+ All Categories
Home > Documents > Game Design Document - projects.myvfs.com€¦ · This was the first version compiled of the design...

Game Design Document - projects.myvfs.com€¦ · This was the first version compiled of the design...

Date post: 07-Jun-2018
Category:
Upload: ngohuong
View: 215 times
Download: 1 times
Share this document with a friend
79
Copyright © 2012 Team KRONK All rights reserved. Confidential The Mask of Qi Page 1 of 79 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
Transcript

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 1 of 79

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

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 2 of 79

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

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 3 of 79

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

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 4 of 79

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

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 5 of 79

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

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 6 of 79

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

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 7 of 79

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

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 8 of 79

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

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 9 of 79

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.

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 10 of 79

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

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 11 of 79

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.

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 12 of 79

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

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 13 of 79

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

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 14 of 79

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

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 15 of 79

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

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 16 of 79

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.

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 17 of 79

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

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 18 of 79

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

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 19 of 79

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

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 20 of 79

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

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 21 of 79

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

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 22 of 79

Figure 13 Figure of a Vertical Jump Height Over Time

Figure 14: Jumping Distance Range

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 23 of 79

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

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 24 of 79

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.

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 25 of 79

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.

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 26 of 79

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

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 27 of 79

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

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 28 of 79

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

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 29 of 79

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.

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 30 of 79

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.

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 31 of 79

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

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 32 of 79

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:

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 33 of 79

Figure 19: Enemy Types 1 (Small and Large) Behaviour Range Diagram

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 34 of 79

Figure 20: Enemy Type 2 Behaviour Range Diagram

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 35 of 79

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.

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 36 of 79

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

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 37 of 79

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

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 38 of 79

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

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 39 of 79

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.

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 40 of 79

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.

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 41 of 79

Figure 27: Abandoned Village Map

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 42 of 79

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.

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 43 of 79

Figure 29: Gliding Challenge Map

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 44 of 79

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.

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 45 of 79

Figure 31: Navigation Challenge Map

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 46 of 79

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.

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 47 of 79

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:

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 48 of 79

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.

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 49 of 79

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

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 50 of 79

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

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 51 of 79

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.

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 52 of 79

8.2. The World Layout

8.2.1. Overview

Figure 37: World Overview Map

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 53 of 79

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

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 54 of 79

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:

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 55 of 79

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.

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 56 of 79

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.

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 57 of 79

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

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 58 of 79

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.

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 59 of 79

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.

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 60 of 79

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

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 61 of 79

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

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 62 of 79

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

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 63 of 79

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.

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 64 of 79

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

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 65 of 79

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.

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 66 of 79

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

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 67 of 79

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:

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 68 of 79

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.

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 69 of 79

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.

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 70 of 79

13.4. Game Interface – Menus Appendix

Figure 49: Frontend Flow Chart

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 71 of 79

13.5. User Interface Appendix

Figure 50: HUD Wireframe Mock-Up

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 72 of 79

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.

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 73 of 79

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

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 74 of 79

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.

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 75 of 79

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.

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 76 of 79

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.

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 77 of 79

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.

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 78 of 79

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

Copyright © 2012 Team KRONK All rights reserved.

Confidential The Mask of Qi Page 79 of 79

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


Recommended