Project Golem: Team Icn'Tspl Design Document For
Project Golem: Team Icn'Tspl Design Document For
Project Golem
Version # 1.10
Table of Contents
Confidential 2 2/24/10
10
Copyright (C) 2010 Team ICN’TSPL – All rights reserved
OVERVIEW ________________________________________________________________________ 12
NEXUS LEVEL ______________________________________________________________________ 12
EARTH LEVEL ______________________________________________________________________ 13
FIRE LEVEL ________________________________________________________________________ 15
WATER LEVEL ______________________________________________________________________ 17
AIR LEVEL _________________________________________________________________________ 19
GAME CHARACTERS_______________________________________________________________ 21
OVERVIEW ________________________________________________________________________ 21
ENEMIES AND MONSTERS _____________________________________________________________ 22
Earth Golem__________________________________________________________________ 22
Fire Golem___________________________________________________________________ 23
Water Golem___________________________________________________________________24
Air Golem_____________________________________________________________________ 25
USER INTERFACE__________________________________________________________________ 26
OVERVIEW ________________________________________________________________________ 26
GAME MENU _______________________________________________________________________ 26
WEAPONS _________________________________________________________________________ 27
OVERVIEW ________________________________________________________________________ 27
EXPLODING CRYSTAL CROSSBOW ______________________________________________________ 27
WATER TRAP ______________________________________________________________________ 27
PISTOL ____________________________________________________________________________ 28
BUCKET TRAP ______________________________________________________________________ 28
CEILING COLLAPSE TRAP _____________________________________________________________ 28
MESH LIST ________________________________________________________________________ 29
Confidential 3 2/24/10
10
Copyright (C) 2010 Team ICN’TSPL – All rights reserved
Design History
This section of the Design Document is responsible for updating the development team on what
has been changed in each iteration of the document. All changes done in later portions of the document will
be noted here in Version numbers.
Version 1.1
Mesh List, Animation List, and Sound Effects List sections added. In addition, storyboards for all
Matinee Sequences were added and the Technical Design section was updated with more detailed Kismet
and a revamped Code portion.
Confidential 4 2/24/10
10
Copyright (C) 2010 Team ICN’TSPL – All rights reserved
Game Overview
Philosophy
Player Immersion
This game is attempting to create a completely immersive environment. By placing the player in a
position that very little is known about your character, the game will enable the player to react to situations
in whatever way they see fit.
We are creating this game with the Unreal Development Kit. Not only is it an industry-standard
development kit, but it provides advanced lighting, effects, and scripting that isn’t accessible in other
software available to students at this point.
We are striving to create a game that places emphasis and focus on the environment around you
and not so much on the physical act of “controlling” the main character. We aim to create a game that blurs
the line between the player and the main character, to the point that it’s believable that they are one and the
same.
Common Questions
What is the game?
A first-person perspective atmospheric puzzle/adventure game. In the game, the main character is
hit by a truck while walking his dog and must battle against elemental golems to recover from the coma he
is in. He gains instruction from his dog who acts as a conscience/guiding figure. To defeat these golems, he
must solve level-specific puzzles to build traps and weapons.
There is currently a trend in the game development industry towards first-person games with a
vaguely creepy feel. There is a hole in the market, however, towards indirect combat, with most popular
games in the first-person genre playing as shooters. We aim to fill that hole by creating a game that requires
thought and problem solving from the player.
The “universe” is your mind, as you are in a coma, and manifests as a central nexus level with four
doors leading to the game’s levels. Each door will show quite clearly the type (element) of golem that
resides within (earth, water, air, or fire), as will the levels themselves. For example, the earth level will be
made almost entirely out of rock, the air level out of fog, and so on.
What do I control?
The player will control the main character, and through association the dog, who follows you.
Confidential 5 2/24/10
10
Copyright (C) 2010 Team ICN’TSPL – All rights reserved
The goal is to destroy the elemental golems in each level. Each golem will have a particular skill
set that the player must take into consideration to destroy it. Once the golems have been destroyed, the
player will be able to wake up. If the player is defeated, they will “flat-line” (die).
What’s different?
While the first-person style games that have been successful focusing primarily on combat as
game play, this game would make a greater shift towards exploration and puzzle-solving to further the
story. The player can get as little or as much out of the game as they wish purely by exploring.
Confidential 6 2/24/10
10
Copyright (C) 2010 Team ICN’TSPL – All rights reserved
Feature Set
General Features
First person perspective
Elemental themes (fire, water, etc)
3D graphics
Gameplay
Four different elemental levels
Golems haunt each level and must be defeated
Puzzles are solved by gathering items throughout levels and assembling them
Items can be retained from level to level
Many different ways to complete a level/defeat a golem
Set traps
Create weapons
Focus on stealth over “guns blazing” combat system
Ambient sounds set mood and give clues
Sounds signify items/areas of significance
Dog is a sarcastic guiding figure (indicates items, methods, etc)
Confidential 7 2/24/10
10
Copyright (C) 2010 Team ICN’TSPL – All rights reserved
Inventory Interaction
The primary feature of the game requires the player to integrate items picked up in the
environment into weapons and traps. These can then be used to defeat the golems.
Audio Indicators
To find or avoid golems, using every aspect of the player’s senses is important, particularly in
audio elements. The player will be able to hear the golem coming, and will use sounds to find particular
elements in the game that will aid in defeating it.
The main character spends a vast majority of the game in a coma, so the “physical world” is the
world created in the main character’s own mind. It focuses on a single nexus level with four elemental-
focused levels branching from this central area.
Key Locations
The player is walking his dog across the street on the University of Florida Campus facing Fine
Arts B when he is hit by a bus. The player wakes in the circular Nexus Level surrounded by the doors to the
levels. The dog guides you as to which order to enter the levels.
The Earth level is the first level you visit.
The Earth Level is a circular level with four corridors leading to a central square
chamber. Items can be picked up throughout the level at 20 defined locations where items
have a random chance of being placed. A majority of the locations are focused in the
central square of the level, where the golem lingers unless it is lured away. One of the
locations is a pool of water with a crack in the wall where a trap can be set. The player
will be able to hear water rushing when nearby.
The Fire level is the second level you visit.
The Fire Level consists of a number of winding chambers within a pointed oval shape.
The central area again is where the golem will linger unless drawn away. Items can be
picked up throughout the level at 20 defined locations where items have a random chance
of being placed. A majority of the locations are focused in the central area of the level, an
industrial setting, where the golem lingers unless it is lured away.
