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Helsung Game Design Document

Shawn McHenry

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Table of Contents1. Title Page  

1.1. Game Name1.2. Version Number,

author, date 2. Table of Contents 3. Section I - Game Overview

3.1. Game Concept 3.2. Feature Set 3.3. Genre 3.4. Target Audience /

Competitor Analysis3.5. Game Flow Summary 3.6. Look and Feel 3.7. Project Scope

3.7.1. Number of locations

3.7.2. Number of levels 3.7.3. Number of NPC’s 3.7.4. Number of weapons 3.7.5. Number of armor3.7.6. Number of enemies3.7.7. Number of

collectables 4. Section II - Gameplay and  Mechanics

4.1. Gameplay 4.1.1. Game Progression 4.1.2. Mission/challenge

Structure 4.1.3. Puzzle Structure 4.1.4. Objectives 4.1.5. Play Flow4.1.6. Gameplay Narrative

4.2. Mechanics 4.2.1. Physics 4.2.2. Movement

4.2.2.1. General Movement

4.2.2.2. Other Movement

4.2.3. Objects 4.2.3.1. Picking Up

Objects 4.2.3.2. Moving

Objects

4.2.4. Actions 4.2.4.1. Switches and

Levers 4.2.4.2. Talking 4.2.4.3. Reading

4.2.5. Combat 4.2.6. Economy / Gold &

Souls

4.2.7. Screen Flow Charts4.2.8. Screen Descriptions4.2.9. Death4.2.10. Insanity Meter4.2.11. Quests4.2.12. Choices4.2.13. Leveling Up4.2.14. Exploration4.2.15. Weapon Upgrades4.2.16. Armor Upgrades4.2.17. Home Base4.2.18. Switching Weapons4.2.19. Item Management4.2.20. Health Bar4.2.21. Weapons

4.2.21.1. Swords4.2.21.2. Axes4.2.21.3. Hammers4.2.21.4. Bows4.2.21.5. Shields4.2.21.6. Thrown

Weapons4.2.21.7. Pistols4.2.21.8. Shotguns4.2.21.9. Rifles4.2.21.10. Polearms4.2.21.11. Whips4.2.21.12. Fists4.2.21.13. Scythes

4.2.22. Armor4.2.23. Enemies

4.2.23.1. Vampires4.2.23.2. Werewolves4.2.23.3. Zombies4.2.23.4. Skeletons

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4.2.23.5. Demons4.2.23.6. Witches4.2.23.7. Goblins4.2.23.8. Spiders4.2.23.9. Mummies4.2.23.10. Ghosts

4.2.24. Enemies Etc.4.2.25. Original Enemies4.2.26. Bosses

4.2.26.1. Main Menu Screen

4.2.26.2. Options Screen 4.2.26.3. Etc.

4.3. Game Options 4.4. Replaying and Saving 4.5. Loading the Game4.6. Cheats and Easter Eggs

5. Section III – Story, Setting and Character  5.1. Story and Narrative

5.1.1. Back story 5.1.2. Plot Elements 5.1.3. Game Progression 5.1.4. Cut Scenes

5.2. Game World 5.2.1. General look and

feel of the World

5.2.2. Transylvania 5.2.2.1. General

Description 5.2.2.2. Physical

Characteristics 5.2.2.3. Levels that use

area Connections to other areas

5.2.2.4. Synopsis 5.2.2.5. Introductory

Material 5.2.2.6. Objectives 5.2.2.7. Physical

Description 5.2.2.8. Map 5.2.2.9. Critical Path 5.2.2.10. Encounters

5.2.2.11. Level Walkthrough

5.2.2.12. Closing Material

5.2.3. Castle5.2.3.1. General

Description 5.2.3.2. Physical

Characteristics 5.2.3.3. Levels that use

area Connections to other areas

5.2.3.4. Synopsis 5.2.3.5. Introductory

Material 5.2.3.6. Objectives 5.2.3.7. Physical

Description 5.2.3.8. Map 5.2.3.9. Critical Path 5.2.3.10. Encounters 5.2.3.11. Level

Walkthrough 5.2.3.12. Closing

Material

5.2.4. City5.2.4.1. General

Description 5.2.4.2. Physical

Characteristics 5.2.4.3. Levels that use

area Connections to other areas

5.2.4.4. Synopsis 5.2.4.5. Introductory

Material 5.2.4.6. Objectives 5.2.4.7. Physical

Description 5.2.4.8. Map 5.2.4.9. Critical Path 5.2.4.10. Encounters

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5.2.4.11. Level Walkthrough

5.2.4.12. Closing Material

5.2.5. Towns5.2.5.1. General

Description 5.2.5.2. Physical

Characteristics 5.2.5.3. Levels that use

area Connections to other areas

5.2.5.4. Synopsis 5.2.5.5. Introductory

Material 5.2.5.6. Objectives 5.2.5.7. Physical

Description 5.2.5.8. Map 5.2.5.9. Critical Path 5.2.5.10. Encounters 5.2.5.11. Level

Walkthrough 5.2.5.12. Closing

Material

5.2.6. Forest5.2.6.1. General

Description 5.2.6.2. Physical

Characteristics 5.2.6.3. Levels that use

area Connections to other areas

5.2.6.4. Synopsis 5.2.6.5. Introductory

Material 5.2.6.6. Objectives 5.2.6.7. Physical

Description 5.2.6.8. Map 5.2.6.9. Critical Path 5.2.6.10. Encounters

5.2.6.11. Level Walkthrough

5.2.6.12. Closing Material

5.2.7. Swamp5.2.7.1. General

Description 5.2.7.2. Physical

Characteristics 5.2.7.3. Levels that use

area Connections to other areas

5.2.7.4. Synopsis 5.2.7.5. Introductory

Material 5.2.7.6. Objectives 5.2.7.7. Physical

Description 5.2.7.8. Map 5.2.7.9. Critical Path 5.2.7.10. Encounters 5.2.7.11. Level

Walkthrough 5.2.7.12. Closing

Material

5.2.8. Mountainous5.2.8.1. General

Description 5.2.8.2. Physical

Characteristics 5.2.8.3. Levels that use

area Connections to other areas

5.2.8.4. Synopsis 5.2.8.5. Introductory

Material 5.2.8.6. Objectives 5.2.8.7. Physical

Description 5.2.8.8. Map 5.2.8.9. Critical Path 5.2.8.10. Encounters

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5.2.8.11. Level Walkthrough

5.2.8.12. Closing Material

5.2.9. Field5.2.9.1. General

Description 5.2.9.2. Physical

Characteristics 5.2.9.3. Levels that use

area Connections to other areas

5.2.9.4. Synopsis 5.2.9.5. Introductory

Material 5.2.9.6. Objectives 5.2.9.7. Physical

Description 5.2.9.8. Map 5.2.9.9. Critical Path 5.2.9.10. Encounters 5.2.9.11. Level

Walkthrough 5.2.9.12. Closing

Material

5.2.10. The Underworld5.2.10.1. General

Description 5.2.10.2. Physical

Characteristics 5.2.10.3. Levels that use

area Connections to other areas

5.2.10.4. Synopsis 5.2.10.5. Introductory

Material 5.2.10.6. Objectives 5.2.10.7. Physical

Description 5.2.10.8. Map 5.2.10.9. Critical Path 5.2.10.10. Encounters

5.2.10.11. Level Walkthrough

5.2.10.12. Closing Material

5.2.11. Nightmares5.2.11.1. General

Description 5.2.11.2. Physical

Characteristics 5.2.11.3. Levels that use

area Connections to other areas

5.2.11.4. Synopsis 5.2.11.5. Introductory

Material 5.2.11.6. Objectives /

Level Walkthrough

5.2.11.7. Physical Description

5.2.11.8. Map 5.2.11.9. Critical Path 5.2.11.10. Encounters

5.2.12. Graveyard / Necropolis

5.2.12.1. General Description

5.2.12.2. Physical Characteristics

5.2.12.3. Levels that use area Connections to other areas

5.2.12.4. Synopsis 5.2.12.5. Introductory

Material 5.2.12.6. Objectives 5.2.12.7. Physical

Description 5.2.12.8. Map 5.2.12.9. Critical Path 5.2.12.10. Encounters

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5.2.12.11. Level Walkthrough

5.2.12.12. Closing Material

5.3. Characters 5.3.1. Van Helsing

5.3.1.1. Back story 5.3.1.2. Personality 5.3.1.3. Look

5.3.1.3.1. Physical characteristics

5.3.1.3.2. Animations

5.3.1.4. Special Abilities

5.3.1.5. Relevance to game story

5.3.1.6. Relationship to other characters

5.3.1.7. Statistics 5.3.2. Van Helsing’s

Family5.3.2.1. Back story 5.3.2.2. Personality 5.3.2.3. Look

5.3.2.3.1. Physical characteristics

5.3.2.3.2. Animations

5.3.2.4. Special Abilities

5.3.2.5. Relevance to game story

5.3.2.6. Relationship to other characters

5.3.2.7. Statistics 5.3.3. Frankenstein

5.3.3.1. Back story 5.3.3.2. Personality 5.3.3.3. Look

5.3.3.3.1. Physical characteristics

5.3.3.3.2. Animations

5.3.3.4. Special Abilities

5.3.3.5. Relevance to game story

5.3.3.6. Relationship to other characters

5.3.4. The invisible Man5.3.4.1. Back story 5.3.4.2. Personality 5.3.4.3. Look

5.3.4.3.1. Physical characteristics

5.3.4.3.2. Animations

5.3.4.4. Special Abilities

5.3.4.5. Relevance to game story

5.3.4.6. Relationship to other characters

5.3.5. Death5.3.5.1. Back story 5.3.5.2. Personality 5.3.5.3. Look

5.3.5.3.1. Physical characteristics

5.3.5.3.2. Animations

5.3.5.4. Special Abilities

5.3.5.5. Relevance to game story

5.3.5.6. Relationship to other characters

5.3.6. Dracula 5.3.6.1. Back story

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5.3.6.2. Personality

5.3.6.3. Look

5.3.6.3.1. Physical characteristics

5.3.6.3.2. Animations

5.3.6.4. Special Abilities

5.3.6.5. Relevance to game story

5.3.6.6. Relationship to other characters

6. Section V - Interface 6.1. Visual System

6.1.1. HUD 6.1.2. Menus 6.1.3. Rendering System 6.1.4. Camera 6.1.5. Lighting Models

6.2. Audio 6.3. Music 6.4. Sound Effects 6.5. Help System

7. Section VI - Artificial Intelligence 7.1. Opponent AI 7.2. Enemy AI 7.3. Non-combat Characters 7.4. Friendly Characters 7.5. Support AI

7.5.1. Player and Collision Detection

7.5.2. Pathfinding 8. Section VII – Technical

8.1. Target Hardware 8.2. Control System8.3. Development hardware

and software 8.4. Development

procedures and standards

9. Section VIII – Game Art 9.1. Concept Art 9.2. Characters 9.3. Environments

9.4. Equipment 9.5. Cut scenes

10. Appendices 10.1. Assets

10.1.1. Art 10.1.2. Model and Textures 10.1.3. Animation 10.1.4. Interface Art 10.1.5. Environmental

Sounds 10.1.6. Weapon Sounds 10.1.7. Interface Sounds 10.1.8. Music 10.1.9. Ambient 10.1.10. Voice

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3. Section I - Game Overview 3.1. Game Concept

Helsung, is a 3rd person, action adventure horror game, which places you in the role of the legendary vampire hunter, Van Helsing. 3.2. Feature Set

o Defeat Death itself and destroy the book of the dead.o Upgrade Helsing to the best of his abilityo Explore the eerie environments and collect items and upgradeso Slay hundreds of monsters and reap the rewards they dropo Genuinely scary sequences (not many jump scares)o Death results in Van Helsing’s insanityo Multiple bonus endings o Boss fights and decision making revolved around the bosso NPC interaction, gaining recognition and completing questso Embark on Main, secondary, and side quests along with tasks and jobs.

3.3. Genre

The game is a 3rd person action adventure horror game, with an emphasis on horror. The game will feature semi-realistic combat, exploration of large open areas, and a story centered on Van Helsing and other legendary horror icons. *The game will release on PS4, Xbox One, and PC. *Subject to change.

