Wednesday, April 20, 2011

Alcatraz
A Game For Unreal Tournament PC
Copyright 2011 Team Ninja Dino


I. GENERAL INFORMATION
You have been falsely accused for a crime and imprisoned. Your goal is to seek revenge on the person who framed.

This map's objective is to escape from prison and learn any last things about being framed and who was involved.  The layout is meant to be a maze and is based on your stealth. So the first part of the game is to figure a way out of your cell. Once you do that then, you must figure a way out of Alcatraz without being caught by the guards.




















II. DETAILED GAME DESCRIPTION


Mode-
-An escape simulations the player finds any method they can to escape from their current situation.


Background Story -
-The story goes the character being falsely imprisoned for a crime he didn't commit. In the context of the game he begins his escape which he spent a number of days planning. You play through his whole escape atempt and finally his succesful escape in the end of the level.


-The whole story is played through the character, how he feels and what he goes through to get his side of justice. Most of the story mainly through the level is fairly linear and continues until the end with his escape from the prison.


Objective -
-The main objective of the level is simply leaving the island and finding the truth to his imprisoment. Manuvering through the obstacles and leaving as little of your trace as possible while avoiding the guards. The player goes through all of this to escape the prison on a boat ready to leave at the edge of the island.


Gameplay-

-At the moment when you start the game you simply start at the beginning of the level. However the game would begin with a cutscene showing the character being arrested. The scene then continues with the character cleaning the wardens room discovers that he was falsely accused and begins planning his escape to find the one who accused him. That would be where the level starts after the scene and the player gains control.


 -As you begin the game and enter the first portion of the level the player will begin through a sewer like level. From here it is a simple platform section and the player doesn't really run into any other characters until he reaches the surface. Thats when there will be guard AI taveling around the area. The AI will follow a set path until they either spot the character or interact with a another AI if they run into the same path. If the player is spotted then the AI will begin attacking the player till their dead.


-Interface is a fairly linear path with a few turns and changes of scenery.


-The level will be played entirely in first person.


-Levels will be used to continue the narrative and game with cutscenes continues the story.


-Stealth; stealth will be the main heart of the level. Fighting will be done minimally and only when neccesary but itll be mainly keeping away from the enemies and moving as fast as you can.


-The game doesnt feature any multiplayer its single player all the way through.


-For now the biggest difficulty is in the guards portion of the level but navigation holds a fair amount of challenge as well.


-When fully completed around an hour or 2 for the most part to finish the game.


III. OTHER ASPECTS OF THE PRODUCT DESIGN
Characters -Andy is the one and only playable character in the game.  He is an intelligent and very capable person.


This is a Single Player game.


License Exploitation -- Our game is based on Alcatraz, but the only thing similar to it is the fact that it is based on an island.
World -- The game takes place in prison and most levels take place in various rooms and buildings within the prison.  The level in which we are doing, encases the cellroom of Andy, the sewersystem, 2 rooms that he enters, and the exterior of the island.


Controls -- The controls are that of UDK and your health and ammo are listed at the bottom right.  Your radar is listed in the top right corner. Everything that the user does will be used through the arrow keys and the keyboard controls.


On screen -- The only text that will come across the screen are objectives in white text along the lower middle left of the screen.  If you are spotted by guards or someone in the game is talking to you, yellow text will pop up in the lower middle of the screen.


The graphics of the level will be dark and quiet.


Sounds and Music --The music will be slow paced and quiet, but the resulting noise of your actions will be emphasized to show the importance of staying hidden.  As the goal of the game is to stay hidden, every single movement and noise will be amplified.  Footsteps will echo loudly and guards that yell will sound like theyre right next to you.