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A frozen lake meets volcanic lava

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5 comments, last by E M 14 years, 5 months ago
Hello everyone Here you are a sample of my work. You can find it also in my Blog: http://emadmichael.wordpress.com/ Kindly keep into consideration that I haven't posted the complete script, but only an overview of the game. Wishing you a great time of reading Queen of the amazons Design Document by Emad Michael Game Type Genre Action-adventure game Game Perspectives Third-Person Perspective Platform 3d platform Program Type Full-screen application Rendering Isometric The scale of the main character varies from 1:8 to 1:4 Target Audience Experienced gamers 18 to 45 years old What Makes This Game Special? The eternal fight between good and evil drama. The Greek mythology embraces the werewolf myth in a fantastic way. Fiction meets reality as the queen of amazons meets ordinary man. The primitive weapons and the wild animals fight techniques are extremely violent. The romance of the man who loves the savage queen is very emotional. The change in the queen’s heart is the challenge. Self-expression as you chooses to play as the bad guy or the good guy, in other words you play as both human natures. Meditation as the player experiences the birth of the savage dark side of the queen in her warrior’s tests, and after that he gets into her mind fighting her unconscious mind in her changing in heart trip, and notices the difference. Game Description An Amazonian violent queen takes a peaceful man as her hostage, and in the moment she executes him, the barbarians try to kill her, the man saves her then and again he saves her after transforming into a werewolf, moreover they fight the barbarians together to meet their end. What is this game about in one sentence? This game is about the conflict between love and hatred, between peace and war, and between forgiveness and revenge. Plot line of the producers An ordinary man in a werewolf state fights the barbarians along with the queen of the amazons. Plot line of the players The hatred inside the heart of the queen of the amazons meets the love in the heart of an ordinary man, and after the hatred is gone they fight the barbarians together to win their freedom after her quitting and his transformation into a werewolf. Game play Character Development By winning style points the ability of bare hands fighting and using weapons increase Combat There are multiple fighting styles. Close combat style, free style, arrows throwing from above the trees’ branches style, and catching enemies from holes in the ground style. Outside of combat You can walk or run on the ground, walk or run or jump on the branches, crawl in the underground holes, and fly in the meditation mode. In the defense mode you can command the warriors from the map, or hover through the battle arena instructing the warriors yourself in the meditation mode. Game Options Controls Audio Display Graphics Over view The game begins with a cut scene showing Hippolyta the beautiful queen of the amazons exterminates a battalion of barbarians using her bow, arrows, chains, spear, and her sword. In chapter 1, you’ll find your self in the very beginning of chapter 1 in the middle of a savage war between your warriors and the barbarians. Hippolyta must master both her warrior skills and her leader responsibilities. First, she practices her movement and exploring skills from running on the ground, jumping over trees’ branches, climbing the hills, to crawling through the ground’s holes. After mastering the navigation skills in the free style you’ll be able to use the map to escape your enemies and not to involve in a fight. Secondly, you’ll learn to use the earth worm style to kill your enemies by chaining them and dragging them into the under ground, while navigating a new map demonstrating paths of the holes. Then using the sky monkey style and moving over the branches you’ll aim your arrows from the top of the trees to the barbarians taking into consideration that the first arrow reveals your position, wind gravity, and rain can easily affect your aiming, and you can use the first arrow to know your aiming mistakes caused by these factors, and have your target killed within the second arrow. Then you’ll master the close contact style with a barbarian having the whole world blurred, experiencing massive strike and defense mechanisms. After that using the free style you’ll be told to kill a barbarian with any weapon you like on the ground. After that you’ll be instructed to help a needy warrior of yours using the free style by killing her opponent using any skill you desire. At the end of your warrior skills, using all the above