3.4. Target Audience / Competitor Analysis

The target audience will be adults ages 18 & up and fans of horror, both in movies and games. The game will contain blood, gore, and dark overtones. The combat will be faster paced than Dark Souls, but slower paced than God of War. The pace will be similar to Shadow of Mordor. Any puzzles in the environment will be completely optional, unlike God of War. The game will have RPG elements, but it won’t be as in depth as Dark Souls. Music is inspired by games like Dark Souls, Medievil, and Batman Arkham Asylum.

3.5. Game Flow Summary

The player will move through the environments constantly on the lookout for enemies, collectables, and NPC’s. As the player moves through the detailed environments they will discover secret paths and rooms. The player will find gold, souls, and other items used to

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purchase upgrades and cosmetic changes. Fighting enemies will require an assortment of different weapons and depending on a players play style and enemy type, certain weapons will be better against certain enemies. While exploring a player may come across a new quest or boss, choosing how to deal with these is up to the player. The players home base will be randomly attacked a random number of times during the game. It can happen at any time, except during cutscenes and story sequences. The player will be notified when this happens and can deal with it by fast traveling to their base. The base will house the player’s banked gold and souls which can be stolen if the situation is not dealt with. The player will progress through the game by completing quests and upgrading their equipment, while exploring each area in the game and defeating its many bosses.

3.6. Look and Feel

The game will have a dark and gritty feel. The player should feel like they are Van Helsing and that they are learning how to deal with the new monsters that both the player and Helsing will face off against. Collecting upgrades, defeating new enemies and bosses, and discovering new areas of the map should feel like a gradual progression.

3.7. Project Scope

3.7.1. Number of locations

There is a total of five areas. The larger sandbox that contains most of the game is Transylvania, which contains five connecting sections within its borders. Transylvania itself rests in the middle of the game world and takes up most of the space. The surrounding areas include: Forest, Swamp, Mountain, Field, and Graveyard / Necropolis. Within each area, holds a variety of castles and towns, along with one large city. The Underworld is Death’s domain and is no place for a human. The player will visit this area three times throughout the game and will be sent only through story sequences, as it is not a part of the larger open world. Van Helsing’s nightmares are visited six times throughout the game via story sequences. These nightmares will contain the bizarre and unusual and will require the player to think outside of the box to wake up Helsing. There is one castle in the swamp, two in the mountains, two in the forest, two in the field, and three in the Graveyard. There are two towns in the swamp, three in the mountains, three in the forest, four in the field, and one in the graveyard. Each region can be accessed from almost any direction.

3.7.2. Number of levels

Leveling up will affect the players strength, speed, and health. There is a total of ten levels and each will reward the player. In order to level up, the player can defeat bosses and enemies. Players can also complete quests to level up. The player does not choose to level up strength, speed, or health; rather the game automatically adds it to the player’s stats and the player is notified through a prompt.

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3.7.3. Number of NPC’s

NPC’s can typically be found in cities, towns, and wandering the roads of Transylvania. Each NPC can be talked to and many are quest givers. Each NPC is fully voiced acted along with the main and secondary characters.

3.7.4. Number of weapons

Weapons are an integral part of the game and there is a total of 13 different types. Each type can be upgraded a total of 20 times. Ten times with gold, to strengthen the weapon and ten times with souls, to add an upgrade to it.

3.7.5. Number of armor

Armor can be upgraded a total of 15 times. Each upgrade will increase the defense against enemy attacks and will change the material aesthetically.

3.7.6. Number of enemies

Famous monsters such as vampires and werewolves will of course be in the game. There has to be at least 30 different enemies. Many of which are famous creatures that the player will recognize during gameplay, but there will be a large variety of enemies that are created and made up by us the developers. The total number of enemies that the game should have is close to or around 50. The amount of enemies shown on the screen at one time will depend on the capabilities of the hardware. Larger battles should have up to one hundred enemies on the screen at once but only if it’s possible. There shouldn’t be any slow down when fighting the large groups of enemies.

3.7.7. Number of collectables

Treasure and gold is added to a gold counter, it can be used to buy upgrades for weapons and armor, as well as upgrades for Helsing’s home base. Souls are collected by defeating enemies but some can be found by finding certain collectables in the environment. There is an extensive amount of collectables used to decorate the home base, these include paintings, paranormal or enchanted objects, and materials for furniture. The total amount of these collectables would be over 100, at least 50. There is no limit on the amount of souls and or gold the player collects. Weapons and armor is collected through story sequences, quests, and special areas in the game world. Special upgrades separate from the upgrades spent with gold and souls can be obtained through quests and areas in the game. Items in the game can be bought or found, besides the collectables to decorate, some may upgrade the player’s health or weapons and armor. Hilts, handles, buckles, shoes, etc. These items can be used to increase the damage or defense of a weapon or armor. Items like these can be sold in the shop and can be found in chests or defeated enemies.

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4. Section II - Gameplay and Mechanics

4.1. Gameplay

Gameplay in Helsung consists of exploring, combating enemies, and collecting and upgrading. Decision making, puzzle solving, and completing quests are also main focuses. The game world is split up between the 5 open world sections and Transylvania, along with its indoor sections. The only time loading screens occur is when the player enters a new open world section or castle. Terrain can be automatically climbed if necessary by the use of triggers and the player also has the option of jumping. Certain areas require climbing which will trigger when the player walks up to the climbable terrain. There is a set amount of enemies in each area and defeating every single one will trigger an area boss to appear. Area bosses drop rare upgrades and items. To obtain a 100% completion for the game, the player must find all upgrades, treasure, and home base items, defeat every enemy and boss, and buy every upgrade and items in the shop. If the player completes the game 100% it unlocks a special outfit, end cut scene, and a special upgrade to one weapon or armor. The 100% special upgrade can be used in a new game +, and promotes replaying the game. Each time the player beats the game, the difficulty will automatically increase. There is no easy, normal, or hard modes; just one set difficulty that is never chosen. The game’s difficulty gradually increases, and if the player chooses to only do the main quests, is fairly easy except towards the end. If the player decides to complete optional content, some of it will be quite challenging, requiring better weapons and armor. Leveling up is done by killing enemies and bosses. There are ten levels total and each level will automatically increase the players attack, defense, and speed. Since there are only ten levels, leveling up is a slow process and reaching level ten will require the player to complete at least 75% - 80% of the game. After defeating a boss, the player usually has the decision to either finish off the monster, or complete a quest relating to it. Once the player has completed the game, they can go back into the world and complete anything they might have missed along the way.

4.1.1. Game Progression

The main story progression is done through, quests and encounters throughout the game. Random events may happen to further the story, but the player will be required to complete the main quests in the game, in order to proceed to the end. This will allow the player to at least, become familiar enough with the controls, mechanics, and enemies, so that they can see the game through to the end. Of course upgrading weapons and armor will make the journey through the game a little bit easier. The more the player does in the game, the more the player will feel for the characters and enjoy the experience. Character interaction will lead to more quests and more exploration through the world.

4.1.2. Mission/challenge Structure

Quests are broken up into four categories: Main (story quests), secondary (optional story quests and special item quests), side (optional quests), and jobs/tasks (gold, souls, and item quests).

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Bosses are broken up into three categories: Main (story bosses), secondary (optional story bosses), and side (optional bosses and area bosses). Difficulty of missions and bosses increase throughout the game but some of the optional quests and bosses will require the player to be upgraded fully before they are ready to take it on. *See Quests for more information.

4.1.3. Puzzle Structure

There aren’t many puzzles in the game but, it does allow the game to take a break from the typical gameplay. Sometimes puzzles will encompass an entire one of Helsing’s nightmares. Other times puzzles will be found inside castles or caves. In Helsing’s nightmare one puzzle involves Helsing’s shadow. The shadow is slowly hurting him and only shows up in lighted areas. The player must stay in shadow so Helsing’s shadow doesn’t appear. The challenge applies when enemies are added and the lights start to move. Some puzzles will be maze-like and others will include detective skills. Finding clues, setting a trap, gathering a big picture. Other puzzle-like sections will require the player to walk through an area and experience oddities and bizarre creatures. These are typically in nightmares and will be more like an “experience” rather than the traditional gameplay.

4.1.4. Objectives

Defeating enemies, exploring an area, collecting a certain item, running, chasing, defending, etc. More specifically, defending your home base or a city or village, chasing a monster or running from one, collecting something for yourself or an NPC, exploring an area to destroy something or save something or someone. Defeating enemies may include a boss or group or wave of monsters. Different quests may come out of completing these objectives and it’s up to the player to complete these quests.

4.1.5. Play Flow

Helsung is a horror game first and foremost. Jump scares are cheap and Helsung will NOT use them very much. The only time they are used is to wake up the player before a boss fight or mission. Where the game will become “scary” is with its atmosphere, character design, music, sound effects, lighting, and pace of the game. The average gameplay consists of killing enemies, exploring an area while collecting items, gaining and completing quests, and upgrading. Branching off of that will be interacting with the environment, experiencing the atmosphere and sequences in certain areas, making choices, and completing puzzles. Further, just trying not to die, defending the home base, experiencing the story sequences, and talking to NPC’s will be core mechanics. *See Gameplay Narrative for a more hands on explanation.

4.1.6. Gameplay Narrative

Body broken, eyes shut, pain shot out through my every nerve. I finally tracked the beast after four brutal days; traversing several miles of lifeless bark and mud, fending off the various blood suckers and nightmares sent by death itself. The beast has been described as a

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rabid dog, which stands on two. I have already encountered many fitting the description, but somehow this one felt different. I first encountered the monster slashing away at the undead hordes of a local graveyard. Previously these “manwolves” have been vanquished by the likes of silver, whether it be by a sword or various projectiles. This one was only weakened by the precious metal and much like a vampire was agile, dashing towards me, claws out and ready to attack. Dodging its quick swipes and crunching bites, I frantically cycled through my arsenal that I had collected throughout the months, quickly hacking away with my swords and axes, and bombarding the creature with the newly invented blunderbuss. With help I managed to increase the rate at which this blunderbuss fired its many silver pellets. The way the beast moved reminded me more of a man than an animal, but at the same time its sheer size and strength begs to differ. Amidst the field of battle the monstrosity seemed to retreat to the sound of an inaudible jingle. Before reaching this new adversary, I ventured on several quests requested by the many villagers in local towns and taverns. Many asked for a certain member of the undead to be destroyed, which I happily accomplished for them. Others had myths or rumors about a certain treasure or valuable item hidden in the expansive countryside. This land is not easy to navigate however, much of it is filled with forests and swamps. Several large cities break up the uncivilized mentality one has while crossing this dead earth. It was not always like this, but that’s another tale altogether. The last city I entered named the beast I was chasing, a werewolf. That name seems too ordinary for the monster that presents itself, but it’s better than “manwolf”. Before I entered the werewolf’s den, I prepare myself with elixir’s that heal and my newly improved silver sword. I examine my accursed book of life and am ready to face the evil that lives within the cave I face. I ignite my lantern and slowly walk along the damp hard surface the beast calls home. The werewolf does not live alone, immediately coming across several rooms, a skeleton is resurrected before my eyes and proceeds to charge me. Back stepping its initial assault, I wind up a heavy hitting swing with my sword in hand. The bones crumble and fly across the room. I wish to explore more rooms but make more of an effort to quietly sneak around the narrow corridors. I find a small amount of gold and some arrows for my crossbow. A swarm of bats fly sporadically around the room and diving towards me. I choose to leave the area and roll out of the way of the bats since I was weak. I come across a large room with light entering from the ceiling. There appears to be ruins to an underground castle, I assume that’s the resting place of the werewolf. I carefully climb across unstable stone and broken rubble, jumping back and forth between stone pillars. Although I am injured and am need of rest, my experience and the book I carry grant me enough strength to reach the bottom of the ruins. I dim my lantern, expecting a surprise attack from the Wolfman, but instead hear snoring. Expecting the monster to be behind the noise, I instead find a man, who awakes once he hears my sword unsheathe. He begs me to put my weapon away and listen to what he has to say. I no longer fear the shadows and slowly put my arms away. He explains that he is the werewolf that the townspeople have told me about; perhaps “The Wolfman” should be his title. Surprisingly he is not one of the beings sent by death, instead explains how he was tragically bitten by a werewolf and has been turning into one himself every full moon. The monster that attacked me some time ago was actually the monster that had cursed The Wolfman. After a long discussion and stories told, I

