basic navigation controls progressively until they take the spear and an in game machinima shows the miasma and broken mask pieces escape. From there, the player travels to the village and witnesses the villagers turned to stone and the first enemy is introduced to ease the player into using the spear. From their village, players use their gliding and movement to travel to each progressive island searching for the mask pieces they need to save their village. As they travel, they encounter more enemies, murals depicting the backstory and narrative, and broken down villages of throughout the world. After travelling around the world and collecting all the mask pieces, players complete the game and an ending cinematic is played.
6.4.1. Game play Walkthrough
Overview The following is a detailed walkthrough of one possible full game play experience in The Mask of Qi.
Figure 24: Legend of Walkthrough Maps
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Tutorial Area
● The game starts with a short opening cinematic introducing the world and the character.
● Game play starts in a cave introducing the basic movement mechanics leading the player deeper into the cave.
● Player finds the spear in the shrine, player picks it up and the black miasma shoots out along with the mask pieces in a machinima.
● After the miasma escapes, players exit the cave and encounter the first checkpoint
before the first dangerous glide to the village.
.
Figure 25: Tutorial Island Map
6.4.1.1. Village Island
● After landing, the player travels in to see the villagers have been turned to stone and
their masks are missing.
● After entering the village players are introduced to the first enemy type, the floating
mask.
● After defeating the first enemy type, three more appear to further reinforce how the
player can move and fight.
● Before the player can leave, they must get past the miasma blocking the path to the next
island. To open the path, the player needs to pick up the first mask piece which then
introduces the player to their need to pick up the mask pieces to progress in the game.
● Players glide to the next island to continue their quest.
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Figure 26: Village Area Map
6.4.1.2. Abandoned Village Island
● After landing on the next island, players are introduced to the next enemy type, the stationary enemy.
● After defeating the first one, two more appear and must be defeated to dissipate the miasma blocking the way to the next village.
● Entering the next village, players note it is broken down, but reveals a platforming path up to collect the second mask piece and reveal the next challenge area, the glide challenge.
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Figure 27: Abandoned Village Map
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Figure 28: Abandoned Village Map Upper Path
6.4.1.3. Gliding Challenge
● From the checkpoint, players are shown through an in game machinima the path
through to the next island.
● Players must glide and navigate their way through the different scripted challenges
including environmental hazards and floating enemies.
● After dodging enemies and environmental hazards, players arrive at the next island.
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Figure 29: Gliding Challenge Map
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6.4.1.4. Mural Island
● After landing, players are moved forward with a path of collectables towards the next segment.
● This island has an alternative path that offers more health pick-ups and a different view point.
● This island also introduces the murals that relay the backstory of the world, but do not force players to read them allowing for a stronger focus on player narrative.
Figure 30: Mural Island Map
6.4.1.5. Rising Spires
Players leap from the mural island to the lowest spire and traverse the path illustrated by
platforms and collectables leading them to a launch point to glide to the next spire.
From the second spire, players travel further up following the path until their way is
blocked up, forcing them to glide again over to the third spire.
From the third spire, players continue moving further and further up until they can glide
back to the top of the second spire and make their way toward the giant skull looming in
the background.
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Figure 31: Navigation Challenge Map
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Figure 324: Navigation Challenge Map Upper Area
6.4.1.6. Skull Island
Upon entering the giant skull, players are introduced to the final enemy with a short
cinematic and must defeat this enemy to pick up the final mask piece and complete the
game.
To defeat the final enemy, players must use the environment to their advantage, driving
the enemy into the environmental hazards to open them up to the players’ attacks.
After opening the path up, players move down the mouth of the skull to pick up the third
mask piece and complete the game with an ending cinematic.
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Figure 33: Skull Island Map
6.5. Beat Chart
Here’s the single-player experience beat chart for the projected 10 to 20 minutes of game play:
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Figure 34: Single Player Beat Chart
6.6. Length of Game Play
The projected game play for the single player experience aims for 10 to 20 minutes, with the possibility of additional game play dependent on scope and prototyping.
6.7. Victory Conditions
The player completes the game by collecting the three broken pieces of the black miasma’s mask.
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7. Camera
7.1. Overview The camera view is third person, over the shoulder with the character situated slightly to the left of the centre and with their full body in frame. The camera is scripted to follow and hide game objects that intersect with the player's view. Additionally, the control of the camera movement is being mapped into the controls to allow the player to look around and experience every part of the world of The Mask of Qi.