skills you’ll be instructed to eliminate 100 barbarians by any means you wish. After mastering the warrior techniques, you’ll be told to apply your leadership commands over your army. After climbing hills, diving into the water, suffering a dangerous fight with the water beasts, and running through the forest you’ll find the highest hill in the island. Using meditation your transparent soul will be able to fly to your warriors to instruct them how to win. You’ll hover on the ground, under ground and the trees’ branches, and if you prove to be a wise leader you’ll win the war. In chapter 2 you’ll control a simple weak ordinary male named Mike, who gets in a boat. First you’ll be the captain sailing through a blowing storm. When the pirates attack, you’ll be the communication man sending a help message. Then you’ll control the police cannon. After succeeding in destroying the pirates’ boat you’ll regain access to control the rescue team leader, and will be instructed to lower the rescue boat. Then you’ll lead the rescue boat through storms, thunders and vortexes. Suddenly a fast big ship smashes your small boat and you’ll find your self struggling from drowning. A cut scene will begin demonstrating the major events in Mike’s life. The cut scene ends and again you’ll be instructed to help Mike not to sink, and in the end of chapter 2 Mike’ll faint. In chapter 3 you’ll continue controlling Hippolyta, as she commands her women warriors gathering their treasure, eating enemy’s flesh to enhance sword ability, eating enemy’s eyes to evolve arrow aiming, eating enemy’s hearts to increase the health, eating enemy’s fists to raise chains power, and drinking enemy’s blood fasten your motion. Then in your way to your palace you’ll meet Mike, and have the choice of leaving him, killing him, or saving him. Eventually Hippolyta the warrior queen saves Mike the peaceful man. Hippolyta acts wildly carelessly threatening Mike of torturing him, while Mike acts lovingly peacefully. After arranging putting him in prison by your warriors, you’ll go on complete your way. Seeing a helmet in the forest will recall to your memory one of the tests you went through, a close contact combat in the wide arena. Watching a lion in the wild will recall to your mind the confrontation of hundreds of wild animals with a small knife in your hand. The only way to survive this test was to hide inside of a dead cow after taking it bowels out of her dead rotten body. Noticing a bow placed carelessly on the ground will get you back to the test of standing over an extremely high peak with a bow and 2 arrows with one chance to aim at a thin rope to open the bridge to escape your wall air prison. After succeeding in your aiming and crossing the half way to your way out the bridge will fall with a decision to make, after making the right decision you’ll have to face ten armored armed barbarians with your bare hands. Seeing bloody blood drops dropping from a tree branch will remind you of the test of standing alone in a deep dark hole and facing a huge number of wild hungry animals thrown in your pit. You’ll learn to eat fresh flesh meat in this savage test. Finally a dead body of one of your warriors will recall your last test of killing your best friend defeating your friendship, love, and tenderness meters, in front of your hatred meter. After going through all of your tests, bare hands and counter attacks, patience and hiding techniques, precise aiming and zooming techniques, savageness and violence, and hatred and emotionless tests, you’ll reach your palace and wear the crown, remembering your crowning ceremony as the queen of the amazons. In the beginning of chapter 4 a cut scene showing the queen interrogating Mike is displayed. She threatened him violently to have him as an evening dessert and to have his head the last piece. She explains the amazons’ life style and their history to him. The cut scene is interrupted by the entrance of the army leader. You’ll play now the defensive mode, standing in front of a big map occupying the whole screen, showing the whole island. Now you’ll need to put all of your warriors in different spots setting up your field for the battle. You can put the arrow warrior with her long aiming arc, the spear hole warrior with her spear facing short arc of sight, the sword warrior with her normal fighting arc of sight, and the chain warrior and her average aiming arc. If all of your warriors died you’ll have to finish your enemies’ army your self. In chapter 5 you’ll control Mike who seems disturbed, drunken and blurred vision male during his walk to the queen and his conversation to the queen as they quarreled about the meaning of life. “Power is forgiveness, is to give with no expecting of taking, and to love the