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decide to help rid the world of werewolves and perhaps find a cure for The Wolfman. We both walk out of the cave only to find a sun almost set. He warns me that tonight is a full moon, but I assure him that no harm will be done to him or the nearby townsfolk. We had a plan to find the werewolf that cursed The Wolfman; using a piece fur from the werewolf, The Wolfman would catch the sent and once transformed I would be able to follow in his footsteps. I carefully found a hiding place and watched the grotesque transformation ensue. The plan was set in motion and I had my eyes set on Wolfman. He began to sprint at high speed among the leaves covering the forest floor. I kept my distance but ran, jumping over rocks and balancing over fallen trees to catch up. The commotion summoned a band of goblins and imps. I couldn’t allow myself to lose Wolfman, so I stabbed at the goblins and shot the imps while running at full speed towards the hungry wolf. Eventually the imps and goblins dissipated but only because of the sight of a fire demon. Overwhelmed I decided to track The Wolfman later and take care of the demon first. Death had found me and sent one of its many lackeys to finish me. I got into a defensive stance and pulled out a shield and magic sword. This demon had no demons but spouted fire from its mouth. I carefully chose my opportunities to strike, although regardless demons skin burned as much as its breath. Badly bruised and slightly burned, I decided that attacking from a distance would be the more preferable method to extinguishing the monster, too bad I had no holy water. The arrows from earlier came in handy, moving side to side while aiming, I quickly fire off arrows into the demon’s head. I had no choice but to quickly evade and fire in that order. Running low on arrows I switch to the blunderbuss, which is not accurate but is the only other weapon with range that I had on me. Rolling too close to the fire, I feel my spirit wavering. I take a swig of my health elixir and gain more endurance. The blunderbuss staggers the demon with each shot and the hell spawn becomes desperate. I pull out the heaviest weapon I own, a battle-axe, smashing it into the demon’s chest. It kneels and I take the advantage, lopping off the right arm of the demon and slamming the battle-axe down into the middle of the monster’s head. I catch my breath and collect the creature’s essence. The fire demon’s orange and red rocky skin turns black and the creature cracks and breaks into pieces; with the help of the book of life I decide to enchant my silver sword with the fire of the recently defeated demon. My victory was bittersweet as I realized that I had lost The Wolfman’s trail. At that moment I hear a shrill scream originating from the west, the same direction as the nearest city. Fearing the worst I head towards the direction, but not before reading and recounted passages of the book of life. I needed rest and was in the same condition as when I started. Sprinting through the dead forest, I mark important landmarks and monster locations on my map. My existence feels overwhelming but I am forced to do what I do until death and its seemingly endless forces of darkness are eradicated. Slaying several giant spiders on my way to the city, I finally reach my target. Fire can be seen from the center of town and townspeople running from every direction; but that’s another tale altogether.

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4.2. Mechanics

4.2.1. Physics

Realistic physics for clothing, animation, objects, and particle effects. Clothing will flap in the wind and move up and down when falling or running. Objects that are pushed or pulled will react realistically.

4.2.2. Movement

4.2.2.1. General Movement

Depending on how much the player tilts the left analog stick, Van Helsing will move from a walk, to a slight jog, to a run. When in combat Helsing will automatically run and sprint when an enemy is close. Jumping and dodging/rolling is done by a button press and will be more effective in combat. When the player enters a claustrophobic space, the camera will zoom in closer to the character and running will be restricted.

4.2.2.2. Other Movement

Climbing will happen automatically when a player walks up to or jumps onto a wall that allows climbing (ladders, vines, and rock walls).

4.2.3. Objects

4.2.3.1. Picking Up Objects

Gold and treasure will be picked up by moving near it, the gold will then be sucked up and added to the player’s total. Souls will be sucked up as soon as it spawns. If there is treasure or an item in a chest, an animation will play of Helsing opening the chest and quickly grabbing whatever is inside it. If there is an item on the ground or on a shelf Helsing will be shown picking it up.

4.2.3.2. Moving Objects

Opening doors will occur when a button prompt asks for the player to push a button in order to open a door. The same applies to pushing an object (which may only happen once or twice for a puzzle).

4.2.4. Actions

4.2.4.1. Switches and Levers

Switches and levers are few and far between, usually found in castles, switches and levers are used to open a door or passage way. A button prompt will appear when the player approaches a switch or lever. They can then proceed to press the button which will trigger an animation of the player pulling the switch or lever.

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4.2.4.2. Talking

Each character in the game is voice acted and Helsing will automatically have a conversation with the other person, the player has the decision to accept quests or make other decisions. The player can choose to turn on subtitles in the options screen, the subtitles will appear at the bottom of the screen while a character is talking.

4.2.4.3. Reading

Lore and history of the world, its characters, and its monsters, can be collected in the game world and read after being picked up. It can then be read by accessing it through the select screen. Subtitles can be read at the bottom of the screen and will appear during conversations with NPC’s, story sequences, and Helsing talking to himself.

4.2.5. Combat

Combat is simple yet, realistic. Pressing the X button once will initiate a quick attack (one swing or shot). Tapping the X button repeatedly will trigger Helsing to quickly hack and slash, each tap adding to a number of animations. Tapping the Square button will have Helsing thrust and stab the weapon at enemies. If combined with other button combinations the animation will change to a lunge or a downward slice. Holding the Square button will trigger a parry animation which can counter attack certain enemy attacks. Heavy attacks are triggered when the Triangle button is pressed or held. Pressing the Triangle button once will end in a heavy attack with its respected animation. Repeatedly tapping the Triangle button will have Van Helsing swing and smash his weapons. Holding down the Triangle button will charge the weapon for one super heavy attack. To restrict players from simply button mashing, attack animations will only occur when the player is hitting an enemy. Enemies are able to break attack animations and unless the player is charging or is in the process of using a heavy attack, they can break the animation themselves with a block. This will encourage more blocking and defense and less constant offense.*Based on the PlayStation Controller* The controls are not set in stone and require testing to fully understand how to make it intuitive.

4.2.6. Economy / Gold & Souls

Gold is used to upgrade the material of your weapon or armor. It is also used to upgrade Helsing’s base. Gold can be used to buy ammunition, decoration, items, and health as well. Gold can be collected by finding chests and or treasure, defeating enemies, completing jobs and quests, and making certain choices. Souls are used to upgrade the magic of your weapon or armor. It can also be used to initiate certain quests. Other collectables, such as upgrades like handles and bow strings can be sold at the shop.

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4.2.7. Screen Flow Chart

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4.2.8 Screen Descriptions

Green represents the main button or panel, the player will press to access the information given, represented by the blue. Orange represents an action and yellow represents an animated result of that action.

4.2.9. Death

Each time Van Helsing dies, he will lose a small amount of gold if killed by a human, and a small amount of souls if killed by a monster. Each death will cause the Insanity Meter to increase. After his death time will pass and Helsing will wake up right where he died. Enemies will have moved and the time of day will change.

4.2.10 Insanity Meter

The Insanity Meter represents Van Helsing’s sanity. Each time Van Helsing dies the meter will increase. There are four tick marks on the meter. Each tick mark represents the stage of insanity Helsing has reached. The outcome of the game is influenced by how full the meter is and which stage Helsing is at. The meter will also affect the animations for Van Helsing’s character model.

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4.2.11 Quests

Quests are given by NPC’s and can also be presented to the player through the choices they make throughout the game. Main quests are automatically given through the story and is unlocked by progression. Secondary quests are given by NPC’s, player choices, environment findings, and defeating bosses. Side quests are only given by NPC’s and usually reward the player with gold or souls. Tasks/Jobs are given to the player when passing by NPC’s and overhearing their conversations or finding something in the environment.

4.2.12 Choices

Player choices are given throughout the game in three ways. Boss decisions occur after defeating a boss, the player then decides to kill the boss or help it. There are certain bosses that have different choices as well. The player can also choose to help or harm NPC’s. Helping an NPC’s usually means completing the quest originally given to the player. If the player decides to harm the NPC this usually means stealing an item, telling a lie, or killing a certain character. Finally story choices are rare but result in a game changing outcome, the insanity meter can influence these choices.

4.2.13 Leveling Up

Van Helsing levels up by killing enemies and completing quests. Each time Van Helsing levels up, his overall damage, health, and speed. Helsing is shown being more proficient in his animations for each level he reaches. The max level the player can reach is 10.

4.2.14 Exploration

The game will have Van Helsing traverse 8 different regions in and around Transylvania. City, forest, swamp, mountainous, graveyard/necropolis, a variety of castles, field, and the underworld. In each region, the players can collect, kill enemies, complete puzzles, accomplish quests, and defeat bosses. Van Helsing will also experience nightmares. In his nightmares, Helsing will explore his own insanity (which will be influenced by the insanity meter) and come face to face with his greatest fears. These sequences are story based and can go outside of the realm of realism.

4.2.15 Weapon Upgrades

Each weapon in the game can be upgraded a total of ten times with gold and ten times with souls. Each gold upgrade will change its material or shape to something stronger and will increase a weapons overall damage and speed. Each souls upgrade will change its special power which for example could be damage, fire, speed, bigger explosion, etc.

4.2.16 Armor Upgrades

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Armor can be upgraded a total of 15 times. Gold will change its material and increase its defense. Souls can increase Helsing’s movement speed and sometimes a health increase, along with enchantment such as fire, lightning, magic, etc.

4.2.17 Home Base

Van Helsing’s home base can be upgraded and decorated with trophies and items found and bought. The base can be upgraded using gold and will change the material and total size of the home. Each upgrade will add a new room to the house. Armory, treasure room, training room, trophy room, laboratory, each adding other rooms to the house and exterior areas to the base as well. Furniture can be purchased for each room to make it look nicer aesthetically. Trophies and items when collected, are displayed in different areas throughout the base and in the trophy room.

4.2.18 Switching Weapons

Van Helsing can switch to any weapon he has collected through a weapon wheel and can quick select it by mapping weapons to the D-Pad.

4.2.19 Item ManagementInitially only five health elixirs can be carried at one time. This can be increased by upgrading.

4.2.20 Health Bar

The health bar can be refilled by elixirs. Icons above the health represent extra health. Extra health can be used to refill the bar to 100%. It can be upgraded (acquiring more icons) by completing certain quests, defeating certain bosses, and reaching a certain level. The total amount of extra health icons that the player can have is five.

4.2.21 WeaponsEach weapon can be upgraded ten times each with gold and souls. Gold strengthens the weapon, while the souls add a buff. Each buff will change the way the weapon reacts to enemies. The ten upgrades for souls for each weapon is Holy, Blessed, Enchanted, Magic, Fire, Lightning, Spectral, Dark, Light, and Divine in that order. Rather than change the weapon altogether, upgrading a weapon will add on to the base look and stats. For example a broadsword will become a longsword that is broader, if it has been upgraded with souls 3 times then it has the power of holy and blessed, but is called an enchanted broadsword; it just increases its stats. The base weapon can be acquired by finding it in the environment (through a quest), buying it from the shop, defeating a certain boss, and some are with the player from the beginning (more specifically the short sword, throwing knife, and short bow). Rare weapon upgrades may be found in the game, via defeating rare bosses or completing long quest lines. These upgrades may increase a weapons stat and make it look different or increase the effectiveness of a buff.