7.1.1. Camera Detail #1 Ground Level
Figure 35: Ground Level Camera Screenshot
The camera follows the player 2 metres behind the character and with a height of 1.5 metres, the camera system follows the player on this position and makes invisible some objects that can be an obstacle between the camera and the character.
Camera distance 2 metres behind the character and 1.5 metres above ground level
Camera FOV 60 degrees horizontal and vertical
Camera has 360 degrees rotation on horizontal axis
Camera has 160 degrees range on the vertical axis that the player is facing
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7.1.2. Camera Detail #2 While Gliding
While the player is gliding the camera system changes the distance and field of view to a wider view of the scene. In some circumstances the camera can change the field of view if the obstacle between the camera and the player is the terrain itself.
Camera distance: 6 metres behind the player, 3 metres above player ground level
Camera Movement speed: 1 second per metre
Camera FOV: 100 degrees horizontal and vertical
Camera has 360 degrees rotation on horizontal axis
Camera has 160 degrees range on the vertical axis that the player is facing
Unity 3D Motion Blur enabled
Figure 36: Gliding Camera Screenshot
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8. The Game World
8.1. Overview
The world of The Mask of Qi is located in floating islands surrounded by coral structures, mega fungus, and strange creatures. The world is laid out to have convenient character re-spawn locations to facilitate quick re-entry into the action and give the player a great launch pad to use with the gliding mechanics. There is a strong focus on providing blocking through angles and enemy placement around the world. The player is drawn through the world by the unique landscape combined with the lighting and the collectables.
8.1.1. Visually Interesting Players of The Mask of Qi find themselves in a unique and immersive world, filled with distinctive coral and fungal like flora. Lighting and particles are used to accentuate points of interest and potential paths for the player. Distinctive angular monuments are used to break with the organic rounded shapes of most of the environment to provide clear points of reference to help the player navigate the world.
8.1.2. Unique Navigation The geography of The Mask of Qi has been designed specifically for the player to utilize the gliding to their fullest potential. To also help create the feel of a much larger world, small islands are used to contain the gameplay and challenges while a large portion of the terrain is used to help make the environment feel bigger and fuller. This large feeling also helps draw the player around the world, as they start from a relatively low point and are able to always see their objectives looming above them, drawing their further onward to complete the game.
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8.2. The World Layout
8.2.1. Overview
Figure 37: World Overview Map
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8.2.2. Node Based
Each island in the world represents a node of gameplay, with a specific goal or challenge linked
to each play space. From each island, there is a clear entrance and a clear exit, both
highlighted by environmental decorations and lighting. Machinima are used to illustrate when
paths open up to the player to help drive them along to the next node of game play.
8.3. Lighting / Particles
The areas of The Mask of Qi are designed to be vibrantly lit in a gloomy daylight setting. This sets the mood and theme of the story of the darkness taking over the world. Landmarks and paths are emphasised with points of light and colour. Glowing environmental visuals are used to add interest to darkened areas, giving a variety in visual effects. We are aiming for contrast between bright areas, to an emphasised luminescent glow in darker, smaller areas to guide the player around the whole world.
8.4. Environments
8.4.1. Concepts & Mood
The mood and feel of The Mask of Qi is gloomy and dark with tints of light in certain area. We
want to create well contrasted environment through luminescent glows to calm the mood of the
darkness.
Figure 38: Mood & Lighting Target
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8.5. The Physical World
8.5.1. Overview
The islands in which The Mask of Qi takes place are situated on terrain that is roughly half a kilometre squared. It should take approximately 1 minute for the player to move from one end of the gameplay space to the other. There are two key safe locations, with the remaining islands being progressively more difficult based on enemies and challenges.
8.5.2. Key Locations
The Key locations of The Mask of Qi consist of:
● The Shrine ● The Village
● The Decrepit Village
● The Canyon
● The Oasis
● The Spires
● The Skull Island
The Shrine and village are the tutorial areas while the remaining islands focus on progressive
difficulty and challenging the player’s skill in suing the mechanics.
8.5.3. Travel
Navigate the world of The Mask of Qi by:
● Running ● Gliding
8.5.4. Scale
The scale of the world is approximately half a km squared. Below is a scale chart to give an
idea of the size of things in the world:
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Figure 39: Scale Reference Chart
8.5.5. Objects
● Spear ● Masks
● Healing Mushroom
See the “Objects Appendix” for a list of all the objects found in the world.