The Water level is the third level you visit.
The Water Level is split into two stories, a freezing “ice” portion and a lower “water”
portion. In order to defeat the golem, the player must lure the golem up to the ice level
and prevent it from escaping by setting up a trap, thus freezing the golem and using
another weapon to shatter it.
The Air level is the fourth and final level you visit.
Confidential 8 2/24/10
10
Copyright (C) 2010 Team ICN’TSPL – All rights reserved
The Air level is an open colonnade where you wander, with a minimal ruin-like quality to
allow for hiding behind objects. The golem tries to blow you off the platform that makes
up the level and you strive to direct air currents to blow it off the platform. To do so you
must move around randomly placed ruin pieces, which are placed in a possible 12
locations, and are concentrated in no particular place.
Travel
Standard keyboard controls (w/a/s/d are forwards, left, backwards, and right, and spacebar is
jump) allow the player to move the character from a first-person perspective. Running over items on the
ground automatically picks them up and places them in the inventory.
Scale
The Main character’s size is used measured using the standard Unreal Unit ratio of 96 units tall
when standing. Each golem will be, in ratio to that size:
Earth:MC — 3:1
Fire:MC — 1:1
Water:MC — 2:1
Air:MC — 3:1
The levels, in order of size in units:
Earth is the smallest, Water is second, Fire is third, and Air is the largest. Each level’s
ground to ceiling height will be in proportion to the golem’s size, thus:
Earth 300 units
Fire 120-130 units
Water approx 200 units in the “water” portion of the level; infinitely high in
the ice portion
Air infinitely high (the player will be unable to see the ceiling)
Objects
Objects in this game are items that can be assembled to be used as a trap or a weapon. The traps
and weapons’ corresponding parts will be listed in the weapons section. The weapons are:
Earth level
Exploding crystal crossbow
Water trap
Fire level
Water gun
Strategic ceiling trap
Water level
Crossbow from earth level slows golem down but doesn’t kill him when in water form
However, in ice form, it shatters the golem
Air level
Pillars and other ruin-style architecture are moved around to direct air currents
Weather
Each level has appropriate effects according to the element (ex. Fire is hot, air is windy, etc)
Rendering System
We are making use of the Unreal Engine, which has a built-in 3D rendering engine which includes
HDRR, per-pixel lighting, and dynamic shadows.
Confidential 9 2/24/10
10
Copyright (C) 2010 Team ICN’TSPL – All rights reserved
Camera
As a first-person perspective game, camera movement represents the player’s movement, whether
in gameplay or in cinematic sequences. As such, you never see the main character.
Game Engine
Overview
We are using the Unreal Engine 3 developed by Epic games. It includes a core made in C++,
though most game coding is done in UnrealScript. It integrates rendering, physics, collision detection, AI,
visibility, networking, and file system management into one complete engine. See Rendering for rendering
specifics.
UnrealScript
UnrealScript is syntactically similar to Java. As in Java, UnrealScript does not support multiple
inheritance, classes all inherit from a common Object class and are define in individual files named after
each class. Interfaces are supported in Unreal Engine 3.
Element effects
Water Unreal handles water with animation for flowing effects.
Fire Unreal handles fire effects.
Earth Unreal handles fracture of solid meshes, which we will use for a majority of this level.
Air Unreal handles fog and steam effects, which we will use for both the Air level and the
Nexus level’s walls.
Collision Detection
Unreal has a built-in collision detection system. When a BSP brush is created, the Unreal Static
Mesh editor handles collision box creation. Static meshes imported into UDK allows for collision detection
through the creation of bounding volumes for each mesh.
Confidential 10 2/24/10
10
Copyright (C) 2010 Team ICN’TSPL – All rights reserved
Lighting Models
Overview
For each level we will use Unreal’s Light Mass system as well as additional lighting which will be
described below.
There will be a blue emissive light around the ridged edge of the room, which will cast a glow on
the fog throughout the rest of the level. We will also add a single, low intensity point light in the center of
the room for global illumination.
In addition, the Fire level’s door will include an emissive channel from the magma-like material
inside the door’s mesh.
Earth level is very dark with lighting arising from several different glowing mushroom meshes
and several crystal meshes. These will have emissive channels as well as point lights to accent these
meshes further. Additional point lights will be included as needed for illumination.
The Fire level is one of the brighter levels in the game. The level will be primarily lit by magma
and lava walls and ceiling which will have emissive channels within the static meshes. In addition, point
lights will be used for increased illumination. All lighting will focus on a red-orange hue to give the
impression of heat throughout the level.
The Water level will be slightly dim, and will vary throughout the level. The lighting on the lower
layer of the level will consist of primarily point lights in a white hue for basic illumination, and significant
environment detail will be shown by these lights reflecting off the water effects available in Unreal Engine.
The upper level will be illuminated by a global blue light, giving the impression of a “cold” feeling.
The Air level will be the brightest level in the game. White global lighting will make up all
illumination. The ruin-structures will also be given a minor emissive channel, for a vaguely “heavenly”
effect.
Confidential 11 2/24/10
10
Copyright (C) 2010 Team ICN’TSPL – All rights reserved
Nexus Level
This level is the central area where all levels can be reached. After a golem is defeated,
the player must return to this level before moving to the next. It is a circular room with a groove in
the outer floor which light emerges from. Four doors occupy the perimeter of the room at the
north, south, east, and west places in relation to the center. Each door will clearly represent the
level it leads to. Between the doors will be walls with fog effects that make it appear as if the walls
are shifting slightly, or that they aren’t quite tangible.
Earth Door
This is the first required level entry. This door will be made entirely out of rough rock,
and will be static until the player approaches it. When the player approaches the door (i.e. triggers
it to open), the rocks will crumble downward and scatter, allowing you to enter the level.
The symbol of the Earth level will light on the ground when the level is complete and
will emit a tone throughout the rest of the game while in the nexus level.
Fire Door
This is the second required level entry. The door will be made out of partially-cooled
magma with hotter lava within as well. The edges of the door will have flame licking upwards.
When the door is approached it will explode inwards, opening up the entryway. We will use a
post-processing effect to make the area around the door (both before and after entry) look very
hot.
The symbol of the Fire level, will light on the ground when the level is complete and will
emit a tone throughout the rest of the game while in the nexus level.
Water Door
This is the third required level entry. The door will be made entirely from a water effect
(water will fall from the door’s edge). When the door is approached it will quickly stop (as if the
“faucet” is turned off).
The symbol of the Water level, will light on the ground when the level is complete and
will emit a tone throughout the rest of the game while in the nexus level.