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4.2.21.1 Swordso Short sword o Longsword o Broadsword o Flameberge o Great Sword o Claymore o Original Sword 1 o Original Sword 2 o Original Sword 3 o Original Sword 4

4.2.21.2 Axeso Hand Axe o Broad-axe o Bearded Axe o Long Bearded Axe o Battle Axe o Original Axe 1 o Original Axe 2 o Original Axe 3 o Original Axe 4 o Original Axe 5

4.2.21.3 Hammerso Club o Hammer o Maul o War Hammer o Spiked War Hammer o Mace o Morning Star o Original Hammer 1 o Original Hammer 2 o Original Hammer 3

4.2.21.4 Bowso Short bow o Long bow o Recurved bow

o Crossbow o Compound Crossbow o Heavy Crossbow o Original Bow 1 o Original Bow 2 o Original Bow 3 o Original Bow 4

4.2.21.5 Shieldso Wooden Shieldo Bucklero Bronze Heater Shieldo Iron Heater Shieldo Kite Shieldo Great Shieldo Original Shield 1 o Original Shield 2 o Original Shield 3 o Original Shield 4

4.2.21.6 Thrown Weaponso Throwing Knifeo Throwing Axeo Throwing Spearo Javelino Lanceo Harpoono Original Thrown 1 o Original Thrown 2 o Original Thrown 3 o Original Thrown 4

4.2.21.7 Pistols o Hand Cannono Flintlocko Pistolo Revolving Pistolo Semi-Automatic Pistolo Rapid Fire Automatic Pistolo Original Pistol 1 o Original Pistol 2 o Original Pistol 3 o Original Pistol 4

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4.2.21.8 Shotgunso Matchlocko Blunderbusso Double Barrel Shotguno Pump Action Shotguno Semi-Automatic Shotguno Automatic Shotguno Original Shotgun 1o Original Shotgun 2o Original Shotgun 3o Original Shotgun 4

4.2.21.9 Rifleso Musketo Long Guno Carbineo Rifleo Bolt Action Rifleo Semi-Automatic Rifleo Automatic Rifleo Original Rifle 1o Original Rifle 2o Original Rifle 3

4.2.21.10 Polearmso Bo-Staffo Long Hammero Spearo Sword Staffo Poll Axeo Halberdo Glaiveo Original Polearm 1o Original Polearm 2o Original Polearm 3

4.2.21.11 Whipso Two section staffo Three section staffo Bullwhip

o Chain whipo Flailo Morning Star Flailo Original Whip 1o Original Whip 2o Original Whip 3o Original Whip 4

4.2.21.12 Fistso Fisto Brass Knuckleso Gauntletso Daggero Falchiono Clawso Original Fist Weapon 1o Original Fist Weapon 2o Original Fist Weapon 3o Original Fist Weapon 4

4.2.21.13 Scythes o Sickleo Scytheo Original Scythe Weapons 3 - 10

4.2.22 ArmorArmor can be upgraded with gold ten times just like weapons. It can be upgraded with souls five times, unlike the weapons its upgrades include: Holy, Blessed, Enchanted, Magic, and Divine.

o Leathero Irono Scaleo Chainmailo Plate mailo Plate armoro Original Armor 1o Original Armor 2o Original Armor 3o Original Armor 4

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4.2.23 Enemies

4.2.23.1 VampiresThe classic foe for Van Helsing and the first monster he encounters. Vampires come in many varieties; including their more monstrous form and the more human form. They cannot be in direct sunlight, puncturing the heart will eradicate them from existence, and they can sprout wings and fly.

4.2.23.2 WerewolvesSilver is a werewolf’s weakness and with they’re speed and agility, Helsing must be careful around them. Many werewolves have previously been human, this may present a moral dilemma when dealing with some of these beasts. Silver is only a weakness, werewolves can be killed by other means.

4.2.23.3 ZombiesZombies are fairly easy to defeat. Mindless and hungry, zombies are relentless and do not care if Helsing has the upper hand. Most zombies will be defeated by destroying their brain, however there are other types that will continue to fight when its limbs are cut off.

4.2.23.4 SkeletonsUnlike zombies, skeletons can wield weapons and can dodge and roll away from incoming attacks.

4.2.23.5 DemonsDemons are powerful and ruthless. Most have wings and can spit hellfire. They are commanded from the underworld and will follow orders no matter how dangerous. Demons wield large weapons and will steal the player’s souls if the player is killed.

4.2.23.6 WitchesNot all witches are necessarily evil, some are just mischievous. Witches may actually help Helsing on his journey and send him on quests, however Helsing will question whether or not they should be trusted.

4.2.23.7 GoblinsGoblins, orcs, trolls, and gremlins are all greedy and will stop at nothing to take the players gold. They themselves drop whatever gold they have stolen in the past, when they are killed. These creatures are stronger in groups and are very common in every area.

4.2.23.8 Spiders

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Spiders vary in size, and some carry venom or poison. Killing them may draw more near, but if not dealt with, spiders may swarm the player’s position and they only become tougher to fight in groups. Spiders without poison can be attacked without using much caution, but spiders with poison should make the player more careful.

4.2.23.9 MummiesMummies are not only found in Egypt, ancient mummies from a past civilization are found in the ruins found in the game world. Perhaps one of them will be willing or able to communicate, so that Helsing can fully understand who they once were.

4.2.23.10 GhostsGhosts can only be defeated with weapons upgraded to the spectral level. Some ghosts are neutral and won’t attack unless provoked, others are angry and can take on physical forms when they become strong. All ghosts want to be freed from their limbo and even if they attack, all will be happy to be free.

4.2.24 Enemies Etc.Swamp creatures, blobs, serial killers, scarecrows, and a plethora of other famous horror icons will make an appearance in Helsung. Each will be in their respected region and will be found in large numbers. Each type of monster (including vampires, werewolves, etc.) will have at least one boss, based on that monster. Other mythological creatures may appear, but this game is horror not fantasy; dragons, unicorns, and others of the like may appear in the game once or twice but they will not be common and will be referenced more as legend than actual living beings. Although rare, these creatures may provide unique upgrades for the player. Each enemy has a different behavior towards the player. Zombies and other monsters with limited intelligence will consistently attack the player and run away when nearly killed. Other enemies will dodge or leap towards the player when cornered or counter attack if being dominated.

4.2.25 Original EnemiesAlong with the famous monsters, Helsung will feature a large variety of original disturbing creatures, both in boss form and regular enemies. Many of these enemies will be found in Van Helsing’s nightmares or in the underworld, for they are strange and unique in their own ways. Majority of the enemies in the game will be original or loosely based on mythological creatures. Almost every single being that appears in the nightmare sequences in the game will be created by the development team.

4.2.26 BossesBosses are fairly common in Helsung and not all of them are extremely challenging, but they are all unique and represent the leader of a certain type of enemy. Bosses of each type of monster will appear in the game. There will be many original bosses that are created during development. Boss battles can last from 5 minutes to 20 minutes depending on the player’s skill and amount they have upgraded. Bosses may have several forms that they will change into during the fight. Changing forms occurs when the player takes away a certain amount of health from the boss.

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4.2.8.1. Main Menu Screen New Game – Starts a new game

Load Game – Continues a previous game

Extras – Movies, unlockables, lore and text.

Options – Audio, Screen, & Gameplay

Help – Controls and Tutorials

Stats – Kills, Deaths, etc.

Credits

4.2.8.2. Options Screen Music – Volume

SFX - Volume

Dialog - Volume

Gamma

Brightness

Screen Size

Subtitles – On & Off

Controls

*Difficulty is not an option

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4.2.8.3. Etc.

4.3. Game Options The game options will allow the player to change the volume, screen, and gameplay to fit their liking, although the default option is the preferred one. Subtitles can be turned on and off and the player can see their controls from the options menu. Difficulty is not an actual option as the game will have a set difficulty which cannot be changed. If a player is struggling in the game the best advice would be to level up and explore somewhere else.

4.4. Replaying and Saving The game will save automatically whenever the player completes an action or progresses through a certain area. The game can be manually saved as well and the player may load previous saves if they please to do so. If the player has not completed the game but starts a new game, they can create a new save, separate from their old previous game save; or save over it. If the player has

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completed the game, it will unlock a new game plus, which will increase the difficulty of the game and allow the player to use the weapons they acquired from their first play through. The player cannot save during a boss fight.

4.5. Loading the GameThe player can load the game via a continue option, to load the newest save. Or they can manually load from one of their previous saves if they have any.

4.6. Cheats and Easter Eggs The game will have cheats built into the game, although not many, the cheats will disable any achievements or trophies and the player will be unable to save their game. The cheats are, more enemy spawns, infinite health, fully upgraded weapons, and super speed. Many Easter eggs can be found and they will reference horror movies and lore.

5. Section III – Story, Setting and Character

5.1. Story and Narrative

5.1.1. Back story Taking place in a pseudo-medieval, late 18th century Europe. Transylvania was once a region, with fertile land and a prosperous economy. This all changed when the lords of the land clashed and went to war. The war took place in the surrounding regions of Transylvania and when it finally ended the region became poor and starving. Van Helsing helps the people in his small town by providing medical care and hunting for food. Rumors begin to spread of vampires and other dangerous creatures that have spawned from the ruins of the old world. Van Helsing fears for his family but does not believe the rumors to be true.

5.1.2. Plot Elements The game’s story will progress through story sequences which occur when the player completes story quests or ventures to a new area, which will trigger a story sequence if there is one to be triggered.

5.1.3. Game Progression Story sequences occur after the player either defeats a certain boss, arrives at a certain area, or completes a certain quest. Some sequences may start automatically if the player is in the right section of an area, others appear in the player’s quest list. Every time the player puts Helsing to sleep (which they will know to do as it will appear in their quest list) the player will take control of Helsing in his nightmares.

5.1.4. Cut Scenes Cutscenes do not happen often but are very cinematic in their design and draw inspiration from horror movies. Cut scenes are meant to establish the location and mood at the time.

5.2. Game World

5.2.1. General look and feel of world

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No region in the game world is blocked off or restricted. The player may choose to go wherever they wish, whenever they wish. The only areas the player cannot go freely, is the underworld and Helsing’s nightmares. Even though the player is free to go anywhere, difficult enemies and bosses may prove to be too much of a challenge for a player in certain areas and will force the player to return to the area when they are more powerful. Since the game world is so large and the player can go anywhere they want; the game will save automatically, whenever the player enters a new region or completes and action, such as picking up an item or defeating a boss. The game can be manually saved but leaving the game will automatically save wherever the player is at the time they quit. In castles there are locked doors and gates, but they can opened by switches or levers found close by. Quests give the player a general idea where to go, but does not reveal the exact location on the map nor the mini-map. A large circle may appear in an area to indicate where to go but it will never be obvious. Fast traveling involves finding a town, city, castle, or specific landmark. The game will indicate when the player has found a fast travel location, by marking it on the map and showing text on the screen explaining that, a new fast travel location has been found. The level design will make players feel lost but not for too long. Giving the player satisfaction when they find an exit or an entrance. Familiar areas may house secret paths after completing certain quests or defeating a certain boss. The game map will reveal the game world as the player moves through it, so they know where they are in relation to the rest of the world. Certain areas may feel claustrophobic or too open for the players own good. This is to give the player the feeling of uncertainty and uneasiness. The combination of the world design and the dark gothic overtones and gory backdrop of setting, will have players feeling cautious, even with full health. Bordering the game world will be an ocean from the west and cliffs to the east. Unclimbable mountains line the north and a large river with a broken bridge prevent any passage away from the south.

5.2.2. Transylvania

5.2.2.1. General DescriptionThe heart of the country of modern day Romania, Transylvania is home to Van Helsing and thousands of other residents in scattered towns and cities. A large portion of the game takes place here and it is where the player will start his/her journey.

5.2.2.2. Physical Characteristics A large mountain range cuts through the land, creating a divide between a lush forest and harsh swamp land. Cities and towns are littered throughout the land and have succumbed to disease and economic trouble. The sky is consumed by dark clouds and severe winds. Ruins of past civilizations are scattered everywhere. Large castles are found on mountainsides and in the middle of nowhere.

5.2.2.3. Levels that use Area Connections to Other AreasThis has connections to all five additional areas in the game. Forest, Field, Swamp, Graveyard, and Mountainous. It also has the most cities, towns, and castles in the game.

5.2.2.4. Synopsis

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This region is right in the center of the game world and takes up about 40% of the game space. It is the most open world of the regions and the player is allowed to go wherever they want in this area. The area contains both wide open spaces and closed in sections.

5.2.2.5. Introductory Material The game begins in this region and its main city. The center of the game world holds a large city and Helsing’s home.