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9. Game Characters
9.1. Overview The characters of The Mask of Qi are strange creatures with masks in place of a face. All the
creatures the player interacts with are hostile enemies, as the good creatures have been turned
to stone.
9.1.1. Player Character
Figure 40: Qi, Main Character Turnaround Concept Art
In The Mask of Qi, the player takes control of a young Masca named Qi. While exploring a cave
one day, Qi stumbled upon a strange shrine containing a spear embedded in an ancient mask.
Upon the removal of the spear, the mask shattered into pieces and a black miasma came
pouring out, sweeping the mask pieces out into the world and blanketing the land in ominous
smog.
Upon returning to their village, Qi discovers the villagers have all turned to stone, their masks
missing. They find one of the pieces of the shattered mask, which begins to pull them towards
the other broken pieces. Qi must gather the broken pieces, facing down hostile enemies which
have infested the land, in a desperate attempt to set things right.
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Qi is able to:
● Run
● Jump
● Glide
.
Qi does not level up or grow in strength nor do they gain new weapons, items, or abilities
throughout the course of the game.
9.1.2. Villagers
Figure 41: Village Concept Art
The Villagers of The Mask of Qi have had their masks stolen and been frozen in place. It is up to the player to save them. Due to the fact that the villagers are frozen throughout the game, the player does not interact with them. The other people of the village also have masks in place of faces, and these masks play a key role in creating the goals and narrative of the game. Aside from the player character, the other villagers are mostly represented by their iconic masks; some concept sketches have been included along with some preliminary sketches of the player character.
9.1.3. Enemies and Monsters
The enemies in The Mask of Qi are strange creatures who have a mask in place of a face. There will be 3 enemy types which can be re-skinned for variety, but will operate in the same way.
9.1.3.1. Enemy #1
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Figure 42: Enemy 1 Concept Art
Enemy 1 is an evil mask which can fly around a short distance above the ground.
This is the most common enemy faced. It consists of a mask with a particle effect that follows it.
This enemy does not need a rig. It has a single swooping attack and though it flies it cannot
follow the player if the player glides.
This enemy can have its particle effect and textures changed in order to create more visual
variety. It has the lowest threat level and lowest health of the enemies, requiring only one strike
to be defeated. It moves at the same speed as the player.
9.1.3.2. Enemy #2
Figure 43: Enemy 2 Concept Art
Enemy 2 is an immobile plantlike creature.
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This enemy is slightly stronger than the Mask enemy. It is rooted to the ground and can be used to impede player progress by blocking off certain areas. It has a single attack in which it strikes at the player with its ‘arms’. The player is also harmed if they walk into this enemy. This enemy requires a rig and specific joints to articulate each ‘arm’. This enemy has the highest threat level of the enemies, due to its strong defensive abilities. It cannot be harmed by straightforward attacks. The player must throw their spear directly into its mask or strike its tendrils until it’s stunned and the player can run up close and attack the mask.
9.1.3.3. Enemy#3
Figure 44: Enemy 3 Concept Art
Enemy 3 is a mobile enemy which charges the player. This enemy type hits the hardest. It is fully mobile and requires a rig for animation. It has a charging attack in which it rushes directly towards the player, however it moves slower than the player, only moving at 75% the player speed. This enemy has the middle threat level; it is more difficult than the flying masks.
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10. Game Interface - Menus
10.1. Screen Flow Diagrams Refer to section 18.3 for Flow Chart Diagram of Front End User Interface.
10.2. Overview The menus in The Mask of Qi consist of splash screens, a start menu, options menu and a pause menu.
10.2.1. Splash Screens
The splash screens are displayed when the game program is opened; they consist of the following screens which are played sequentially:
● VFS Logo & Legal Disclaimer ● “Powered by Unity 3D” notice ● Team KRONK ● The Mask of Qi title
10.2.2. Start Menu
Following the splash screens, the start menu is automatically displayed. The options available
on this screen consist of:
● Start Game
● Game Options
● Credits
● Exit Game
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Below is a mock up with placeholder background of the Start Menu.
Figure 45: Start Menu Mock-Up
10.2.3. Pause Menu
The Pause Menu floats over the screen in game and the in game screen is darkened. The pause menu includes:
● Go to Options ● Return to Main Menu ● Resume Game
Below is a mock-up of what the pause menu will look like in game.