Air Door
This is the fourth and final level entry. The door will be swirling, thick clouds. When you
approach the door the clouds will disperse, but if you approach the door before you have
completed the other levels, you will fall into a bright light and reappear in the center of the level
where the dog will warn you not to repeat going through the door until you are ready. If you are
prepared to complete the last level, then you’ll fall again but land in the Air level.
The symbol of the Water level, will light on the ground when the level is complete and
will emit a tone throughout the rest of the game while in the nexus level.
Confidential 12 2/24/10
10
Copyright (C) 2010 Team ICN’TSPL – All rights reserved
Earth Level
When the player first enters the level, we are aiming for the environment to be dark, damp, and
quiet, save for the steady thump of the golem’s walk as it wanders the level (see the Music and Sound
Effect section for more on this).
The environment will be rocky and will primarily use color palette as follows:
Confidential 13 2/24/10
10
Copyright (C) 2010 Team ICN’TSPL – All rights reserved
Tunnels will be vaguely circular—though irregular—and the central room will be the largest
space in the level. This room will have a single support-like structure: a column of thick roots with
mushrooms decorating them.
We aim to use 5 rock-wall meshes and 3 rocky-ground meshes which we will vary (mirror etc)
throughout the level. Other decorative/lighting meshes are as follows:
Large root-column
Three mushroom clusters
Three crystal clusters
Three vine meshes (wall decoration)
Three root meshes (ground decoration)
Three debris meshes
Please note that the golem’s mesh will fit precisely within the tunnel, thus, it will be impossible to
slip past it.
There are twenty possible locations for items to be picked up within the Earth Level. Please see
the map above for these locations (marked as white “X”s). At the initial loading of the level the possible
items that can be picked up will be randomly placed in nine of these positions. Should the player die before
the level is completed, then the items will reset in different positions. The items will be plainly visible—not
hidden—and will be picked up by the player walking over the item. Some items will be indicated as
“special” due to unusual properties (ex. water dripping, exploding crystals “hum”, etc). However, not all
items will be obvious in their importance.
Confidential 14 2/24/10
10
Copyright (C) 2010 Team ICN’TSPL – All rights reserved
Fire Level
When the player first enters the level, we are striving to make the level as hot-feeling as possible.
Sound effects for crackling fire will be used, as will any effects involving the Fire golem itself (see the
Music and Sound Effect section for more on this).
The environment will be rocky but will place emphasis on more volcanic-variants of environment.
The rock that makes up the floors of the level will be primarily black (as cool lava) and grey, with little to
no emissive channel illumination. The walls, in contrast, will appear to be hot lava, with emissive
illumination that will make it appear to be moving. The tunnels will be only slightly larger than the main
character, increasing the impression of a close, hot environment.
The central oval of the level will be designed in the style of an industrial boiler. There will be
numerous pipes and incinerators throughout this aspect of the level which will emit steam and smoke
respectively.
The color palette of the level will be as follows:
Confidential 15 2/24/10
10
Copyright (C) 2010 Team ICN’TSPL – All rights reserved
There are twenty possible locations for items to be picked up within the Fire Level. Please see the
map above for these locations (marked as white “X”s). At the initial loading of the level the possible items
that can be picked up will be randomly placed in seven of these positions. Should the player die before the
level is completed, then the items will reset in different positions. The items will be plainly visible—not
hidden—and will be picked up by the player walking over the item.
Confidential 16 2/24/10
10
Copyright (C) 2010 Team ICN’TSPL – All rights reserved
Water Level
The level will be split into two sections connected by a passageway: an “upper” ice section and a
“lower” water section. The upper section will be primarily an open area with ice-cliff meshes allowing for
the main character to draw the golem around successfully. The lower section will be constructed in a spiral
with passageways occasionally connecting the loops (as seen above).
The color palette of the level will be as follows:
Confidential 17 2/24/10
10
Copyright (C) 2010 Team ICN’TSPL – All rights reserved
The environment of the ice section will be made almost entirely out of cloudy ice, with a ground
mesh made of a rocky—but partially-frozen—material. The walls that mark the barriers of this level are
entirely made of ice, though they are thick enough that it will not be possible to see through them.
The environment of the water section will be made entirely from UDK water-effects over
transparent meshes. This will allow the user to see through the walls, though it will still be difficult to
detect the Water golem.
Confidential 18 2/24/10
10
Copyright (C) 2010 Team ICN’TSPL – All rights reserved
Air Level
When the user enters this level it will give the impression of a completely open space. The level
will be designed as a rectangle with the center cut out as seen above. However, the level will be scattered
with a colonnade structure that will hint at a Grecian temple. The columns will be both upright (in which
case they will extend, to all appearances infinitely, upwards) and knocked over (as if the level is a ruin).
The color palette of the level will be as follows:
In the center, open section of the level there will exist a series of knocked-over columns (3) and
“floating” islands of marble (also 3), which the user will be able to jump to. However, due to the nature of
the golem (see the Enemies section under Characters), it will be very easy for the player to be knocked off
this island. As such, important items (such as the spike to hold in a ruin piece) will be located on these
islands, making it difficult to obtain them successfully.
The primary difficulty of the level revolves around a series of air currents that run throughout the
colonnade. These currents can be manipulated by the spare column pieces located around the level, and
must be used to defeat the golem inhabiting this level to blow it off the level’s perimeter.
The floor meshes will be marble with a light fog effect placed over them for ambiance, with the
only other structural meshes including:
Confidential 19 2/24/10
10
Copyright (C) 2010 Team ICN’TSPL – All rights reserved
There are twelve possible locations for items to be picked up within the Air Level. Please see the
map above for these locations (marked as “X”s). At the initial loading of the level the possible items that
can be picked up will be randomly placed in four of these positions. Should the player die before the level
is completed, then the items will reset in different positions. The items will be plainly visible—not
hidden—and will be picked up by the player walking over the item.
Confidential 20 2/24/10
10
Copyright (C) 2010 Team ICN’TSPL – All rights reserved
Game Characters
Overview
The primary characters of the game include:
The main character is not given a name, but is the player’s controllable character. We are aiming
for this character to be ambiguous, allowing for the player to feel as if they are genuinely playing through
the story as themselves, not another character. The player stands at approximately 100 units tall.
Doug the dog is the guide and side-kick figure throughout the game. He is the only character that
you communicate with directly (or rather, he communicates with you). He has a human voice within the
“coma” state the main character is in and has a propensity towards snide remarks and sarcasm. He follows
the main character throughout the game. Doug stands at approximately 60 units tall.