5.2.2.6. Objectives The first objectives in this area are story related and will set the stage for the rest of the game. It also shows the player how to buy equipment, explore the area, and fight, without outright saying it.

5.2.2.7. Physical Description Stone paths lead to the city at the heart of Transylvania. Trees and mountain paths line the city walls. Towns are found in abundance around the city.

5.2.2.8. Map The map is first acquired here and will show the center of Transylvania and will hint at the other areas.

5.2.2.9. Critical Path This area has many story sequences that happen automatically, these will force the player to go somewhere or do something in a certain area, besides that, the world is open.

5.2.2.10. Encounters Most of the enemy types in the game appear in Transylvania. Enemies wander through the world so finding them in the same spot is unlikely. Bosses however are always in a certain area the first time you meet them. If the player dies or the boss runs away, it will appear somewhere else nearby.

5.2.2.11. Level Walkthrough The player first takes control of Van Helsing as he goes to the market to buy necessities for his family. Along the way players will choose whether or not they want to help dying people on the streets. Should the player give them the food that is meant for Helsing’s family, or leave them for dead? Should Helsing give a dying child medicine or an old man medicine? This will be the first few choices made in the game and will show how their choices effect the world. The people the player chooses to help will appear later in the game and reward the player with information (for quests or treasure), or simply gold. The player will return to Helsing’s home, where he expects to greet his family, but instead the game will show the tragic backstory to the monster hunter.

5.2.2.12. Closing Material

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Although Transylvania is large, it is not void of life. Peddlers, hunters, and townsfolk can be found all over, some might not survive the creatures that arrive, if the player does not defend them however.

5.2.3. Castle 5.2.3.1. General Description

Castles are some of the few indoor locations the player enters. Atmosphere will play a large role indoors and is where most of the attention will be placed on frightening the player. Many bosses are found in castles and some castles will need to be destroyed by Helsing, to cleanse the land. Castles

5.2.3.3. Levels that use Area Connections to Other AreasCastles are in every region in the game. Only one of them border a region (Transylvania & the Mountainous region).

5.2.3.4. Synopsis Castles belong to an assortment of characters, including Frankenstein, Dracula, and other various famous and original people and monsters; many of which the player will fight. Castles create a tension much of the game doesn’t reach, simply because the player doesn’t know what lurks around the corner. The camera is closer to Helsing and limits the player from moving it around hallways and doorways. Voices and eerie noises can be heard throughout the castles, some might be in the head of Helsing but others may be very real.

5.2.3.5. Introductory Material Each castle is unique in its design, one might be maze-like with hidden passage ways and trap doors; another might be more experience focused, where the player must face their fear in going through the castle while dealing with its hauntings. Sudden traps can happen at random and when entering a castle, the player should feel that they don’t know what to expect.

5.2.3.6. Objectives Some castles will need to be destroyed or cleansed of their evil. Other times, the player is in search of an important character. Whatever the case, the player has no clue where their objective lies in a castle. The player might want to take their time exploring a castle, dodging traps and finding treasure and secrets or the player will want to run through it as fast as possible so that they won’t have to deal with the dead silence the castle may present.

5.2.3.7. Physical Description Ornate stonework lines the castles outer walls, tall pointy spires tower over the castle’s base level, and plant overgrowth surround the structure. That may only be one look for a castle but one thing is in common with the castles, they all have gothic inspired architecture. Some castles may be in ruin or run down with the wear and tear of being deserted for a decade.

5.2.3.8. Map

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Castles appear on the map when they are discovered, but when the player enters a castle, the map has no use. The player doesn’t have a map when inside a castle and never acquires one; the level design of the castle will make it familiar enough to ensure the player never becomes too lost.

5.2.3.9. Critical Path The player is free to explore the castle in any way they like. Doors may sometimes be locked or gated, but can be unlocked by pulling switches or levers found elsewhere in the castle, usually nearby.

5.2.3.10. Encounters Enemy encounters can be few and far in-between, enemies may move out of the shadows and stalk the player. The player can choose to fight the trailing enemy or try and escape it. Other times a player may enter a large room and enemies will try and swarm him/her. When the player finds a story character or NPC, they can talk to them and help them if they wish.

5.2.3.11. Level Walkthrough Entering a castle through the front door may not always be an option, sometimes the player must find another door or climb through a window to enter. Stairways, hallways, and bedrooms will make up most of the typical castle.

5.2.3.12. Closing Material Most castles are optional and will present a challenge if the player is not fully prepared.

5.2.4. City 5.2.4.1. General Description

Each region will have at least one city to venture. Each city is home to NPC’s, quests, jobs, and shops. Not all cities will be quiet and peaceful however. Some will be deserted, while others may be attacked. Some townspeople blame Van Helsing for the sudden appearance of monsters, and will harass him when he enters their vicinity.

5.2.4.2. Physical Characteristics Typically cities are dirty and grimy. Rats scurry along the cobblestone and buildings are positioned close to each other. Shops, blacksmiths, and taverns are always open and the owners are not always happy to see Helsing.

5.2.4.3. Levels that use Area Connections to Other AreasCities are usually located in the center of a region but some may be located on the border.

5.2.4.4. Synopsis

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Cities are some of the last remnants of civilization in Transylvania; this fact has frightened some to the point of insanity and most cities are barely holding on to what they have left.

5.2.4.5. Introductory Material The player will not be able to use weapons in a city (unless a story sequence or quest allows it). The first thing the player will typically see when first entering a city, is the city shop and blacksmith.

5.2.4.6. Objectives Cities are the main place to accept quests and buy equipment and upgrades. Often time’s random events may occur in a city, such as a robbery or a mugging. The player can choose to ignore these events or intervene. If successful, the player will receive a small amount of gold.

5.2.4.7. Physical Description Even the cleanest city is filled with dirt and grime. People fear for their lives, even in cities often times leaving the streets empty during the night. If the city has a high population, guards will be posted at the city walls to help defend it against monsters.

5.2.4.8. Map Once a city is discovered it can always be seen from the map. Cities on the map each have the same symbol, the larger the symbol is on the map, and the larger the city is in the game.

5.2.4.9. Critical Path Although the city is straight forward the player may discover a few secrets by talking to NPC’s and exploring every nook and cranny of the city. Gold may be found in alleys along with crime.

5.2.4.10. Encounters Besides the random crime events, monsters may attack a town, (especially if it’s deserted).

5.2.4.11. Level Walkthrough Cities are linear areas, some take the player around in circles and others have the city sectioned off in blocks.

5.2.4.12. Closing Material Cities should either feel like a breath of fresh air after a tough section of the game or a new challenge if it is deserted.

5.2.5. Towns 5.2.5.1. General Description

Towns are smaller than cities but can offer the same activities. Towns are located all over Transylvania and will require the player to go out of their way to find them at times.

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5.2.5.2. Physical Characteristics Towns can range from small cottages, with a small group of people, to a fairly big community with stone and brick houses. They can be found around a city or near lakes and rivers. Richer towns have paved roads and shops. Poor towns are situated on dirt and require its citizens to hunt and fish.

5.2.5.3. Levels that use Area Connections to Other AreasA town may be close to the border of two areas but they don’t section off areas or require the player to go through them.

5.2.5.4. Synopsis Towns, like cities, are a great places to find new quests. Towns may come under attack from monsters at random. In order to accept any quests or shop, if the town has it; the player must save the town from the attackers.

5.2.5.5. Introductory Material A town has many entrances and only the rich towns have walls.

5.2.5.6. Objectives Solving mysteries, defeating monsters, exploring an area, acquiring an item; quests like these are common for towns.

5.2.5.7. Physical Description If a town is attacked, fire and debris is scattered around the town and people are running away into their homes. Normally, towns are dirty because of the economic trouble in the regions. Brick houses, stone structures, and wooden buildings.

5.2.5.8. Map Just like cities, towns show up on the player’s map and the bigger the symbol representing the town is, the larger the town is in the game.

5.2.5.9. Critical Path The player has the freedom do whatever they want in towns and aren’t even required to visit them, unless a story quest requires them to do so.

5.2.5.10. Encounters When a town is attacked, the player must protect it before they can talk to any NPC’s. If the player leaves when the town is being attacked or dies from the attack, the town’s population will decrease.

5.2.5.11. Level Walkthrough Each town is somewhat open and the player can clearly see where everything is. The player can see the entire town, if it is small, if they stand in the middle of it.

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5.2.2.12. Closing Material Just like cities, towns can be a safe haven or a dangerous location.

5.2.6. Forest

5.2.6.1. General Description The forested region is claustrophobic and expansive. Much of the region is full of monsters and beasts. The forest is where Helsing will begin his first few quests and is also a prime area for secrets.

5.2.6.2. Physical CharacteristicsThe forest, being a forest, is covered in trees; however it’s not all lush and green. Large portions of the forest is dead trees or trees with no leaves, since the region can be bitter cold.

5.2.6.3. Levels that use Area Connections to Other AreasThe forest borders the swamp and the mountainous region, along with the main region (Transylvania) which borders it from the north.

5.2.6.4. Synopsis The forest is where Helsing finds the book of life and the book of the dead. It’s also the first appearance of death and where Helsing will gain the ability to return to life after he dies. The forest is the 3rd largest region outside of Transylvania, next to the mountainous region and the field.

5.2.6.5. Introductory Material Viewing this area from the north will show off the forest’s size along the countryside. Trees become increasingly taller as the player ventures deeper into the forest. Northeast of the center of the forest is where the player first comes in contact with the two books.

5.2.6.6. Objectives The forest contains the most ruins in the game; exploring these ruins may require the player to venture below into a ruined dungeon or the remains of a castle and its basements. Many chests can be found here along with a numerous amount of enemies and bosses. Enemies use the trees to their advantage, hiding behind them as the player unknowingly, passes their location; only for the enemy to flank the player and start a battle.

5.2.6.7. Physical Description The forest floor is covered in dirt and leaves. Barren trees are scattered everywhere and hollow trees serve as refuge for animals and monsters. Hills and natural paths may serve the player as a reference to go from region to region. Natural fog seeps in during the night, covering the player’s feet.

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5.2.6.8. Map The map will show the region and its ruins, but much is not shown on the map until it is discovered. Once the area is cleansed of all enemies and bosses, the map will show all the locations of the items left in the forest region.

5.2.6.9. Critical Path The forest may have ruined pathways made of stone but they only serve as a reference for where to exit the forest, or find one of its castles.

5.2.6.10. Encounters Boss encounters happen often in this area, werewolves are fast and can be typically found at night. Many animal-like monsters are found in the forest and the more human-like monsters can be located around or in the forest’s castles.

5.2.6.11. Level Walkthrough The forest has a clearing to the north and a bridge to the west. To the east, a castle can be found on the border of the mountainous region. Ruins are found all around the forest, the first one the player finds, via a story sequence, can be found northeast from the center of the region.

5.2.6.12. Closing Material The forest will showcase the impressive lighting effects that Helsung should have.

5.2.7. Swamp 5.2.7.1. General Description

The swamp is a smaller region of the world but also home to traps and unusual creatures. The player will have to wade the area and defeat what is lurking at the bottom of the swamp. The swamp is the smallest region in the game and will feature any aquatic creatures in the game.

5.2.7.2. Physical Characteristics Bridges and pathways are all over the swamp, allowing for easy access through the area. If the player falls off the bridge or path, they will splash into the bog below. Moss, seaweed, and leaves cover the swampland.

5.2.7.3. Levels that use Area Connections to Other AreasThe swamp borders the forest and the graveyard/necropolis.

5.2.7.4. Synopsis The swamp can be trudged through, but it’s dangerous because the player doesn’t know what is lurking down below the water. All the player knows is that the swamp is dangerous and falling in could mean certain death.

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5.2.7.5. Introductory Material Unlike most areas in the game, the swamp has entrances and exits. The player can exit the area through the swamp, if they can survive, but typically the best way to venture through it is to walk along the bridges. Castles do exist in this area, but only one is not in ruin.