Figure 46: Pause Menu Mock-Up
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10.2.4. Options Menu
The Options Menu can be accessed via the Start Menu or Pause Menu. The options menu consists of the following:
● Customise Keyboard and Mouse buttons ● Volume Control
10.3. HUD/On Screen Displays The On-Screen HUD Elements existing in The Mask of Qi is very minimal. A health bar is used to show the player’s health. Below is a mock-up of what the HUD could look like in game.
Figure 47: In Game HUD Mock-Up
10.4. Wire frames Please refer to wire frames diagram in the “User Interface – Screens” Appendix
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11. Musical Scores and Sound Effects
11.1. Overview The Mask of Qi’s mysterious environment is filled with both friendly and hostile fauna, the
musical scores and sound effects will range vary according to the surrounding environment.
Therefore, the goals with sounds are to reflect the surrounding environment and indicate to the
player if the current area they are in is safe or dangerous. Together with ambiance, music and
sound effects, the player should also be able to tell what is about to happen in the game, for
example, if they are about to enter a dangerous area.
11.2. Sound Design The sound design team has the opportunity to create archaic yet alien sounds and music for
The Mask of Qi which reflects the world. Subtle ambiences set the tone and ambiance of the
game, such as the wind blowing gently while the player explores the forest.
The soundtrack for The Mask of Qi takes the player on a journey filled with discovery, mystery
and danger. The soundtrack is unobtrusive to the player’s game play experience, yet it is always
subtly present. The music is used to help indicate to the player that they are moving from a safe
area to a dangerous area. For example, when the player is in combat the music should be
upbeat and exciting to reflect sharp danger and excitement of game play.
The instruments used to make music and sound effects for the game would reflect objects in the
environment. Taking into account the resources and technology the tribes people have available
to them to make instruments, we imagine the sounds and music would include wooden
percussion and wind instruments. The pace of the music would be slow, and have deep tones
with echoes and reverb effects to suit the mushroom inspired fauna, as traditionally, mushrooms
are associated with dark places. Some high pitched percussion instruments such as triangles or
chimes could be used to highlight safer areas or help orientate the player at higher elevations.
There is no text or spoken narration within the game world of The Mask of Qi. Instead, the
characters speak an archaic sounding language. Currently we aim distort the Japanese
language, stretching syllables and reversing it to make it unrecognisable. Character emotions
are to be expressed by tone of voice, for example, anger would be communicated with growls
and a short raspy voice.
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12. Extra Miscellaneous Stuff
12.1. Overview
This section outlines some of our stretch goals and different things we are considering
changing, adjusting, or adding in the future of the project dependent on scope and time.
12.2. Spear Additional non-combat functions on the spear would be nice to help navigate the environment; we need to prototype and discuss how to apply these. There are concerns with the collision and detection on some of these points, like using the spear as a ladder or bridge or pole vault; however we decided to include the pole jump into the regular jump mechanic.
12.3. Mask We also discussed the possibility of having slots on the mask or spear to equip additional items
that grant different abilities or buffs in the game. Omar suggested using the same animations
but just changing the particle effects and perhaps sound effects to create a different feel, but we
need to discuss this more and prototype it before we can add it in. We also need to find a hook
to logically include it within the game world.
We also considered using textures and materials to differentiate the masks on the creatures to
provide incentive to hunt down these unique masks. If we are able to include this feature based
on time and scope, we will include it as another way to direct the player through the
environment.
12.4. Length of Game Play Stretch goals, we are aiming for demoing 5 minutes on industry night, but reaching for 10 minutes playable. If we are able to manage 20 minutes, we may need further implementation of additional play spaces, new, “dungeon,” type environments, etc.
12.5. Environment Time Cycles Originally, we planned for a day and night cycle, but looking at the scope of things we decided to stick with just one, because if we were to do day and night cycles, additional enemies and lighting would be required, and we would have to swap textures on some of our assets every
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time the lighting changed. It would be a lot of work, but if it seems feasible during production we may readdress this idea.
12.6. Combat: Special Spear Dust Cloud Originally, we were going to include a special area stun attack, but we want to focus on the core
first. If it seems feasible, we may incorporate this depending on time.
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13. APPENDICES
13.1. Language Appendix The language of the world in The Mask of Qi has been designed to specifically employ a
pictographic script where symbols represent concepts rather than sounds. In particular, the
symbols draw reference from hieroglyphics, cuneiform, kanji, and ancient Mayan logophones.