Confidential 21 2/24/10
10
Copyright (C) 2010 Team ICN’TSPL – All rights reserved
This enemy stands at approximately 300 units tall, and is wide enough to fill the corridors
of the Earth level. It is clumsy and stiff-moving. It is made of a primarily grey and brown color
scheme, but has crystals embedded in its “flesh.” Simply put, it will look very similar to its
environment.
It will linger primarily in the central room, but will wander the outer circle if the player
comes within visible distance, which will be relatively close to the golem.
This enemy is slow in its “passive” state, moving slower than the player. However, in an
“active” state (i.e. if it sees you), it moves slightly faster than the player.
As this enemy wanders the level, it will stop at junctures along it’s path (branches, etc)
and—if in passive mode—will randomly choose a direction to go, but only after pondering its
decision for a few seconds. In active mode, it will take the same amount of time to choose, but
will always go in the direction of the player’s last “turn.”
The golem kills you by crushing the player (i.e. should the player make contact with the
golem, a matinee of the golem punching the screen, then the screen going dark). Its weaknesses
include the Exploding Crystal Crossbow and the Water Trap (see the Weapons section for more
information).
Confidential 22 2/24/10
10
Copyright (C) 2010 Team ICN’TSPL – All rights reserved
Fire Golem
This enemy stands at approximately 100 units tall, and is roughly the same
size as the player. It takes a feminine form, thus all vocal capture done for this
character will be done by a woman. It is fast and smarter than the Earth golem, giving
it an advantage when chasing the player. It is made of a thick lava like material but
will be set aflame though UDK fire effects (see concept sketch above for reference)
and will consist of a primarily orange and red color scheme, but may include some
light blue (ex. very hot fire).
It will linger primarily in the central circles of the level, but will chase the
player if spotted. The visible distance moving into an active state will be a fairly long
distance in front of the golem.
This enemy is quick even in its passive state, moving at precisely the
player’s speed. When in its “active state” it will move at a significantly greater speed
than the player. The method which the golem will chase the player is specific to this
golem. As the level is made primarily of long, thin corridors, the golem will rush
down the corridor as far as it goes to a flat juncture. When the golem reaches that
juncture, it will smash against the wall, showering the area with sparks and creating a
large amount of noise. Only after the golem recovers will it look again for the player.
It should be noted then that the player’s method of evasion would be to turn down
offshoots of the initial hallway, thus allowing the golem to rush past and the player to
remain unharmed.
This golem’s method of killing the player includes engulfing you in flame.
Its weaknesses include the Collapsed Ceiling trap and the Water Gun (see the
Weapons section for more information).
Confidential 23 2/24/10
10
Copyright (C) 2010 Team ICN’TSPL – All rights reserved
Water Golem
This enemy stands at approximately 200 units tall and is built for water travel, but can
move successfully on land as well. It takes a feminine form and will be made of a combination of
UDK’s water effect and a mesh structure similar to a fish’s bones. The color palette of this golem
will be primarily blues, grayscale, and greens.
This enemy will linger in the lower, “water” section of the level, though will not actively
enter the hallways accessible to the player while in its passive state. Should the player come within
a few paces of the golem, however, it will enter the hallway-structure of the level and will be then
in it’s “active” state.
This enemy is fastest when in the water, moving at a speed significantly greater than the
speed of the player, even though it is in its “passive state.” When in its active state, the golem
moves fastest when in the water part of the level, though it will speed up by approximately 30%
even while out of the water. However, when in the upper, “ice” portion of the level, the golem’s
speed will decrease by a small factor every five seconds until it is completely stationary, giving
the player an opportunity to “smash” the now-frozen golem.
This golem’s method of killing the player is though biting with its sharp teeth. Its only
weakness is to smash it once frozen. It can, however, be temporarily halted with the Exploding
Crystal Crossbow when in its water-state, blowing it temporarily back before reforming (see the
Weapons section for more information).
Confidential 24 2/24/10
10
Copyright (C) 2010 Team ICN’TSPL – All rights reserved
Air Golem
This enemy stands at approximately 500 units tall, dwarfing the player, and it will be
wide enough to just barely move between the columns that make up a majority of the level. It will
be constructed of UDK fog effects but will have a small central mesh for shape and for animation
purposes. The color palette of this golem will be primarily grayscale.
This enemy will have equal reign of the entire level, wandering in a random pattern until
it comes into its “active” state. Should the player stand in the same row of columns in front of the
golem, it will go into its active state and try to blow the player off the level.
The enemy has a constant speed of a drastically greater speed than the player, no matter
if it’s in a “passive” or “active” state.
This golem’s method of killing the player is through blowing it off the level’s perimeter.
Its only weakness is to use items and column pieces to direct air currents to blow the golem off the
level. Air currents can also be used to slow down the golem prior to blowing it off the level, giving
the player more time to solve the puzzle. Note that this is the only method to either kill or slow
down the golem.
Confidential 25 2/24/10
10
Copyright (C) 2010 Team ICN’TSPL – All rights reserved
User Interface
Overview
The goal of this interface is to make all GUI components as straightforward and minimal as
possible. As the main character has no discernable “health” (the player is either alive or dead), there is no
need for a status/health bar.
This menu is a real-time feature and can be accessed through tapping the escape key. That is,
though the menu will maximize when activated, animations, enemy movements, and all other real-time
game aspects will remain functioning.
Game Menu
The Game Menu tab will consist of three self-explanatory options: Continue, Save and Quit, and
Quit.
Confidential 26 2/24/10
10
Copyright (C) 2010 Team ICN’TSPL – All rights reserved
Weapons
Overview
The weapons and traps of this game are vital to gameplay. Instead of directly battling the golems
in each level, the player is required to assemble objects picked up from their environment into potentially
useful items. Assembly of an item occurs when all the items in the weapon or trap are collected, and a key
will be prompted of the player to “assemble,” which will take some time. The user will be notified via
verbal queues how many (1/3, 4/5, etc) parts of a weapon or trap they have collected out of the total
number.
Level: Earth
Required items: Short rope, Wood x2, Humming crystal
This crossbow is equipped with a humming crystal that
explodes shortly upon impact. Note that
ammunition for this weapon is endless.
Effect on each enemy:
Earth: Crystal, when shot, embeds in the rock
of the golem’s body before exploding. Effective.
Fire: When contact is made, small explosion.
Ineffective.