5.2.7.6. Objectives Same as the other areas, the swamp contains many enemies and bosses, the swamp is unique however, as pieces of land in the middle of large bogs could potentially have rare items or chests. To receive the loot the player will have to get lucky or become fairly powerful in order to march through the thick liquid.

5.2.7.7. Physical Description The swamps surface can be covered in orange leaves and plants or dark green from algae and moss. The bridges and walkways are made of wood and are positioned on tall logs that support the bridge’s weight. The logs are tall and reach above the bridge itself.

5.2.7.8. Map There isn’t a lot to see on the map besides the castle and the location of the items when the player cleanses the area. The bridge paths can be seen from the map once they are walked along.

5.2.7.9. Critical Path Walkways are the main way to go across the swamp. The swamp isn’t completely made of bridges, much of the swamp is raised land that form islands in the bog. Fighting enemies on land is easier than on a bridge, which will encourage the player not to run from their fights against monsters in this area.

5.2.7.10. Encounters Tentacles may appear out of the swamp and attack or grab the player even if they are on a bridge. Monsters that resemble “The creature from the black lagoon” appear here, they are nicknamed Mermen.

5.2.7.11. Level Walkthrough The player may go wherever they want and the farthest area the player can go in the swamp is guarded by a difficult boss to defeat. The boss guards a treasure chest with a large amount of gold.

5.2.7.12. Closing Material The swamp may not be large but it will have some difficult bosses that the player may not be able to defeat until later in the game.

5.2.8. Mountainous 5.2.8.1. General Description

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The mountainous region is filled with caves and caverns. Reaching castles in the mountainous region means going through caves.

5.2.8.2. Physical Characteristics Large boulders make up much of the landscape. The mountainous region has the most verticality in the game. The player will have to scale certain areas of this region. Mountains can be climbed by climbing up the sides or hiking up the mountain paths. Caves can be used as shortcuts through the mountains but are a much more dangerous route.

5.2.8.3. Levels that use Area Connections to Other AreasThe mountainous region borders the forest and the field. The mountainous region is the largest region in the game and the second largest in game space (Transylvania is still larger).

5.2.8.4. Synopsis The mountains will be home to flying enemies and large bosses. Falling off the mountain may result in death or decrease the player’s health a considerable amount, depending on how far they fall. Castles are found near the mountain tops and some may be situated on the side of a mountain.

5.2.8.5. Introductory MaterialThe players should feel intimidated at the size of the mountains but adventurous at the same time, for exploration. Hikers may be encountered in the region but are normally found at the lower altitudes. The mountainous area contains the least amount of NPC’s in the game next to the swamp.

5.2.8.6. Objectives Many quests will send the player up the mountains and into its caves. Some NPC’s can be found in caves, being either captured or using the cave as a place of refuge. Listening to their stories may uncover some secrets the cave may hold.

5.2.8.7. Physical Description Mountain tops are snowy and the snow can be seen from far away. Snow can start from halfway up the mountain. Rocky terrain and bumpy pathways are commonly seen. Caves are dark and damp, stalactites and stalagmites cover the cave walls and ceilings. The player won’t just be going upwards in the region but most of it will be.

5.2.8.8. Map If the player reaches the top of a mountain, they can uncover large portions of the mountainous region on the map. Items on the map will be revealed once the area is cleansed and castles will show up once they are discovered.

5.2.8.9. Critical Path

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A steady uphill climb will be the best way to get around this area, climbing and going through caves can shorten the distance between the player and the top of the mountain.

5.2.8.10. Encounters The player’s bow and other ranged weapons will come in handy in this section of the game. Player can snipe enemies from far away if they have the upper ground. Flying enemies can be taken out easily with ranged weapons and if the player has no ammo, they can either run or attempt to defeat the enemies when they swoop down to attack.

5.2.8.11. Level Walkthrough Entering from the south will require the player to hike upwards and from the north it’s an easier upwards climb. Entering from Transylvania will require more rock climbing.

5.2.8.12. Closing MaterialMuch of the land is composed of the mountain range, going inside of the mountain via caves will mean that caves are large.

5.2.9. Field 5.2.9.1. General Description

Wide open but filled with corn stalks, the field is full of abandoned towns and deserted barns. The area is quiet and unsettling, the player will have to listen carefully otherwise something may stalk them.

5.2.9.2. Physical Characteristics The field is expansive and is only slightly smaller than the mountainous region. Much of the field is made of tall crops and farmland. Other areas besides the farm land is grassy knolls and plenty of ruins. This area holds the most towns, each town is afraid to go outside of the field region and the player will discover why, by completing quests.

5.2.9.3. Levels that use Area Connections to Other AreasThe field borders the graveyard/necropolis to the west and the mountainous region from the southeast.

5.2.9.4. Synopsis The field seems like it wouldn’t be scary to the player since it is so open; however there is an eerie silence that plagues the area and plenty of enemies lie in wait for the player in the farmland and underground.

5.2.9.5. Introductory Material

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Entering from the mountainous region, the player will be able to see how spacious the field is. The area will seem deserted or dead when the player first enters the region. Once the player discovers a town and hears the rumors the townsfolk spread, the player may soon discover that this section in the game is unlike any other.

5.2.9.6. Objectives Just like any other area quests and treasure are waiting to be found but the field is the only region that seems like a mystery and it’s up to the player to solve the mystery and find out what exactly is wrong with the area. Before the region can be cleansed, the player must find out why the field is so lifeless.

5.2.9.7. Physical Description Corn stalks and deserted wooden barns and shacks cover a large portion of the region. Hills are numerous but not everywhere in the area.

5.2.9.8. Map Items will be unhidden once the area is cleansed, castles and towns can be seen once they are discovered.

5.2.9.9. Critical Path The field is the most open place in the game; moving through it is easy because it’s open, but the player must watch out for enemies and bosses.

5.2.9.10. Encounters Enemies are prone to jumping out from crops or holes in the ground. The player can see enemies watching them in the corn stalks and the rustling of the plants when the enemies run off.

5.2.9.11. Level Walkthrough This area allows the player to be a little less cautious initially. The player will be expecting to fight enemies but they won’t until they first discover that something is wrong.

5.2.9.12. Closing Material The story for this region and all other regions will be detailed in a story document.

5.2.10. The Underworld 5.2.10.1. General Description

In the final area of the game Van Helsing takes the fight to Death itself, this is not a place

meant for the living and will prove a challenge to the legendary monster hunter.

5.2.10.2. Physical Characteristics

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Dark and gory, the underworld looks like the inside of a monster. Ghosts and lost souls float overhead, creating a large light source that is brightest in the center of the area and becomes darker the farther the player moves away. Fire is everywhere and the heat will create a heat wave effect when the player focuses in on something in the distance.

5.2.10.3. Levels that use Area Connections to Other AreasThis area is accessed via story sequences but when the player exits the underworld, they will appear in the graveyard region.

5.2.10.4. Synopsis This is home to all the creatures the player will encounter in Helsung. Helsing knows that the place must be destroyed and he will go about this by finding the heart of the underworld. The heart is the lair of death, and will be the final fight in the game. The player will visit the underworld a total of three times. Little does Helsing know that “the underworld” is just one of the nine levels of hell. Once the first level is destroyed at the end of Helsung, it will be revealed that there are eight more levels and that hell wants revenge. This will allow for a sequel if Helsung is successful, but wrap up the storyline of the first. It will also explain why Helsing can return to Transylvania and vanquish the remaining monsters from the land.

5.2.10.5. Introductory Material The first time the player enters the underworld, they will be overwhelmed by the sheer amount of enemies that will be thrown their way. If the player is about to die from the fight, the book of life will force the enemies away and the player will be able to explore. If the player holds off the hoard of enemies for long enough, then they will be rewarded with a large amount of souls and then can proceed to exploring. The second time they enter, they will discover the heart of the underworld and will fight death for the first time. The third time will be the last and the player will complete the game after defeating death and successfully destroying the underworld (the first level of hell).

5.2.10.6. Objectives Each time the player enters the underworld, they will be required to complete the story quests associated with the underworld before they can continue on. There are other objectives the player can complete while exploring however; they can destroy structures, defeat waves of enemies, and find items that are found in areas with difficult enemies. There is an infinite amount of enemies in this area and they will respawn after a certain amount of time (unlike the rest of the game).

5.2.10.7. Physical Description The ground and walls of the underworld is made of brimstone and flesh like substances. Dark shadows and fire clutter the area, making the player feel uneasy when fighting enemies. Bedrock will cover the ceiling and parts of the floor and walls. Structures are made out of onyx and bedrock, along with brimstone and flesh.

5.2.10.8. Map

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There is no map in the underworld, but the mini-map will show the player where they have previously been.

5.2.10.9. Critical Path The underworld is the most linear area in the game, there will be a clear path when the player first enters but, there will be many branching paths for the player to explore. The player will start in a different place in the underworld each time they enter it.

5.2.10.10. Encounters Waves of enemies will swarm the player if they do not move after a certain amount of time. There is always one optional boss for each of the three times the player enters the underworld. The boss is random each time and will drop a random item.

5.2.10.11. Level WalkthroughThe first time the player enters the underworld, they wake up in a circular area and is swarmed by enemies. The second time they are on a narrow path and must move along it. The third time will be more open than the first two and will take the player all over the underworld. The underworld is smaller than the swamp but is close to that scale.

5.2.10.12. Closing Material The underworld will challenge the player and will be visited in the second half of the game.

5.2.11. Nightmares 5.2.11.1. General Description

Nightmares occur when psychological horror enters the mind of Van Helsing. The bizarre and frightening images and sequences will fight Helsing for his sanity. Helsing must conquer his fears and overcome his nightmares.

5.2.11.2. Physical Characteristics Nightmares change their look each time the player visits one. They are abstract and may not be represented in the usual matter. The third person camera may become first person or top down.

5.2.11.3. Levels that use Area Connections to Other AreasAfter the player completes a certain story quest during the game, a new quest will appear that tells the player to give Helsing some rest by sleeping in his home. The player will have Helsing go to sleep six times over the course of the game. To sleep the player must walk over to Helsing’s bed in his home base and press the button prompt to sleep.

5.2.11.4. Synopsis Nightmares will display the physiological turmoil Helsing is going through. With the loss of his family and the chaos the region is going through, Helsing has a lot to worry about. Each nightmare will represent a fear Helsing has; loss, anger, pain, insanity, depression, and wonder.

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5.2.11.5. Introductory Material Loss deals with Helsing’s family being killed. He doesn’t blame himself but knows that his family was never safe in the first place. Anger will showcase Helsing’s want for revenge against those who did him wrong. Both physical and mental pain takes out a lot of energy from Helsing; the agony he must face every time he dies and is revived takes its toll on him after a while. Insanity will branch off of pain and show how Helsing needs to keep it together and to overcome his fears, otherwise it will consume him and he will never be sane again. The loss of his family will come back to haunt him, making him depressed in this nightmare. After Helsing has overcome all of these challenges he realizes how far he has come and is ready to avenge his loved ones.

5.2.11.6. Objectives / Level WalkthroughSometimes the camera will shift to a first person view and the player will simply have to walk from point A to point B, watching as the world changes around them. Other times the camera will shift to a top down perspective, where the player will have to fight and move about. The player may have to complete a puzzle; for pain the player must find different ways to kill themselves, when they are trapped in a room. Each time the player dies the room expands, sometimes revealing a new way to die. For wonder the nightmare will turn into a boss rush, however the boss can only be defeated by a certain weapon. In depression the player will have to slide down a wall and pass certain objects in order to return to the main path. Anger will be a wave based mode, showing very strange beings and objects that sometimes don’t even resemble living things. The player will do extra damage and have extra speed. The more the player defeats enemies the stronger they will get. Each nightmare will end when death kills the player after the objectives are complete. The last nightmare, wonder, will have Helsing defeat death in his nightmare, which will then turn the nightmare into a dream.

5.2.11.7. Physical Description Each nightmare is unique and will show images and sequences never before seen in a game. Strange and unusual creatures and imagery will show up randomly (like it normally does in any dream). Helsing doesn’t realize he is in a dream, except for wonder, when he figures out that it’s just another nightmare (that turns into a dream). Each nightmare will feature a different location or several different locations in a single nightmare. Real world locations may be the starting location but it will slowly turn into something completely fictional.

