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(WIP) Facade Design Document
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Facade

Zelcon Games

For Windows, Mac & Linux

Facade is a first-person, futuristic, 3D, cross-platform (Win/Mac/Lin) open-source adventure game project, built using Unity.. Players will use nanotechnology to solve puzzles, unlock areas and progress through the game world. It's designed to be incredibly immersive, with little in-game UI, speculative loading and a compelling storyline.

Facade is about finding out what it truly means to be human.

Table of Contents

General Information

Game Description

Concept

Background Story

Objective(s)

Gameplay

Overview

Puzzle Mechanics

Possible Elements

Sound and Music

Sound Effects

Music

Other Aspects

Characters

Robots

N.E.T.I.S./D.X.R.A.

A.D.A.M.

N.E.M.E.S.I.(S?)

Nanobots

Humans

Dr. Aciano Xel

Other Humans

User Experience

Launch Sequence

Intro Logos

User Interface

Possible HUD Concept

Wireframe Mockups

Main Menu

Options - Sound Menu

Options - Controls Menu*

Controls

Graphics

General Information

Facade is about finding the true meaning of “being human.”

(journey of self-discovery)

“It takes a robot to truly realize what it means to be human...”

To-Do: Overview with more detail.

To-Do: Walk the reader through the main points of the gameplay, focusing on the most important aspects of Facade. (feature-set)

Game Description

Concept

As the sole subversive robot in a world of automatons, your goal is

to uncover the historical events leading up to the present situation.

Why?

To satisfy your innate sense of curiosity and wonder.

Through complex clues and subtle hints, the player gradually discovers

the reasons for humanity's disappearance, the robot factories and the

mysterious structures.

What does it truly mean to be human?

Background Story 

To-Do:  Describe tone, basic narrative, the "heart" of the story.

Linear Storyline

SEE STORY DOCUMENTS

Objective(s)

Find the reasons behind the humanity’s disappearance.

Discover what it truly means to be human.

What is the player's goal and why would they want to accomplish it?

The player wants to know and experience the full narrative, from start to finish.

Gameplay

Overview

Puzzle Mechanics

Player Actions (Player Interaction)

AI Behavior (Nanos)

Secondary Actions / Resultant Behavior

Walking

Crawl

Chain

Assimilation

Absorb

Stay

Return

Environmental / World Behavior

Mass/Energy

Gravity

Space

Time

Light

Gameplay mechanics and concepts from previous labs/areas may be used in the following areas, i.e., the teleportation exhibit, teleporting nanobots, manipulating objects’ size/volume, etc.

Non-crucial elements of the story could be discovered throughout the game, i.e., a training video made by Dr. Xel.

Possible Elements

To-Do: Describe game’s appearance, POV, and why gameplay will be fun

When the game begins, we see our hero appear in a scene.

To-Do: Describe the scene and what happens next. If nothing happens until the user does something, describe what the user's options are and what happens as a result of all possible actions. Keep in mind that most games to some extent are controlled by the user. The hero doesn't automatically do anything; the user, when playing the game optimally, might cause the hero to do such-and-such an act, which would cause the computer-controlled enemy to do this, and the user's options are to do X and Y...

To-Do: Describe the A.I. of the computerized opponent(s). Write a "walkthrough" of the game to further enhance the ability to visualize the game.

To-Do: Describe Chapters (basic interactive structure)

Sound and Music

Sound Effects

Sound effects will be used extensively throughout the game.

Every action in the game will  be accompanied by a sound, and the sounds will be prioritized so that the important sounds don't get "stepped on" by less important sounds.

Digitized and/or sampled sound effects would be used.

Music

Music will be published here.

Music will be used to create atmosphere/mood throughout the game.  It may also be used to increase suspense while the player completes puzzles.

The game’s musical style is a blend of Trance/Ambient Electronica/Industrial genres.

It will sound reminiscent of the “Portal” soundtrack, Mirror’s Edge, and perhaps the “Tron: Legacy” soundtrack.

Detailed sound, voice, tech and music lists will be separate (not part of this document).

Other Aspects

Characters

Renders/sketches will be included of what the characters will look like.

Robots

D.X.R.A./N.E.T.I.S.

(image needed)

(Neural Emulation of Temporal InteractionS)

A.D.A.M.

(Automated Decision Analysis Matrix)

N.E.M.E.S.I.(S?)

(Neural Emulation of Malicious Entropic System Interaction)

Nanobots

Humans

Dr. Aciano Xel

To-Do: Describe personalities and capabilities, and how they act in-game.

Other Humans

Humans are completely extinct. (?)

To-Do: Game World -- Describe the scenes in which the action takes place.

Reorganize this design document primarily by location, showing all characters and objects there, and indicating what events occur there. Locations in-game may be visited in different orders, list them in either the optimum order or in the order one might visit them if traveling in the simplest path.

BRAINSTORMING

AREA - MOVED

User Experience

Launch Sequence

Intro Logos

Zelcon Games’ logo, with the text “Zelcon Games” in Serpentine Bold, with this transition:

http://www.youtube.com/watch?v=yGN_T8RNWwI

(as of 00:20)

“facade” in Abode font with this transition:

http://www.youtube.com/watch?v=_tnwToqWhoU&NR=1

User Interface

Possible HUD Concept

http://gajitz.com/tie-one-on-high-tech-bracelet-is-a-personal-life-manager/

(holographic UI)

Wireframe Mockups

Main Menu

Options - Sound Menu

Options - Controls Menu

Controls

Supported peripherals (for full interaction):

Considered peripherals (for full interaction):

To-Do: Describe all menus in detail, and chart out the "shell" structure.

To-Do: Detail on-screen messages in this document, or describe them in general terms.

Graphics

 

To-Do: Include sketches of some game scenes to aid in the visualization of the game. Show a typical scene and give some indication of what we're looking at.

To-Do: Show the on-screen UI and include callouts so the reader knows what's what.

Detailed art/asset lists are separate (not part of this document).