new mod, design documentation

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pr1est

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Hey all. This is like my third attempt to start up a mod with HL2. All my other attempts have been perhaps scary to anyone that doesn't know what's going on in my head, so I've decided to keep this simple. Imaginative, but simple.

It basically takes core classes from the fantasy universe, gives them abilities and weapons, and tells them to go at it. :laugh: The levels are set in the Forgotten Realms, which, if any of you know anything about the Realms, you'd know its a pretty great setting.

The design document isn't completely finished. Let's call this a beta design doc, because it has everything I would want in a beta.

*edit* formatting may be weird, had to reformat my comp so I don't have word on it yet. Thus, it's a text document.
 
Taking a look at that really ugly formatting, Imma just copy and paste it into here to save you all the trouble of killing your eyes. :eek:

Battle for the Realms

Game Overview

My Game Design Goals

Goal #1

Battle for the Realms is trying to achieve something new. A fantasy based action multiplayer game isn't something that has been done before, often anyway. Atmosphere is very much so part of this goal. The levels in this mod are based on Forgotten Realms locales that are familiar to old-time players in that universe. However, they will be sufficiently enthralling to new-comers.

Goal #2

This game will be, in the end, simple to learn, difficult to master. In the beginning, players will try to master combat. In the end, clan matches will be based on who can play the strategies better.

Goal #3

The combat needs to be exceedingly visceral. This will depend on a multitude of things I will outline later in this document, but I will go over them briefly here. Sound effects play a major role, along with the particle effects used to illustrate those effects, (i.e. swords clashing, spells, etc.)


Common Questions

What is the game?

A team-based multiplayer game set in the Forgotten Realms universe.

Why create this game?

I think there is a place for this type of game in the market. I also want to develop this game because I find the game development process fun; the fact that it will say "Mod Leader: Battle for the Realms" on my portfolio doesn't hurt either, ;)

Where does the game take place?

The Forgotten Realms is a world unlike most fantasy-based worlds in that it's been developed for 30 years. It's high-fantasy, but it's believable, and that's what counts. The levels are the only things that signify this as a Forgotten Realms setting, so, I don't believe copyright issues should be a huge problem, but if Wizards Inc. pursues the mod, we'll change the name.

What do I control?

The player will control his character. He will choose his class and race in the options screen. The classes and races are described below.

What is the main focus?

To defeat the other team. There are as yet undecided goals for Siege mode, which will probably not make it into beta.


Feature Set

General Features

Utilizes the Source engine's physics.
You get to choose your race and class and play as the character you've always wanted to kick ass and take names with.
A wide range of class-based abilities that expand the strategies that have been developed for multiplayer games.
Gorgeous spell effects and visceral combat amount to fun gameplay for all.
Beautiful levels based on real Forgotten Realms locations.

Multiplayer Features

Up to 32 players.
Voice chat.
Experience and leveling-up system. (NYI in beta most likely)

Gameplay

Fling spells from a wide array of Wizard and Cleric repertoires.
Buy weapons as you gain gold in-game, the better the weapon, and the better you are at using it, the more awesome you shall be. Develop your own skillset of class-based abilities and weapon-enhancing feats, stored server-side. Only a coherent team of players will succeed, with a well-mixed class choice.



The Game World

Overview

This excerpt is found on the Forgotten Realms website. Most of this does not apply, but it gives a general outline of how this world has grown over the years:

"The Realms encompasses both one fantasy world and all fantasy worlds. Whatever you look for in fantasy can be found on Faerun, the setting of the Forgotten Realms game. Dragons fly the night skies, valiant heroes seek fame and fortune, the gods themselves speak through their pious servants, and mysterious wizards hunt the secrets of magics lost in time.

Legends and faerie tales come alive here, whether in the noble kingdom of Cormyr, the desolate wastes of Anauroch, or the mysterious forested glades of Cormanthor, home to elves and freedom-loving folk alike. Learn of lost magical kingdoms like fallen Netheril and long-buried dwarven realms like Ammarindar, or discover the wonders of living realms such as Evermeet, the fabled haven of elves, or Waterdeep, the City of Splendors.

All told, the world of the Realms provides all the wonder, awe, magic, and majesty that D&D promises for fantasy games and so much more!"

The only part of this game that can be clearly identified with the Realms are the levels. For the initial release, I plan on having at least two Team Deathmatch maps, and one Siege map.

Environment and atmosphere plays a large role in this game, as such, every level will go through rigorous testing, both for fun factor AND aesthetics.