Water:
While in Water area: Embeds in golem’s body
before exploding. 10 seconds before golem reassembles
itself. Partially effective.
While in Ice area: If golem frozen, shatters golem.
Air: When contact is made, small explosion.
Ineffective.
Water Trap
Level: Earth
Required items: Long rope, Humming crystal, Curved boulder,
Pool of water
The location of this trap is key to its function. The player must
set up a trip wire for a boulder to drop onto an
exploding crystal set into a crack in a wall, producing
a rush of water that crushes the Earth golem.
Confidential 27 2/24/10
10
Copyright (C) 2010 Team ICN’TSPL – All rights reserved
Pistol
Level: Earth
Required items: none
What appears to be an ordinary pistol. Contains
Infinite rounds
Effect on each enemy:
Earth: Angers golem. Ineffective
Fire: Angers golem. Ineffective.
Water: Angers golem. Ineffective.
Level: Fire
Required items: Fuse, weakened ceiling location,
sulfur, charcoal, and potassium nitrate
(from an exploding crystal) (which form
gunpowder)
The player sets up a trap with gunpowder set off by
a fuse, which then collapses a ceiling on
top of the golem.
Water Gun
Level: Fire
Required items: Large pipe, thin rod, O ring, water
The water is obtained in the earth level, which is then placed inside the pipe and shot at the Fire
golem, which then kills it.
Confidential 28 2/24/10
10
Copyright (C) 2010 Team ICN’TSPL – All rights reserved
Mesh List
Skeletal Meshes
Doug the Dog
This mesh will take the form of a Great Dane. The dog will have a tail but will have
clipped ears, and will have a mottled brown-black coat.
Earth Golem
Fire Golem
Air Golem
For descriptions of the Golem meshes, please see their respective descriptions in the Enemies
section of the Characters portion of this document.
Nexus Level
All structures done in BSP brushes
Earth Level
3 rock walls
These walls will be designed to fit together evenly on each end of the meshes. They are
vaguely tunnel-shaped, leading to a sloped ceiling.
Large root-column
This mesh stands at the very center of the level, extending from the ground up into the
ceiling. It will have a root structure similar to that of a Banyan tree.
3 mushroom clusters
These meshes provide (along with the crystals following this) a majority of the lighting in
the level and will have various emissive channels. They are of three different types of mushrooms that will
be used: Jelly, Oyster, and a basic Bolette. Based on each of these types of mushrooms, they will be placed
in different parts of the level (Jelly and Bolette will be located on the ground, while Oyster will be placed
on walls).
2 crystal clusters
These meshes provide all subsequent illumination in the level. They will be of primarily
green, purple, red, yellow, and blue coloring (see the Earth level color palette for examples) and will be in 3
different configurations.
2 vine meshes
These meshes will act as wall decoration and will faintly glow (have a very low emissive
channel) a light green. They will be spidery-thin and will sit flush with the wall-meshes.
2 root meshes
These meshes will act as ground decoration and will not glow. They will be bulky and of
a similar style to the root-column described above.
2 debris meshes
As this level is to appear to be underground, the debris meshes created will be almost
entirely out of rocks. Three unique meshes will be created and will be capable of being placed from
multiple angles, allowing for a different appearance based on placement.
Pool of water
This pool, made of a basic mesh in addition to UDK water effects, will be the site for the
Water Trap (see Weapons section for more information).
Crack-in wall
This mesh will sit flush with other wall meshes and will be located with the Pool of water
mesh mentioned above. This will be the site for the Water Trap (see Weapons section for more
information).
Confidential 29 2/24/10
10
Copyright (C) 2010 Team ICN’TSPL – All rights reserved
Fire Level
5 lava walls
These walls will be designed to fit together evenly on each end of the meshes. They are
vaguely tunnel-shaped, though less so than the Earth level’s wall meshes. The meshes will have a lava-
appearance, though will be slightly cooled to appear similar to the following picture:
They will have an emissive channel that will provide the primary illumination in the level
5 rock/lava floors
These floors will be the black-grey of dried lava, giving the player a “cool” surface to
walk on. They will be designed to fit together evenly on each end of the mesh.
Ceiling
This mesh will be a less-intense version of the wall-mesh, appearing hot though with a
lessened emissive channel.
2 Lava waterfalls
These meshes are placed over preexisting wall meshes. They are relatively self-
explanatory and are to have different heights and intensities.
Collapse-ceiling
This mesh is located on the ceiling. It will consist of a deep, dark crack that will be
located in a corridor juncture.
Boiler
This mesh is that of an aged, damaged boiler. It will consist of a variety of pipes as well
as a central tank and legs to hold up the structure. See concept sketches from Fire level for further design.
3 pipes
These meshes will be located throughout the central portion of the Fire level, each with a
different shape to allow for diverse placement. One will be wide and thick, another thin and long, and a
third of average length and width.
Water Level
Water tunnel
These meshes will be covered with the UDK water effect, giving the appearance of a
complete tunnel of water. They will appear similar to the concept sketch seen in the Water level section of
the World Layout.
Water floor
This mesh will be covered with the UDK water effect, giving the appearance of a flat
surface of water able to be walked upon by the player.
3 Ice walls
These meshes will be the peripheral walls of the ice portion of the level, and will be
designed to fit together evenly on each end of the meshes. It will be cloudy but slightly transparent, giving
an appearance similar to a glacier.
Confidential 30 2/24/10
10
Copyright (C) 2010 Team ICN’TSPL – All rights reserved
3 Ice cliffs
These meshes will be placed intermittently throughout the ice portion of the level, and
will be designed as gigantic cliff-appearing structures. They will be semi-transparent and sharp-looking.
2 Debris/ice
These meshes will be placed intermittently throughout the level to give the landscape of
the ice portion variety and depth.
Air Level
Column
This mesh will be the primary structural decoration throughout the level, modeled in the
Ionic style of Greek columns. It will be very tall and approximately 110 units in diameter (very wide).
2 Debris (marble fragments)
These meshes will be dispersed throughout the level to give the area a worn, ancient
appearance.
3 Column ruins
These meshes will be used around the level to give the area a worn, ancient appearance.
One model will be of the column’s top (the decorative portion). Another will be of a central portion of the
column. A third will be of the base-portion of the column. They will be closely be surrounded by Debris
meshes in context.
2 Floating islands
These meshes will be very simple. They will consist of primarily flat, irregularly shaped
meshes that will then be covered with UDK’s fog effects. They will be used in the central portion of the
level.
Items Meshes
For all complete weapons meshes concepts, see Weapons section of document.