This script will be used to decorate different places and objects to provide additional visual
information and cues to the player to help guide them around the world or to provide additional
backstory. Below is a sampling of some of the symbols:
Figure 48: The Mask of Qi Written Script Examples
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13.2. Competitive Analysis Appendix
13.2.1. Legend of Zelda: Skyward Sword Similar Features: The Mask of Qi shares a few core aspects with the most recent Zelda title: Skyward Sword. Skyward Sword takes place in a unique fantasy world that Nintendo has had many years to develop and establish and many of the characters, locations and creatures found there are highly memorable and instantly recognizable by Zelda fans. On top of this, it has a flying mechanic that sets it apart from the rest of the series. What we do Different: The world of The Mask of Qi is distinct and is designed to separate itself from the typical medieval, Tolkien-based fantasy environments that currently saturate the genre. Though it may not be as established as the land of Hyrule and the many well-known locations within, it is unique and pushes further away from medieval fantasy setting which Zelda makes its home. The flying in Skyward Sword falls short as it is awkward to control and tends to drag on too long with little to do while in the air. It is also removed from the primary gameplay space, generally being used to move between the central hub of Skyloft and the dangerous earth below. In The Mask of Qi, the control scheme for gliding is much simpler and more intuitive than in Skyward Sword and matches up closer to typical navigation controls that most players are used to. Gliding is also used frequently to navigate the gameplay area itself rather than being used simply to transition between areas of core gameplay. This change is to create a happy blend of mechanics, and to prevent them from feeling disjointed like they are parts of entirely separate games.
13.2.2. Ico Similar Features: The Mask of Qi takes inspiration from several key assets of Ico, particularly the minimalist approach to narrative and UI, one of the points for which Ico was highly praised. Additionally, Ico featured a very simple control scheme that focused all aspects of game play onto the simplest and most basic of mechanics, which is one of the roots of our design philosophy for The Mask of Qi. Finally, the game world of Ico focuses highly on conveying points of the narrative as well as linking the level design, game play and narrative all together into a focused package. What we do different:
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The combat in The Mask of Qi is more dynamic, allowing the player to employ a higher level of mobility and strategy in game. Ico has good combat, but highly restricts the player’s movement by tethering them to an NPC and limiting the player’s tactical abilities to simply defending one position. Our world and mobility allows for more divergent play styles and multiple choices in strategy that gives players a stronger sense of involvement and helps support emergent game play. The Mask of Qi also features exploration as a more dominant point of game play over puzzle solving. Ico has strong elements of exploration; however the focus of these is to funnel the player into specific points to solve puzzles to further progress in the game. We focus more on using the exploration as an essential component of the narrative and game play; it doesn’t seek to block off the player with puzzles, it uses the player's actions as another narrative device in creating a unique experience on each play through. Finally, Ico utilizes a heavy amount of cinematics to convey the story, while we use the environment and contextual clues arranged at the start of each game to create a looser approach that allows the player more freedom in interpreting the narrative, as well as giving more room for re-playability in experiencing a different narrative each time.
13.3. Target Market Appendix
From a student project perspective, Team KRONK’s target market for The Mask of Qi is to
impress triple A game companies, which include, but are not limited to Bioware, Bethesda and
Electronic Arts.
From a retail perspective, if this game was to be marketed as a product, The Mask of Qi’s target
market would be geared towards an E10+ ERSB rating, for numerous reasons discussed below.
The Mask of Qi seeks to emulate an open world feel in its game play and world design. Similar
games tend to skew more towards older audiences, such as with Red Dead Redemption,
Skyrim, and Assassin's Creed. Each of these games features content highly inappropriate for
younger audiences. However, games such as Zelda: Skyward Sword and Ocarina of Time
show elements of open world gameplay that are geared towards the younger audiences we aim
to target. Both of the above Zelda titles prove that this kind of game is not only popular, but
financially viable. Children younger than 10 may not be able to fully appreciate the navigation
and openness of the world, but the vibrant colours and imaginative setting should appeal to
children of all ages.
Due to this combination of factors, The Mask of Qi would be ideal in reaching the primary target
of children ages 12-15, and due to its open world environment and unique approach to story, it
also appeals to young adults in their later teens.
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Due to the unique world and characters, The Mask of Qi's visuals will appeal to fans of films
such as Avatar, Mirrormask, and Coraline. These films are primarily aimed at our target market,
young teenagers and children over 10, which provide further support of our choice in target.