5.2.11.8. Map There is no map when the player enters a nightmare.

5.2.11.9. Critical Path A nightmare will always start with the player waking up in the middle of a location. The player is never told what they have to do in the nightmare but, the player knows that they must continue to move in order to progress through the nightmare.

5.2.11.10. Encounters

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Random events could happen in each nightmare, they might include a creature stalking them through the dream, an image overlaid on the screen, a boss or enemy falling from the sky, or a character from the game attempting to trick the player into going the wrong direction.

5.2.12. Graveyard / Necropolis 5.2.12.1. General Description

A raised hilly area, littered with tombstones and is overrun with the undead. Zombies are not the only foe Helsing must face here; demons swarm the area and have taken over tombs and catacombs.

5.2.12.2. Physical CharacteristicsThe center of this region is a large graveyard, complete with tombstones, catacombs, and mausoleums. The surrounding area is a necropolis, (a raised hilly area with elaborate tombs and monuments) also known as a city of the dead.

5.2.12.3. Levels that use Area Connections to Other AreasThis region borders the swamp and the field. This area can be entered easily from any direction but also contains some of the toughest enemies in the game.

5.2.12.4. Synopsis This area is where the dead have been buried for centuries. Thousands of graves are lined along the gravel and each one sprouts a new undead fiend. Hundreds of enemies can appear at a time and the player should be well prepared when journeying to this region.

5.2.12.5. Introductory Material The deeper the player ventures into the region, the more the enemies will appear in large numbers. Iron fences and short stone walls section each grave site. Paths lead out of the region and the player will know when they have exited the region after passing a tall black iron gate.

5.2.12.6. Objectives Same as all the other regions, defeat enemies, collect, and explore. Underground tombs and catacombs will expand the area, branching off into many different rooms which may contain great rewards.

5.2.12.7. Physical Description Most of the region is grassy and filled with dirt and gravel. Underground mausoleums, crypts, catacombs, and tombs will almost double the size of the area. Human remains and bones are piled up everywhere and the player will hear the crunch of broken bones as they walk across the remains.

5.2.12.8. Map

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When the area is cleansed of all enemies, all items will be shown in the region on the map. Castles and towns can be seen on the map after they are found.

5.2.12.9. Critical Path The area, like all others, is completely open to explore and the player is free to go anywhere, provided they are able to overcome the enemy and boss encounters.

5.2.12.10. Encounters This region contains the most enemies on the screen at one time, than any other region. The enemies here are also some of the most challenging in the game. They are challenging because they block more, dodge more, and deal more damage to the player. The amount of enemies is also challenging because they may all attack at once. This will encourage the player to use their most powerful weapons on these enemies.

5.2.12.11. Level Walkthrough The underground areas in the region consist of different sizes. Going from the smallest to the largest they are: tombs, crypts, catacombs, and mausoleums. Each one is similar but the larger it is, the more enemies and rewards will be in it. If the player defeats the boss in the center of the region, it will unveil a large underground “city of the dead”. The “city of the dead” is an entrance to the underworld and will begin the final story quest of the game, when it is available.

5.2.12.12. Closing Material The cities and towns in this region are all in need of rescue.

5.3. Characters Besides the various NPC’s, which can be inspired by fictional characters, some of the

more noteworthy characters include: The Invisible Man, Doctor Frankenstein, the

Helsing family, and many more. Original characters are plentiful and exclusive to the

games story. The characters listed below are famous characters from horror stories and

are found in the game.

5.3.1. Van Helsing

5.3.1.1. Back story Abraham Van Helsing lives in the countryside with his Wife and two sons.

After returning from work (he is a doctor) Van Helsing is greeted by his family. After sending his kids to bed and eating dinner with his wife, Abraham is sent by his wife to buy a dress from a shop in town. After returning from said shop, Helsing returns to find his family slaughtered by a vampire, which is hunched over his wife’s corpse. Enraged, Helsing fights the creature and chases it across the woods. While chasing the beast, Helsing stumbles across a hollow tree, surrounded by a shrine. He rips open the bark to find a passage way. At the bottom of the

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passage are two books, one white and one black. It turns out to be the book of life and the book of death. Helsing opens the white book and is consumed by the power within it. The book of death is taken by its owner (the Grim Reaper). Helsing is granted eternal life by the book and vows vengeance on the evil that murdered his family and makes it his sole quest to defeat Death and to destroy the book of the dead.

5.3.1.2. Personality “He is a seemingly arbitrary man, this is because he knows what he is talking about

better than any one else. He is a philosopher and a metaphysician, and one of the most

advanced scientists of his day, and he has, I believe, an absolutely open mind. This, with

an iron nerve, a temper of the ice-brook, and indomitable resolution, self-command, and

toleration exalted from virtues to blessings, and the kindliest and truest heart that beats,

these form his equipment for the noble work that he is doing for mankind, work both in

theory and practice, for his views are as wide as his all-embracing sympathy.”

Bram Stoker’s Dracula

5.3.1.3. Look

5.3.1.3.1. Physical characteristics “a man of medium height, strongly built, with his shoulders set back

over a broad, deep chest and a neck well balanced on the trunk as the head is on the neck. The

poise of the head strikes me at once as indicative of thought and power. The head is noble, well-

sized, broad, and large behind the ears. The face, clean-shaven, shows a hard, square chin, a

large resolute, mobile mouth, a good-sized nose, rather straight, but with quick, sensitive

nostrils, that seem to broaden as the big bushy brows come down and the mouth tightens. The

forehead is broad and fine, rising at first almost straight and then sloping back above two bumps

or ridges wide apart, such a forehead that the reddish hair cannot possibly tumble over it, but

falls naturally back and to the sides..Big, dark blue eyes are set widely apart, and are quick and

tender or stern with the man's moods.” Bram Stoker’s Dracula

5.3.1.3.2. AnimationsVan Helsing’s animations are supposed to look as realistic as possible. Walking, running, attacking, defending, jumping, climbing, etc. Combat animations will change each time the player levels up, this is to show Helsing’s skill increasing as time goes on.

5.3.1.4. Special Abilities

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Helsing gains the ability to revive himself after he dies, with the help of the book of life. It’s his willpower to be revived and avenging his family drives him to do so.

5.3.1.5. Relevance to game storyVan Helsing is the main character and the player controlled character as well. Helsing will move the story forward as the player moves the character forward.

5.3.1.6. Relationship to other characters Van Helsing has a wife and son at the beginning of the game. They bond and talk to each other as any other family would. Nothing should be forced or come off as too sentimental. The day Helsing’s family dies should be like any other day, which will make the event more shocking.

5.3.1.7. Statistics The player can see their game stats from the stats menu, this will show the total amount of kills, total amount of deaths, damage dealt, damage received, etc.

5.3.2. Van Helsing’s Family

5.3.2.1. Back story Helsing’s wife is about the same age as he is and his son is twelve. Helsing moved to Transylvania with his wife before their son was born. When the region began to turmoil, the family discussed moving away but, they decided that trying to escape the region could be more dangerous.

5.3.2.2. Personality Helsing’s wife should be similar to Bonnie from “Red Dead Redemption”. She speaks her mind and knows what someone else is feeling. Helsing’s son has been shaken up by the state of the region but, he is still a kid and wants his family to be happy. They all make up a happy family but, not “artificially happy”, meaning that they don’t talk about how happy they are.

5.3.2.3. Look 5.3.2.3.1. Physical characteristics Helsing and his wife came from northern Europe (or this world’s version of it). They are a good looking somewhat rich family (Helsing was a doctor and philosopher). Helsing’s son should look like his mom and dad and being twelve, he should dress accordingly.

5.3.2.3.2. Animations Helsing’s wife and son are NPC’s and will walk with him or around the house or city streets. When they talk, body language is important so that they don’t look like puppets.

5.3.2.4. Special AbilitiesSince these characters are just NPC’s and only appear in the beginning and through dream sequences, they don’t engage in combat and have no special abilities.

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5.3.2.5. Relevance to game story Helsing’s family fuels his desire to defeat evil. His drive will allow him to continue his quest even after death.

5.3.2.6. Relationship to other characters The game has to spend a considerable amount of time building these characters personalities up, in order for the player to care about Helsing’s family. Spending time with the family is key at the beginning of the game.

5.3.3. Frankenstein

5.3.3.1. Back story Dr. Victor Frankenstein was rumored to commit acts of god, for instance creating the Frankenstein’s monster. This occurred before Helsing’s quest began and the player will overhear townspeople talking about these rumors at the beginning of the game. Dr. Frankenstein’s goal is to find a way to bring people back to life after the Frankenstein monster killed his wife. When the doctor first meets Helsing, he wants to harness the power of the book of life for his own personal needs. Helsing is able to convince the doctor to help him on his quest and promises to give Frankenstein the book of life, after he completes his quest.

5.3.3.2. Personality Frankenstein is known for being a mad scientist by the town’s people, he has a strong passion for science and will go to great lengths to complete his goals. When the player first meets Frankenstein however, he is a broken man, grieving over the loss of his wife; that is until he sees Helsing being revived by the book of life. Frankenstein appears insane, but as the game goes on the player will see that he is really just a tragic character.

5.3.3.3. Look

5.3.3.3.1. Physical characteristics An average sized man with short black hair and pale skin, Frankenstein should look tired and depressed. He is middle aged and will have some wrinkles in his face.

5.3.3.3.2. Animations Frankenstein is slow and mopey when he is in despair but energetic and frantic when he gets an idea. Running, walking, facial, sitting, etc.

5.3.3.4. Special Abilities Frankenstein creates monsters and may help Helsing along his journey by offering his services.

5.3.3.5. Relevance to game story Frankenstein is a quest giver and a character that Helsing will return to many times throughout the game. He is located in the forested region of the game.

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5.3.3.6. Relationship to other characters Since his wife’s death, the only people he knows is Helsing and his own creation.

5.3.4. The invisible Man

5.3.4.1. Back story A mysterious man who ventured into Transylvania when news spread of its invasion of monsters, Griffin (aka. the invisible man) wishes to study the various creatures for scientific purposes. He is neither friend nor foe to Helsing and serves as an informant in many cases.

5.3.4.2. Personality The invisible man does not reveal much about himself and is very reclusive. He wishes to be left alone with his work and will become aggressive if he becomes tired of conversation. He is very thoughtful and his speech is meticulous.

5.3.4.3. Look

5.3.4.3.1. Physical characteristics Obviously he is invisible so the only physical characteristics is his clothing. He sports a brown trench coat, suit pants, gloves, glasses, a hat, and a scarf.

5.3.4.3.2. Animations Being invisible much of his actions will be based on body language. Many times he will be minding his business and won’t pay much attention to the player, other times he may be pacing back and forth.

5.3.4.4. Special Abilities Besides being invisible (which he cannot reverse) the invisible man is a great scientist and along with Dr. Frankenstein, will help Helsing on his journey.

5.3.4.5. Relevance to game story The invisible man appears several times throughout the game and the player can find him in different places each time. He will hint at enemy’s weaknesses and secret locations in the game.

5.3.4.6. Relationship to other characters Only Helsing will encounter the invisible man and after they meet each other, the Helsing is the only person the invisible man will care to talk to.

5.3.5. Death

5.3.5.1. Back story The main villain of the game was never a physical entity, it was an abstract thought and something that happens to every living thing. Count Dracula discovered the book of the dead from an ancient civilization that used to live in the region now known as Transylvania. After

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being mysteriously destroyed, the book of life and death were both entombed and forgotten. After Dracula discovered it, he created death and shortly after Helsing found both books. (This is revealed to the player very late into the game and explains why Dracula is Van Helsing’s arch-nemesis.

5.3.5.2. Personality The Grim Reaper only has one thing on its mind, which is of course death. It doesn’t have a voice and instead uses body language to show what it is thinking. The Reaper cannot be reasoned with and is the most powerful entity the book of the dead can summon. Death feeds off the power of souls, its goal is to consume as many souls as there are living things. To do this it will use the book of the dead and create an army to combat humanity.