Levels

I myself will be designing a level based after a portion of one of the Thayn enclave cities, Eltabbar. Level designers should have a basic understanding of the Realms, study up on their location, and then creatively abstract a level from that location. Level design should be based on gameplay, not aesthetics. However, aesthetics is a key part of this mod, so make it as pretty as you can.

To design good levels, the team has to gain a feel for the gameplay itself, so, creating test levels will also be a priority. Test levels, (emphasize the "Test") will put emphasis on a group of classes, or one class. Once we determine what works and what doesn't for each class, and how different level design elements work in conjunction with eachother and said classes, we will be able to utilize this knowledge in creating better levels that fit the whole.

Effects

The effects in this mod should be very "fantastical," i.e., the sun filtering down through the boughs of the trees in a forest level, the sparks that erupt from the collision of two blades, etc. These are all things that don't exist in the real world usually, or they do, but they should be very exaggerated, as if you are looking at a painting.


The Physical World


Key Locations

Think about design elements for each class, and then combine these elements into a cohesive project. Provide cover for an embattled warrior trying to find his way across a rocky surface without getting shot by a ranger who has planted himself somewhere ahead. Provide alternate routes for a thief, who can scale his way up cliffs, or render himself invisible. Provide defensible positions, provide bottlenecks at certain points in the level.

Think about what we have accomplished in the test levels, and combine all that knowledge into the piece of art that will be your level. At the same time, make everything appropriate to the environment of your level. This is key, as it establishes a sense of realism. If a flat cliff wall appears out of nowhere in a grassy plain, the player's going to find himself asking, well..what the hell is that doing there?

Lighting

This is also a design element used to create a more visceral experience. Preferable most of the lighting will be done in a professional manner, with realistic light sources, etc. But artistic license can indeed be used to create a more surreal setting, but not TOO surreal, :)

Scale

Levels will not be huge. This isn't Battlefield 1942. But make your levels sufficiently large enough to house a 16 on 16 match. Players will be moving together, so be aware of that, and use that knowledge in the design of your level. If the map is too big, people will have trouble finding eachother. The camping wizard sitting in the bathroom of cs_militia is something we're trying to avoid having to look for.

Objects

Static meshes, (objects that take up the space of the world, "decorations,") will be a semi-large part of the levels. Again, it all happens to fall under the context of the level. In a city-scape, there will be crates, lampposts, barrels, household objects, marketplaces, etc. etc. In the desert of Anauroch though, things like cacti, some rocks, and maybe even a roaming rothe are appropriate.

Make sure your static meshes are well in accordance with your environment.

Weather

Again, this is something that depends on your environment/the atmosphere you are trying to achieve. Rain is something quite pretty, but is it cool to use it in this level? Yes? No? Maybe so? This is something for you, as the level designer, to figure out.


Camera

Overview

The camera is third person. The closest example I can provide is Jedi Knight 2. In fact, it's pretty much the same thing, :D, though the user can customize.

Camera Detail #1

With a ranged weapon, such as a bow, a sling, or a non area-of-effect spell, the camera will zoom in to an over the shoulder look, which will provide a clearer view of the action in front of the player.


Game Engine

Overview

The source engine used by Half-Life 2, developed by Valve, is a powerful engine, focusing on user's interacting with objects imbued with physics properties, and story narrative told through the first-person perspective. Coding third-person is fairly simple; I don't know why for some reason some people think, OMFGWTFBBQ, THIRd-PERSON IS HARD tO DO WITH HL2 FIRST PERSON GAME OMG STUPID!! You'd be surprised at how often people say this to me..in that same exact manner..

Collision Detection

This is probably where coding will have the most trouble. Collision detection and combat. Each character has a block command, and when they block, their front side, (front 180 degree arc in front of them let's say,) is protected. However, it gets a bit more complicated, because they can block, block high, or block low. What needs to be detected is the swords hitting the block, and vice versa.


Combat

Basic Functions

Each class has one to three different attack options, discluding class abilities (i.e. Power Attack.) Let's take the Wizard class for example, it has one attack function. Every class has the ability to attack up, middle or down by using the forward, (no key), and backwards keys, respectively. The Wizard class has the best affinity to the staff which is a two-handed weapon, so it cannot wield a weapon in the off-hand. Thus, one button can be used, the Primary Mouse Button, to attack. This is simple, but with the directional element added, we can form complex attack strings even for the lowly Wizard.

This leads me to the topic of the off-hand. The ranger is the best class to dual-wield with, (using two weapons.) The second mouse button is used to control the attacks for this hand. The same directional system is implemented, thus allowing for even more complexity, with only two buttons.