Water Trap
Curved Boulder
A big rock with a curved indentation in it perfect for a rope to grip onto.
Long Rope
A long, thick, coiled piece of rope.
Exploding Crystal
See Crystals description in Earth Level section above.
Confidential 31 2/24/10
10
Copyright (C) 2010 Team ICN’TSPL – All rights reserved
Water Gun
Large Pipe
A thin-ish, long pipe.
Thin Rod
A long, thin rod.
O-Ring
A circular, rubber ring found near the industrial section of the level.
Misc.
Hospital Bed
Hospital Room
Window
Confidential 32 2/24/10
10
Copyright (C) 2010 Team ICN’TSPL – All rights reserved
Animation Sequences
The following are the meshes that will require animations. Below are listed a description of each
animation sequence. There will be another section for Matinee descriptions.
Walking
A basic quadruped walk-cycle. Will include a small amount of tail wag, hindquarter
swing, and neck-bob.
Running
A basic dog’s run cycle. Ears pulled back, neck lowered. Tail extended slightly back with
very little swing. Very little hindquarter swing.
Sit
The animation from standing to a sitting position. Once seated will idly shift over time.
Small amount of tail and ear movement.
Standing – Cower
A standing animation. Ears back, tail between hind legs, arched back, lowered head.
Immediately afterwards will look over left shoulder, then back forward, before returning to idle
position.
Earth Golem:
Standing – Idle decision-making
A basic idle animation. Will consider the path in front of it, to it’s left, it’s right, and
finally behind it before moving.
Walking
A basic biped walk-cycle. A lumbering, slow gait with long steps. Swinging arms and
minimal head movement should be included.
Running
A biped run cycle. Lumbering and awkward, though faster than the walk cycle mentioned
above. Heavy, broken movements.
Punch
A simple punch animation in a downward direction (i.e. towards the player). Included in
this animation is a single step forward for momentum and the other arm swinging backwards.
Stomp
A stomping animation. Included in this animation are raised arms, head bent downward,
and a full step forward after the initial stomp.
Fire Golem:
Standing – Idle decision-making
A basic idle animation. While standing straight, will consider the path in front of it, to it’s
left, it’s right, and finally behind it before moving. Will be quick.
Confidential 33 2/24/10
10
Copyright (C) 2010 Team ICN’TSPL – All rights reserved
Flame throw
Golem will stop and throw a row of fire at the player, extending an arm outward towards
the target.
Water Golem:
Swimming (passive state)
A basic swim animation similar to a fish. Weaves left and right, with arms at sides.
Claw
A clawing animation done with one arm. The golem leans forward while moving and
swipes at the player before dropping back slightly again.
Bite
A biting animation. The golem leans forward while moving and tries to grab and bite the
player before dropping back slightly again.
Diving
An animation done to transition between Swimming and Slithering states. The golem
dives through the water tunnel it’s swimming in to land inside, sliding backwards with the
momentum it had before spinning and looking at the player before moving into its active state.
Air Golem:
Floating
The golem swings its arms back and forth slightly as it moves throughout the level.
Blowing
The golem pulls back as it takes in a huge breath of air, its arms and head pulling up and
backwards. It then expels its breath in a great gust, pushing its entire upper body forward. It
recovers by gasping for a few moments before returning to a floating animation.
Confidential 34 2/24/10
10
Copyright (C) 2010 Team ICN’TSPL – All rights reserved
onto the stock with two hands, one braced in front of the other (note that the second hand may not
be included in the frame. One second after the shot is made, the player model’s hand will reach
out, pull back and secure the bow string, reload the crossbow, and return to being in a “ready”
state.
Water Gun:
Shoot
An animation of the makeshift gun shooting a heavy stream of water towards a target.
The player will hold onto the central pipe with both hands, one braced towards the main opening
of the gun and the second on the rod/O-ring combination that pushes the water out of the gun. The
water inside the gun will travel in a wide arc.
Doors: Open
Earth
This door crumbles downwards in a shower of rocks, many of the rocks bouncing around
the Nexus level before rolling to a stop.
Fire
This door’s lava will shift slowly, opening up from the center in a circular pattern, flames
licking around the edges until it is finally open to the player.
Water
This door’s waterfall-like qualities will slow and eventually stop, small droplets of water
continuing to fall around the rim of the door.
Air
This door is always “open” to the player, thus has no opening animation.
Confidential 35 2/24/10
10
Copyright (C) 2010 Team ICN’TSPL – All rights reserved
Sound Design
The player will be alerted to a number of locations where traps can be set off (water dripping for
the Water Trap, the humming of exploding crystals, etc). In addition, a golem’s location in relation to the
player can be estimated due to ambient sounds. As such, the Earth golem’s heavy steps will become louder
as it comes closer, the Fire golem will crackle louder, and so on.
Player’s Sounds:
Steps – Nexus Level
Will consist of a light tapping consistent of shoes on tile or a similar hard surface. One
sound looped per step. Volume: 2
Confidential 36 2/24/10
10
Copyright (C) 2010 Team ICN’TSPL – All rights reserved
Doug’s Sounds:
Steps – Nexus Level
Will consist of a light tapping consistent of dog nails on tile or a similar hard surface.
One sound looped per step. Volume: 3
Ambient
Will consist of a crunching sound similar to that of rocks grinding against one another.
Will consist of up to three noises created and looped into the creature’s animations. This will be
used for all bodily movement of the golem. Volume: 5.
Vocal
While the golem will not emit any discernable speech, it will voice a series of growls and
roars used in different animation and matinee sequences. A maximum of 4 clips will be recorded
and used. Will consist of primarily gravely-sounding roars. Volume cap (if close to the golem): 9.
Vocal
While the golem will not emit any discernable speech, it will voice a series of screams
and hissing used in different animation and matinee sequences. A maximum of 4 clips will be
recorded and used. Will consist of primarily high-pitched screeching and cat-like hissing. Volume
cap (if close to the golem): 8.
Confidential 37 2/24/10
10
Copyright (C) 2010 Team ICN’TSPL – All rights reserved
units of the golem. Will consist of a low sloshing sound similar to that of quickly moving a hand
underwater. Will be looped repeatedly. Volume cap: 5, average volume: 3.
Splash
Sound used for when golem emerges from swimming portion of level into portion of
level where the player inhabits. A sudden, extended splashing noise. Slow fade to silence. Will
extend by continued dripping of water onto another liquid surface. Volume cap: 8, average
volume: 6.