5.3.5.3. Look

5.3.5.3.1. Physical characteristics Death, like many personifications portray it, is a skeleton wearing a black cloak and hood. In Helsung, death wields a large scythe and along with a tattered black cloak and hood, is equipped with heavy demonic looking armor. Being the skeletal remains of the civilization of the past, its insides are made up of souls and just like Helsing, Death can buff his weapon and armor with fire, electricity, magic, etc. Death is normally tall, around 6’ 5’, but can regenerate its skeletal remains and grow larger. Death can sprout wings and rides a skeletal horse that can become spectral.

5.3.5.3.2. Animations Death kills everything it touches and is nearly unstoppable when wielding its scythe. Death knows it cannot be killed and is typically slow moving. When challenged however, Death can become spectral and fly through solid objects, fly, and dash towards its enemies.

5.3.5.4. Special Abilities Death can do everything Helsing can with the help of the book of the dead and more. Buff its weapons and armor, summon its allies, regenerate its health, and use various special attacks.

5.3.5.5. Relevance to game story Death is a tough enemy to fight and normally cannot actually be killed. The only way death can be defeated is through destroying the book of the dead. Death will still remain physical but is susceptible to being destroyed. Death resides in the underworld, which the player later discovers is the first of the nine levels of hell.

5.3.5.6. Relationship to other characters Death does not answer to anything or anyone. Although it was created by Dracula, it only considers him as a soldier in his army of the dead. After Helsing begins to destroy Death’s forces, it begins to take notice and plans to destroy the monster hunter. Everyone in the game fears Death and its power.

5.3.6. Dracula

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5.3.6.1. Back story Before Count Dracula became a vampire, he was a General in a neighboring country. He went by the name of Voivode and was famous for being brutal and ruthless towards his enemies. After losing a battle against Transylvania, Dracula was defeated and crucially injured; crawling towards a dark cave with a small pond located inside, Dracula begins drinking from the pool of water. As he struggles to move up against a wall, he notices two books, Dracula carefully stands up, and limps towards the books. Dracula opens the book of the dead and reads a passage which grants him eternal life in exchange for cursing him with vampirism. Dracula recovers from his wounds and becomes a vampire, he then proceeds to read the ancient book to the best of his ability and wishes to reclaim his past glory before he was cursed. Dracula summons Death, which kicks off the rest of the games story.

5.3.6.2. Personality Dracula is a smooth talker and deceives everyone into thinking that he is a rich entrepreneur. He is rarely threatened and talks to his enemies as if they were his friends. Devious and a force to be reckoned with, Dracula is a powerful vampire and one that should be dealt with cautiously.

5.3.6.3. Look

5.3.6.3.1. Physical characteristics Dracula normally sports a robe and cape when in his castle. Outside of the castle he will dress in a trench coat and top hat to disguise himself and block any sunlight that may shine through the clouds. When in battle, Dracula sports heavy plate armor and a large assortment of melee weapons. Dracula can transform into a large creature with sharp claws and bat-like wings. He becomes more of a monster in this form and loses much of his personality when transforming.

5.3.6.3.2. Animations Dracula has quick movement and may seem to teleport at times, confusing the player because of his fast movement. In combat he can quickly dash towards his enemy and quickly strike at any moment. In his monstrous form, Dracula can fly and moves a bit slower than normal.

5.3.6.4. Special Abilities The book of the dead granted Dracula with the most powerful powers a vampire can obtain. His lust for blood can make him ravage through his enemies and a mix of speed and strength make him deadly. His monster transformation aside, Dracula is nearly invulnerable to regular attacks, most weapons that can normally kill a vampire are useless against him.

5.3.6.5. Relevance to game story Dracula is the owner to the largest castle in the game, which is found in Transylvania. The castle rests on a large cliffside which rests near the mountainous region.

5.3.6.6. Relationship to other characters Count Dracula is well renowned amongst the people of Transylvania and many rumor that he is the lost General of the East. (*See backstory). Van Helsing first meets Dracula just believing that

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he is an eccentric rich lord. When Helsing is invited to Dracula’s castle, Helsing see’s past his innocent manner and attempts to discover his dark secret. Dracula finds out that Helsing is the one who found the book of life and plans to steal it from him by trapping him in the castle.

6. Section V - Interface

6.1. Visual System

6.1.1. HUD Health Bar

Gold

Potions

Souls

Map

6.1.2. Menus Inventory

Weapons and Armor

Lore & Texts

Quests

Stats

Map

Pause Screen

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Resume

Options

Save

Load

Exit Game

6.1.3. Rendering System The game should run smoothly without any slowdown, however if a small section of the game suffers a tiny amount then it is passable.

6.1.4. Camera The camera is normally 3rd person sitting upwards behind the character. It is closer to the player than games like “God of War” or “Devil May Cry”.

6.1.5. Lighting Models Lighting is very important in this game, as it will define whether or not an enemy is scary or not. Shadows and light are implemented in the level design so that enemies can follow the player or hide from the player. Many sections of the game rely on lighting that simulates fire or candlelight.

6.3. Audio Just like lighting, the audio plays a large role in setting the mood for the player. The player should hear cries, footsteps, roars, and screams in the distance as well as close by. This creates an uneasiness.

6.4. Music The music in Helsung plays when it is appropriate. During boss fights the music will become louder and faster the farther the player gets through the fight. Each region in the game has its own soundtrack and each area will have a different song which will set the mood. For instance, in a city the music will be off-putting but calming at the same time. In a castle the music will be eerie and low.

6.5. Sound Effects

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Creaks, cracks, snaps, and other ambient sound effects help flesh out a world and make it seem livelier than it actually is. Footsteps, wind, water, and bird sound effects can be found nearly everywhere.

6.6. Help System

7. Section VI - Artificial Intelligence

7.1. Opponent AI Some bosses will focus on offensive tactics, attacking and dashing towards the player. Some will be fast and will strike with speed rather than might. Others will be slow and charge their attacks, resulting in massive damage. Some bosses will focus on defensive tactics, blocking with a shield or weapon, and only attacking when the player is near them or attacking them. Some bosses are unique and will combine both tactics along with ranged attacks, invulnerability, and burrowing or flying.

7.2. Enemy AI Enemies like zombies or skeletons have simple AI, zombies relentlessly attack the player and will not stop until it is dead. Skeletons can attack and dodge but don’t rely too much on defensive tactics. Other enemies will act more like bosses, reacting to the player’s actions and answering those actions with its own. Certain enemies may be able to hide from the player into shadows or behind objects. Some enemies may follow the player, even if the player does not realize it, the enemy could have stalked them through a section of the game, just so that it can flank the player.

7.3. Non-combat Characters Most NPC’s in towns and cities cannot be engaged in combat, they can only be talked to. They will move around an area, be it a city or town.

7.4. Friendly Characters Friendly story characters cannot be engaged in combat, if the player is on their side. If the player makes a story decision against the story character and it leads to a boss fight, then the player will be forced to fight the character (EX: The Wolfman).

7.5. Support AI

7.5.1. Player and Collision Detection The player cannot pass through enemies or NPC’s. NPC’s and enemies can’t walk through each other either. Light objects like barrels, crates, baskets, etc. can be pushed automatically when walking or running into them. The player should not get stuck on walls or edges and should be able to slide right next to them.

7.5.2. Pathfinding NPC’s will have a set path each new day that passes in game. Enemies will appear in different areas in a region if the player is killed or a certain amount of time passes. Enemies will also

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notice when they are close to the edge of an area, so they can’t get trapped and will run away from the player if they are alone and close to dying.

8. Section VII – Technical

8.1. Target HardwareThe game will be built around the latest consoles. *At this time Xbox One & Playstation 4.

8.2. Control SystemBased on Xbox* D-Pad Left – Switch Secondary Weapon

A = Quick Attack D-Pad Right – Switch Secondary Weapon

X = Medium Attack LB – Weapon Wheel

Y = Heavy Attack RB – Dodge / Roll + Left analog stick

B = Jump / Leap + Left Analog in direction LT – Block (Shield)

D-Pad Up – Use Potion RT – Hold to lock onto enemy

D-Pad Down – Switch Weapon Left Analog – Movement

Right Analog – Control camera

8.3. Development hardware and software The game will have to work on the current gen console hardware and be able to process open world areas and push the limit on the amount of how many NPC’s & enemies can be on the screen at one time.

8.4. Development procedures and standards The production schedule will depend on how many people are on the project and when the game is supposed to release.

9. Section VIII – Game Art Bible.

9.1. Concept Art The concept art for the game should showcase the games gothic horror themes and give a general understanding of the feel for each area. Characters and enemies should resemble a popular representation but, feel original and new at the same time.

9.2. Characters Characters should look realistic and from the era the game takes place in (18th century). Clothing should match the setting and the where the character is in the game will determine what the character wears.

9.3. Environments

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Each environment should be different and represent the type of terrain that it’s named after. The entire world should have a similar feel to it however, dark colors and low saturation will make sure no one area is brighter or cleaner than another. The weather should also determine what an area looks like, the sun does not come out very much and when it does, it is covered up by clouds.

9.4. Equipment The weapons and armor listed should resemble their real life counterparts but anytime it is an “original weapon” then it is created by a concept artist and decided upon by the development team.

9.5. Cut scenes There aren’t many cut scenes in the game, just two to be exact, and they will show the setting of the game and the ultimate set-up or consequence of the story.

10. Appendices

10.1. Assets

10.1.1. Art The art style draws from gothic horror and all other forms of the genre. Dark tones and shadows are numerous, but the game will stray away from strictly grays and unsaturated colors. Certain areas will be gritty, like certain cities, other areas will be organic, like the forest. Lighting and shadows will be a high priority in the development process, as it is how the player will fear the atmosphere. Outdoor areas will have plenty to look at but won’t feel busy. If something is deserted it will be emptier, if it’s crowded then it will be bustling. Indoor areas will have the camera zoom in closer to the player, this will restrict the player from anticipating enemies and finding secrets too easily. Weapons, armor, monsters, characters, buildings, environments, and clothing will all be based on their real-life counterparts.

10.1.2. Model and Texture Models and textures should be detailed enough to look and feel realistic, but not enough to slow down the game. Poly count is not an issue but high resolution textures should have a certain limit, to ensure that there are no issues in framerate or resolution.

10.1.3. Animation List Realistic animations are key for this game to suck in players. Some people in towns and cities may move with limps, monsters may walk unusually, and an injured Van Helsing will move like he is injured. Van Helsing will have different animations each time he levels up, it will show a gradual progression to his skill in hunting monsters and will evolve his character from family man to legendary monster hunter. This means that there has to be ten animations for each of Van Helsing’s attacks.

10.1.4. Interface Art

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When accessing quests and menu screens, an animation of the player picking up and reading a book will play. The player can select panels and options by highlighting them and pressing the continue button. The interface should relate to the rest of the game’s art style.

10.1.7. Environmental Sounds Footsteps are an important part of the game and often times will be the only sound a player will hear in an area until an event happens. Each weapon will have its own sound effect and will react differently when hitting certain objects. Cities will be loud and people will yell over each other. Monsters will each have their own growls and grunts.

10.1.8. Weapon Sounds Hitting weapons against different materials and enemies will trigger different sound effects. Hitting a sword against a wooden plank will sound different from hitting a stone or dirt ground. Each weapon will have their respected sound effects and common metals like iron or common materials like leather or clothing will have the same sound effects.

10.1.9. Interface Sounds Low tones will play when the player backs out of something in the menu and a higher pitch sound will play when the player continues onto another panel or option. Moving the highlight will play a mid-tone sound.

10.1.10. Music The music will be orchestral and dark. During boss fights, the music will become faster paced and new instruments will be added the farther a player gets through the fight. Calm music will play when the player is safe and intense or thrilling music will play when the player is in danger or is exploring a potentially dangerous area.

10.1.11. Ambient Ambient music will play when first entering a new area, exploring an area with little to no enemies around, and when talking to story characters. Ambient sound effects like birds, trees bristling in the wind, monsters roaring and moaning in the distance, etc.

10.1.12. Voice Fully voice acted characters will be present throughout the game. Each character will be

unique and even if a NPC is not talking directly to the player, the NPC may talk to other NPC’s,

when the player passes by them.

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