Employing a non-conventional narrative that allows the player to read into it as much as they
like provides a strong appeal to fans of critically acclaimed games such as Ico and Shadow of
the Colossus. These kinds of games appeal to our secondary market, older teens and young
adults, ages 18-21. People of this age range appreciate the kinds of visuals The Mask of Qi
provides, but also desire a stronger thematic and narrative in their games. The Mask of Qi
provides heavy narrative elements and a modular framework to provide an open ended story
that appeals to this slightly older demographic.
The Mask of Qi is also aimed at having a strong global appeal. Two factors support this
decision, first being Avatar's influence on the visual look of The Mask of Qi. Avatar was a huge
success internationally, not because of its story, but largely owing to its strong visuals and
amazing technology. Second, the success of games focusing on strong iconography and visual
cues over dialogue and text-heavy such as Ico and Angry Birds proves games such as The
Mask of Qi have a potential market.
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13.4. Game Interface – Menus Appendix
Figure 49: Frontend Flow Chart
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13.5. User Interface Appendix
Figure 50: HUD Wireframe Mock-Up
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13.6. Objects Appendix
Image Item Description
Mask Pieces These are placed on ‘mini-bosses’ the player must defeat before they can collect them.
The Spear This spear is found in the beginning of the game and is the primary weapon and platforming tool the player uses throughout the game. It has a cord the player uses to pull themselves back to their spear, or for retrieving when the spear has been thrown.
Healing Mushrooms
These special mushrooms are scattered around the world. When the player stands within the special particle effect surrounding them, the player’s health is fully restored.
Acorn Acorns are scattered around the world and when collected they give the player 2 points of health.
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Stoned Villagers
As a result of the miasma fog, the villagers of Masca have been frozen in stone. The villager statues are breakable by Qi’s spear.
Housewares Housewares are spread around the world and when broken, they release between 1 to 5 acorns at a time.
Table 18: Objects Table
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13.7. Story Appendix Qi is a young Masca who lives peacefully in their village. Qi is curious and adventurous, stemming from feelings of being an outsider because their mask is different from the other villagers. Qi craves excitement, and the cave outside the village draws them to it, despite the protests and opposition from the village elders. Qi sneaks out of the village to discover the secrets in the cave. While in the cave, Qi finds a strange idol in the cave, surrounded by some sort of shrine. Qi approaches and finds an unusual Spear thrust into a decrepit mask. Qi removes the spear and plays around with it as a black miasma creeps out from the broken mask that was pierced by the spear. Qi turns suddenly to watch the black miasma and the mask pieces tear out of the cave. Suddenly, the cave begins to collapse and a flash of light emerges from the spear. Qi opens their eyes to find themselves standing atop one of the totemic pillars outside their
village. The sky has been engulfed in the black miasma and the village seems deserted.
Swooping down from the pillar, Qi finds all the villagers are frozen in stone, as their masks have
been taken. Qi also finds a piece of the mask from the cave shrine, which has a strange glow.
When Qi picks it up, it begins to glow faintly in different directions. Qi knows they must find the
missing pieces to try to save their village.
With mask piece and spear in hand, Qi journeys around the forest surrounding their home.
They encounter bizarre, masked creatures around the forest that try to attack and kill Qi. Once
Qi collects the pieces, they return to their village and try to use the mask to reseal the miasma
with the spear, but instead of resealing the miasma, bring the mask back together coalesces the
miasma into one mass of surging ooze and masks. Qi must defeat the miasma, but to do so
must damage the masks of the villagers.
After a long battle, Qi finally finds the miasma’s mask, and is shocked that it is the same as its
own mask. Qi realizes the only thing they can do to save the village is to sacrifice themselves to
reseal the mask. After sealing the mask and dying, the villagers revive, and place the spear and
mask in a new shrine and the colour of the world changes to spring colours.
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13.8. Technical Specs Appendix
13.8.1. Overview
Team KRONK has chosen to develop The Mask of Qi with C# using Unity 3.4 Pro, which
features an excellent Rendering, Game Engine, and Lighting system, all of which are key
features of our game.