Vocal
While the golem will not emit any discernable speech, it will voice a series of groans and
mid-pitched whistling used in different animation and matinee sequences. A maximum of 4 clips
will be recorded and used.. Volume cap (if close to the golem): 8.
Water Trap
Should the water trap be activated, the water noise of rushing will be combined with the
Confidential 38 2/24/10
10
Copyright (C) 2010 Team ICN’TSPL – All rights reserved
Rock (impact) sound below. This will fall off finally into a slow trickle of water. Volume extends
from an 8 at start to a 4 at finish.
Rocks (impact)
Should rocks be destroyed (by the golem or otherwise), this is the impact noise of those
rocks. Will consist of a large, explosive sounding noise. Gravely and thick-sounding. Volume cap:
8.
Exploding Crystal
A sharp ring followed immediately by an explosion sound followed by the Rocks (fall
off/crumble) effect. Volume cap: 7.
Crossbow reload
A sharp, organic-sounding sliding sound followed by a click. Volume cap: 5.
Pistol
The sharp taps of a pistol being shot. Volume: 7.
Fuse
The hiss of a fuse being lit (similar to that of a fireworks fuse). Volume cap: 4.
Explosion (gunpowder)
A loud, popping explosion of gunpowder. Extends into Rocks (impact) and finally Rocks
(fall off/crumble) from Earth level. Volume cap: 8.
Fire (residual)
Used in combination with other effects. Crackle and pop of a wood-burning fire. Volume
varies with usage: 4-7 range.
Water Gun
Usage of a short, sharp usage of the Water rushing effect from the Earth level. Residual
dripping following the immediate end of the “shot.” Splashing noises similar to those of a
concentrated area of heavy rain will emit from the “shot” area. Volume: 6-7.
Splash (short)
A short, sharp splash with very little extended ambient dripping. Volume cap: 4.
Confidential 39 2/24/10
10
Copyright (C) 2010 Team ICN’TSPL – All rights reserved
Splash (long)
A longer, extended splash with additional spatter and dripping drawing out the noise.
Volume cap: 5.
Marble – dragging
A sharp dragging noise of marble on marble. Will start and finish in a gravely-sounding
pull. Volume: 6.
Other Sounds:
Heart monitor - steady
Steady, high-pitched beeping. Volume: 7.
Musical Score
The musical score of this game will be played during the ending credits. It will be an upbeat,
positive composition and will make use of a ukulele as well as other instruments (possibly horns, though it
is currently to be determined). It will run between 1.5 and 2 minutes long and may include vocals.
Confidential 40 2/24/10
10
Copyright (C) 2010 Team ICN’TSPL – All rights reserved
Script
Introduction Matinee
[First person perspective. In front lies a crosswalk leading to the University of Florida’s Fine Arts B
building. Your dog is on a leash in front of you. Currently you hear the sound of nearby traffic and wind
rustling the trees behind you. The crosswalk signal changes to “walk” and the camera (representing the
main character) moves across the street. Your dog is walking ahead of you.
Right as your dog steps up to the curb, queue loud bus horn and squealing breaks.
Screen goes to black.
You awaken in the Nexus level. It is round, dark, and has four doors. Camera pans around the room, past
dog, and, startled, turns until you view your dog, a Great Dane.]
Doug: Don’t look at me like you’ve never seen me before, you can’t be that dumb. Oh, wait…
Where are we? You tell me, I didn’t create this place… But from the looks of it, I’d say it’s
somewhere between your cerebellum and your ass.
[Pause]
Doug: [long, suffering sigh] Today was a pretty good day until you walked us in front of a bus. So now,
here we are, stuck inside of your head, until you decide it’s time to wake up. Do you know how
awkward this is? Us? Together? Here? I think it’s high time you get to work.
See that massive door over there?
[Doug walks to the door, rocks crumble as the door “opens.” Doug walks into the black void]
Doug: [voice emerges from the darkness] Hurry up! I’m not waiting on your lazy ass.
Matinee ends
Gameplay begins
[Rocks cave in behind you. The player stands in a dark, rocky cave, with vines, glowing crystals and
mushrooms, which give off an eerie light. The cave seems silent except for various ambient noises (water
dripping, a very faint thumping, etc)]
Dog: Well this is creepy. You seriously came up with this shit?
Confidential 41 2/24/10
10
Copyright (C) 2010 Team ICN’TSPL – All rights reserved
[Doug walks off screen. Sharp, electric buzz is heard. Doug yelps.]
Doug: [in a pained voice] Giant note to self, do not pee on the crystals! Who the hell has electric crystals
in their dreams?!
Doug: [in a concerned voice] Oh good, you’re back. Thought I lost you for a moment there.
[after a short pause, he continues in his usual voice] Do you have any idea how pissed off I would
have been if you’d just left me here?
[Pause]
Doug: Whatever. So, you ready for the next one? See the door that looks like the gates to hell?
[Pause while the camera pans to the Fire level’s door, then back to Doug, who is now backing slowly away
from it]
Yeah…you first…
End of Earth level
Other levels follow in a similar fashion, but will not be included in this document for spoiler-
prevention purposes.
Confidential 42 2/24/10
10
Copyright (C) 2010 Team ICN’TSPL – All rights reserved
Matinee
Storybo
ards
Intro Cinematic:
Confidential 43 2/24/10
10
Copyright (C) 2010 Team ICN’TSPL – All rights reserved
Confidential 44 2/24/10
10
Copyright (C) 2010 Team ICN’TSPL – All rights reserved
Confidential 45 2/24/10
10
Copyright (C) 2010 Team ICN’TSPL – All rights reserved
Confidential 46 2/24/10
10
Copyright (C) 2010 Team ICN’TSPL – All rights reserved
Technical Design
Overview
The technical design for this game primarily focuses on Kismet, Unreal Development Kit’s
internal scripting engine. In addition, UnrealScript will be used for all hard-coding segments of the game
(AI, etc). Assets that Kismet will be used for will be listed below, as well as all descriptions of objects
using UnrealScript.
Kismet
Beginning matinee
• clicking start new game queues beginning matinee sequence. This sequence triggers the start of a
matinee in which the cross light changes to walk and the camera moves across the street. Right as
your dog steps up on the curve loud bus horn and break squealing is queued and the screen
flashing to black
• The entire time while outside 3D sounds effects are taking place. Wind is blowing through the
trees, cars can be heard in the background, etc.
• Next matinee created starts in the nexus room. Camera pans until focused on dog. Once focused
on dog, dog speaks.