other when he hates you. Weakness is trading hatred with the one who hated you, giving in to the pit of revenge to move you from your animal instinct in food, sex, and killing. It is so easy to kill and to be angry, but forgiving, controlling your temper, healing the wounded, and treating the ill are the hard activities.” In the end of their conversation she ordered the death sentence of him, making hatred winning in front of love. Before executing the death sentence the barbarians break into the palace. After a wild fight and a small conversation the queen loses her conscious, and then you’ll have the choice of tricking the barbarians to spare her life and to take her as a hostage, and when you do you’ll save the queen with your limited abilities. You’ll track the falling grains on the ground to her location, sneak around the barbarians using your hiding techniques to take their weapons, make glue from the trees, and cut the queen free from her chains with your axe. A cut scene will begin showing Hippolyta riding a horse with Mike behind her back. Then she realizes that love was his motive of saving her, and comes to conclusion that love is the strongest feeling ever, and finally love finds its way to her heart. When the cut scene ends you’ll find your self controlling Hippolyta in her mind battle against amazons traditions, words of the her wise old lady, her unconscious mind, her inner being history, and her life memories. In your dream land walking in different environments hearing the voice of the wise old lady and speaking to her, and fighting your self till you meet the wise old lady and choose love. In the end of your dream land playing scene, a cut scene will begin showing Hippolyta opening her eyes and saying to Mike that she’ll run away with him, and in the middle of this romantic moment the barbarian suddenly attack and capture the queen again. Hippolyta punches Mike out of their way for his escaping sake and begs him to die by a wolf. Chapter 6 begins with Mike trying to commit suicide, dying by a wolf. You’ll be surprised when Mike turns into a werewolf, then you’ll have to assume control over the animals by killing the biggest beast in the jungle. After finding the beast you will have to fight it on the branches, in the holes and on the ground till you kill him. Then you’ll prove your leadership by killing 100 different animals. You are now can command your animals’ army to attack the barbarian army. The final confrontation will be between you and the barbarian leader, and then you will have the queen over your back and run on your four legs to her palace. Hippolyta and Mike decide to have your last fight together her army and his against the barbarians to vanquish them all. In the beginning of chapter 7 Mike and Hippolyta will cooperate together in the defensive mode to conquer the barbarians. You can win that battle if you set up your forces to have the barbarians between the animals’ army from one side and the water from the other side with your arrow warriors over the hill. Any other technique will lead to failure and will cause the scenario of Mike and Hippolyta go fight with his claws and her hands. You’ll choose which one you’ll play with and the other one not selected will help you. After this wonderful fight the queen will retire from her position, and leaves with Mike. In their way she sees 10 ships approaching, and Mike suggests to stay and fight. And again you have the choice to play either Mike or Hippolyta and survive the first wave of three ships, the second wave of three ships, and the last wave of four ships. When you die playing as Mike you will be switched to play as Hippolyta. Before you die you should use one of your three leaves over Mike’s wounds to regain his life back. After the death of Hippolyta you should penetrate one of your three magical claws in her stomach. You’ll fail if you waste the eighth trial you have, 2 lives, in addition to 3 Hippolyta leaves, and 3 Mike claws. In the end of the game Hippolyta thinks of gathering the ten ships, and start their movement, and let them take the island away by pushing its land after noticing that the land is loose. In the middle of their sailing, a hidden force sucked them into a certain point. Every thing glows, and then surprisingly every thing returns to its ordinary state. And a flying dinosaur makes his way up of their head, and a swimming one jumped of the water and back to the its depth… Its Bermuda triangle… The end of the beginning
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Hi, you were asking for replies in another thread. I clicked on this thread hoping that it is a short post. But it is longer than I have time to read it so I did not read it and did not reply. I came upon this quote today:

"Before you speak, ask yourself, is it kind, is it true, does it improve on the silence?" Sai Baba

I didn't read it so I thought my reply is useless.
Hi wai, thanks for your reply. It is such a wonderful quote. We all should wear that filter on our mouths and pens. I got your idea. You are absolutely right. I hope that you have enough time to read this long thread.
Comments on Game Type

I think in your description of the game type, you could include these:

o Whether the game is single player or multiplayer
o Whether the game story is fixed, or not fixed
o The expected play time to finish the story
o The expected play time for each sitting
o Game modes or activities

By game mode/activities, I meant what the player will actually do during the game.
Will the player shop for stuff? Will the player be looting or solving puzzles?

The word Platform usually refer to whether your game will run on a computer or on a console or handheld device, so you could combine that with Program Type. Your decription of Rendering could be rephrased as something like "Environment."

For example, in the first part (Game Type), you were describing two gameplay environments.

1) Isometric 1:4
I assume that this is the part where the player commands the characters to move about on the map (similar to Diablo)

2) 1:8
I don't know whether this is still isometric. But this could be the environment where the player commands the characters to fight (similar to Street Fighter). You could also mean that cutscenes or dialog scenes are rendered in 1:8 proportion.

Actually I don't know what you meant by 1:4 and 1:8. Are you referring to the size of the head compared to the size of the character?

How do you determine the upper limits of the age group (age 45)? Instead of listing the age range, you could also consider listing interactions that the player needs to appreciate. For example, you could write it like as follow and combine the contents with your "What makes this game special" section:

o Players that appreciate violence
o Players that appreciate drama based on an eternal fight between good and evil
o . . .

The reason is that what you consider to be special may not be agreeable to the person reading the design. The reviewer does not need to know whether you think your features are special, but whether there your design as a target audience.

Some of your descriptions are too specific. You mentioned a role that is not explained.

Original: The change in the queen's heart is the challenge.

What it should be: The challenge of the game is to change a character that is a _____ to a ________ by __________ .

Because you listed it as a challenge, it almost identify your game to have an interactive story component. However you could still be implementing a fixed story, where the "solution" to change the Queen is given, and the "challenge" is to execute the change instead of deciding on how to change.

Some adjactives have no meaning to the reader:

The Greek mythology embraces the werewolf myth in a fantastic way.
The romance of the man who loves the savage queen is very emotional.

Thanks a lot for these useful comments.
I meant by 1:4: 1 is the size of the character and 4 is the size of the screen.
The Game Perspectives vary from the free style (Third-Person Perspective), to the close combat style (like Tekken), to the sky monkey style (jumping over the trees' branches), to the earth worm style (crawling under the ground), to the meditation style (hovering your spirit all around the area), to the defense style (ordering your army to engage)
The story is fixed, and the ending is only one, however your challenge is choosing the way to get there. The player should choose his own style and sometimes his own character. It's all about fun.
I need you to be more specific concerning the adjectives that have no meaning. For my own good advice me to enhance my way of writing. I am a published novelist in my country, and I may have mistranslated my thoughts and feelings. If the sentence can't be understood, it will surely wrong the meaning.
Thanks again for your extremely valuable recommendations
I think in a design document, you should use as few adjective as possble unless you have defined a scale or a reference of comparison.

For example, instead of describing the game as "extremely violent," you could describe what actions or effects are displayed on the screen.

The purpose is that if you hand the design document to someone, they would not need to assume what is or is not shown on the screen.

What do you consider to be "extremely violent?"

o Cutting someone's head off
o Tearing someone's head off
o Tearing someone's head off over a duration
o Tearing someone's head off over a duration with haptic feedback
o . . .

You could have a scale somewhere in your document that you could reference to it. You could also use comparison. For example you could say Mortal Kombat has level 2 violence on a scale of 1 to 5, 5 being the extreme, and your game is level 5. But you see this doesn't delineate violence as clearly.

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What effect do you want to achieve the most in your story?

[Edited by - Wai on January 27, 2010 8:54:53 PM]
There are 14669 words besides this over view. In which I've mentioned every little detail about the game. I made this overview as short as possible in order not to bore the reader and to excite the developer to read the complete game design document.
Many thanks for your clarification.
My first intention was to let the player experience the challenge of the happening change in the queen's heart.
I want the player to be surrounded by good and evil, to experience the good status and the evil status and to complete the intentional lacking in the queen character by choosing in his mind whether his intention is good (defending his society) or bad (killing wildly to sustain revenge).
The second intention was to show the outstanding ability of the healing love and what unconditional love can do
The player should feel these 2 previous intentions through his unconscious mind.
But the very obvious intention I wanted to achieve was to make the game fun. The player can choose his favorite fighting style to conquer armies.

This topic is closed to new replies.

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