13.8.2. Game Engine Details
We choose Unity 3.4 Pro as our primary engine for its wide variety of plug-ins and scripts available in the Asset Store. In addition we will be taking advantage of “Real-time Shadows” and “Deferred Rendering” which are only available in the Pro version. We plan to release The Mask of Qi on Unity 3D’s Internet browser plug-in, which is available to Internet browsers such as Mozilla’s Firefox and Google’s Chrome. In addition, we plan to make The Mask of Qi available for download on Mac and Windows personal computers. We decided to release our game on web browsers and PC to take advantage of the higher memory and graphic processing available on personal computers. Mobile devices such as iPad and Android tablets are limited in processing power, and Unity Pro features such as “Real-time Shadows” and “Deferred Rendering” are not available to mobile devices. Furthermore, The Mask of Qi does not require touch screen capabilities, and character control within our game is operated with a mouse/keyboard combination or Xbox gamepad controller.
13.8.3. Physics & Collision Detection
Unity uses the NVIDIA PhysX next-gen Physics Engine and we will use the Unity library to simulate gravity and collision detection in the game. Static objects in the game environment will have rigid body collision applied to them to simulate collision with the player or enemies
13.8.4. Lighting & Rendering System
We use the deferred lighting and real-time shadow rendering features in Unity. We make use of the lighting library in Unity for lighting the world and environmental models.
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13.8.5. Terrain
Unity’s built in terrain system generates terrain and with the help of terrain specific scripts makes the terrain more natural by defining patterns such as mountains or hills. Terrains also are the containers for some of the flora in The Mask of Qi like grass textures,
plants, and tree meshes.
Terrains also control the wind settings for the environment because the flora reflects wind
movement.
13.8.6. Water
Plane meshes make up the water in The Mask of Qi with a specific water material that enables
ripple effects, reflection and refraction.
There are some waterfalls in The Mask of Qi that are composed of a particle effect that simulate
the appearance of waterfalls.
The main use of water in the game is for aesthetics and blocking, primarily as streams or small
rivers. The character cannot swim and an added damage script to the water reinforces the idea
that water is best to avoid.
13.8.7. Lighting Overview
The world of The Mask of Qi will begin in a dark, dimly lit environment. As the player collects mask pieces, the world progressively lights up.
13.8.7.1. Lighting Model Detail # Light progression
The Mask of Qi features a weather system that changes the main lights in The Mask of Qi; it’s fully configurable and can switch from day to night or sunny to stormy from scripting allowing modifications of the ambiance of situations in the game.
13.8.7.2. Lighting Model Detail #Glowing mushrooms
Glowing mushrooms are made by materials that emit light or can reflect light and change depending on the general lighting of the scene with scripted material changes.
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13.8.7.3. Lighting Model Detail: # Landmark items
For landmarks, The Mask of Qi makes players focus on certain areas by employing lighting effects and particles as well as angular forms to make landmarks standout from the environment and lead the player to interesting or main game play areas.
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14. References The following resources have been used for information and inspiration of The Mask of Qi.
14.1. Books ● The Arrival, Shaun Tan ● L’Incal, Alejandro Jodorowsky and Jean Giraud ● La Caste des Méta-Barons, Alejandro Jodorowsky and Juan Giménez ● The Melancholy Death of Oyster Boy, Tim Burton
14.2. Movies ● Avatar ● Coraline ● Dark Crystal ● Heavy Metal ● Labyrinth ● Mirrormask ● Spiderman
14.3. Websites ● Bird Boy, http://bird-boy.com/ ● Dorknob, http://dornob.com/natural-architecture-home-grown-artistic-tree-houses/ ● Premium Beats, http://www.premiumbeat.com/royalty_free_music/soundscapes-drones
14.4. Games ● Abe’s Odyssey & Abe’s Exoddus ● Batman Lego ● Darksiders ● Ginkgo (VFS Student Project) ● Harry Potter Lego ● Ico ● Just Cause 2 ● Prince of Persia ● Seas of Europa (VFS Student Project) ● Shadow of the Colossus ● Skyrim ● Zelda
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15. Contact Info Website: www.teamkronk.com Robert Forehand ([email protected]) Project Manager
● Scheduling ● Communication ● Narrative Design ● Concept Art ● Frontend Design
Kim Cuthbertson ([email protected]) Artist
● Concept Art ● 3D modelling ● Texturing ● Animation
Omar Chapa ([email protected])
Programmer
● AI Programming ● Environmental Level Design ● Prototyping
Kay Chan ([email protected]) Programmer
● Implementation ● Assistant Project Management ● Website management ● Audio