Nexus room
• Note: door effects only work in the correct order, i.e. the earth door must be triggered first
followed by the fire door, followed by the water door, with the last door being the air door.
• Earth Door: when the dog runs up to the earth door for the first time at the ending of the
beginning matinee the UDK shatter effect will be triggered and the rocks closing in the door will
collapse down
• Fire Door: UDK fire material will create the flames that lick up around the barrier of the door and
through the cracks that cover the door a moving, glowing material will be visible. Upon
approaching the door the player will trigger a matinee that explodes the door inwards (UDK
shatter effect) so that the player may enter the fire level
• Water Door: water will fall covering the door (Use of animated UDK water material). When the
player sets off the trigger in front of the door the water effect will be turned off.
• Air Door: this is just a white hole in the wall. When the user reaches a certain distance from it
wind sound effects will be queued.
• Other Nexus room effects: after completing a level light will appear from a carving in the floor
and when approaching where that light is coming from a trigger will cause a tone to be heard when
the player is within a certain distance from the glowing effect.
• Also the sounds of the dogs feet clicking on the ground will be heard when the player is a certain
distance from their dog
Confidential 47 2/24/10
10
Copyright (C) 2010 Team ICN’TSPL – All rights reserved
• The matinee editor will be used to stream together different animations. Different animations
include walking, running, fighting, turning animations. Also used to connect sounds, such as
walking and running to the character. Tone of footsteps changed based on location.
• If the main player dies a matinee will start. This matinee starts with the camera going black and
the next scene taking place in a hospital room, looking up a doctor. Hospital noises are heard as
well as the doctor talking. After a few seconds in the hospital room the camera will again turn
black and the next scene will be back in the nexus room where the dog instructs you on what door
to visit next
• Building traps and weapons: Once the inventory opens the player may click items in their
inventory and place them as needed. Hovering the mouse over part of a weapon causing a wire
frame of that weapon to appear on screen. Clicking items in inventory fills in that part of the
weapon. If in both the correct location and hovering over a trap item wire frame of that trap will
appear.
Earth Level
• Crystals: coming within a certain distance of crystals triggers a buzzing noise to be played.
• Pistol: coming within a certain distance of pistol for the first time triggers dog to speak
• Golem: coming within a certain distance of the golem for the first time triggers dog to speak
• Water dripping: coming within a certain distance of the water dipping for the first time triggers
dog to speak and perform quick matinee described in script. Being within a certain distance from
the water always triggers the dripping sound effect to play.
• Glowing of mushrooms and crystals: change in material attributes over time will cause a continues
glowing effect in these items throughout the game
• Finish collecting all the items needed to construct some final item triggers dog to talk.
• When golem dies from water: he must trigger the trap sequencing a matinee that consist of the
water exploding through the crack (uses UDK water material effects). Loud rushing sound in
heard and golem shatters using UDK shattering effect
• When golem dies from crossbow: shatter effect used on the golem
Fire Level
• Lava wall: walls appear like lava due to a moving and illuminated material placed on the walls
• Steam and smoke: particle system used to simulate steam and smoke to be visible. Upon
approaching some distance steam sound effect will be triggered.
• Finish collecting all the items needed to construct some final item triggers dog to talk.
• When golem dies from water gun: triggers matinee in which the golem, made of flame material
starts to steam and the golem disappears/fire making up golem goes out. Golem will also scream
as it is killed by the water
• When golem dies from trap: when golem triggers trap matinee sequence will be triggered. UDK
Water material effect will be used to cause water to again rush from the ceiling of the level and the
golem will almost instantaneously be put out.
Water Level
• Water area: player moves through a tunnel in which a moving material gives the appearance of
water flowing around the player
• Water area: splashing sounds triggered when characters are walking, when in tunnel loud water
effects can be heard
• Ice area: clicking sounds(walking on ice sound effects) triggered when characters are walking
• First time you shoot golem with cross bow: triggers dog to talk
• First discover ice slows golem down: triggers dog to talk
• Kill frozen golem with cross bow: UDK shattering effects used
Air
• When within certain distance from golem: triggers wind effect that actually move the player in a
certain direction.
Confidential 48 2/24/10
10
Copyright (C) 2010 Team ICN’TSPL – All rights reserved
• Changing of materials of height fog effects used to simulate fog in the level
• Being within a certain distance from the golem triggers loud wind whistling sounds to be heard
• First time wind hits player: triggers dog to talk
• First time player discovers an item can be pushed/moved: triggers dog to talk
Golem death scene: when items are placed in the right way golem being in one location triggers matinee in
which a large visible wind stream bounces off each item until it facing the golem and blows him off the
side
Confidential 49 2/24/10
10
Copyright (C) 2010 Team ICN’TSPL – All rights reserved
Code Design
// the exact distance from which an object can be obtained will need to
be tuned, likely within 1 player height ~= 96 units
var config float InteractDistance;
//this class will not override the jump control functionality, although
the player character class will not allow double jumps
Confidential 50 2/24/10
10
Copyright (C) 2010 Team ICN’TSPL – All rights reserved
/* This Class will be our base class for both our player character,
Doug the dog, and also for the golems. Within it, we need to define
every
* aspect of a characters behavior that we want to have available to
us. This is where we define movement speed,
* jump height, etc. It will also contain less apparent attributes
like hearing acccuity.
*/
Confidential 51 2/24/10
10
Copyright (C) 2010 Team ICN’TSPL – All rights reserved
/* note that this class defines the behaivior of all four golems, and
is tied directly into the kismet definitions of their attributes and
behaviors.
* Each golem will have the same state code, and handle it differently
through kismet and .ini file definitions.
*/
state ScriptedMove{
move(Vector matinee_begin_loc);
state Idle{
Move( Kismet Scripted Pathing );
}
Confidential 52 2/24/10
10
Copyright (C) 2010 Team ICN’TSPL – All rights reserved
Confidential 53 2/24/10
10
Copyright (C) 2010 Team ICN’TSPL – All rights reserved
// Damage attributes.
var float Damage; //amount of damage from a single shot
var float MomentumTransfer; // Momentum magnitude imparted by
impacting projectile.
var class<DamageType> MyDamageType; //the type of damage
/* Init()
initialize velocity and rotation of projectile */
function Init( Vector Direction ){}
Confidential 54 2/24/10
10
Copyright (C) 2010 Team ICN’TSPL – All rights reserved
Confidential 55 2/24/10
10
Copyright (C) 2010 Team ICN’TSPL – All rights reserved
Confidential 56 2/24/10
10