A shield can be wielded in the off hand, or a buckler for the thief and ranger. The buckler will allow a small amount of damage through, whereas the shield will leave the lower sector relatively unprotected, allowing for most of the damage of an attack to go through in that sector.


Game Characters

Creating a Character

The first time you load up the mod, a character customization screen will appear, allowing you to choose what your preferred race, class and gender is. This is not unlike some FPSes like UT2k4 asking you what your team color preference is, (red or blue.) This will be your race/class every time you join a server. You will pick a team, and commence playing.

Stats

Each race has innate statistics that govern individual elements of the game, and how a player will most likely play a character.

Strength governs an increase in damage. Speed governs in increase in the speed a character moves and wields weapons. Toughness governs how much damage a character can take. The scale is a 1-5 scale.

Races

Human: Humans are average in every respect. They have no bonuses or negatives when using different weapons inherently.
Elf: Elves are inherently faster than humans, but not as strong or tough.
Halfling: Halflings aren't as fast as Elves, rather they are inbetween them and humans. They are a little less tough than dwarves. Their strength is less than humans. Special Text: Halflings are mighty small, thus, they can never be affected by a high attack.
Dwarf: Dwarves are stronger and tougher than any other race. Their speed is less than humans. Special Text: Dwarves are mighty small, thus, they can never be affected by a high attack.

Ratings: STRENGTH SPEED TOUGHNESS
Humans 2.5 2.5 2.5
Elves 2.5 4.0 2
Halflings 2 3.5 3
Dwarves 3.5 1.5 4.5

Classes

Warrior: Warriors get a .5 increase in Strength and Toughness to their Race's base stat. They have an affinity for all manner of swords, and shortbows. If using any other weapon, their stat increases are negated.
Rogue: Rogues get a 1 point increase in speed. They have an affinity for short swords, scimitars, shortbows, and crossbows. If using any other weapon, their stat increases are negated.
Wizard: Wizards get a .5 increase in Speed. They have an affinity for staffs and slings. If using any other weapon, their stat increases are negated. Also, if using any other weapon, they get an additional .5 off toughness. The Wizard class is the only class that has a race restriction; Dwarves cannot choose the Wizard class.
Cleric: Clerics get a .5 increase to Strength. They have an affinity for maces and warhammers. If using any other weapon, their stat increases are negated.
Ranger: Rangers get a .5 increase to Strength and Speed. They have an affinity for the longsword, shortsword, and longbow. They are the only class to be able to use the Composite Longbow. They have an affinity for maces and warhammers. If using any other weapon, their stat increases are negated.

User Interface

Overview

The UI will be relatively uncluttered. Simple yet elegantly Forgotten Realms-esque numbered meters will represent a players health, ammo, (for ranged weapons,) and Stamina.

Weapons

Overview

When a round starts, each player is given a certain amount of gold to purchase a weapon. As the player kills opponents he will acquire more gold to purchase better weapons in the subsequent round. Characters are also able to pick up weapons from the ground that someone has dropped, or the weapons off fallen foes.

There is no inventory other than a weapon gui that has numbered slots pertaining to the player's equipment and weapons. The first slot is the player's main hand, the second slot the off-hand. The third slot is for the character's ranged weapon. The following is a list of weapons and how much they cost to buy, if speed is increased by using it, and how much damage they do.
 
forgotten realms is an alright thing to base locations off of, i personally like dragon lance better, heck i like almost all of the other realms better...
but then again if i end up heading up a mod i'm not going to base anything completly off of another existing universe.
people like to see new fresh ideas, what you have here sounds like it could be fun to play but it just seems to be more of the same.

to base all of your stuff off of D&D drives people away a bit, espically the forgotten realms universe because it is the most used setting of any fantasy setting and its kinda the "normal" of fantasy, now if you had said you where going to use ideas (not everything) from the planescape or dark sun settings i woulda been more interested or excited to hear your ideas. altho totally new ideas are still better than re-used ones, some ideas/concepts can be borrowed to suit your own ideas.

now one of the most interesting ideas i've read about in the last year or so, i just read today
http://www.elderscrolls.com/codex/team_teamprofile.htm
go down to the bottom and read his craziest game idea. I'd love to play that game, but nobody has made it yet...
 
i wanna stress the fact that even though only the "locations" are from the forgotten realms, (as stated before in my first post) there is literally nothing else from any sort of D&D game, other than the fact that yes, you will be playing as a wizard, or a warrior, etc. etc. but those are pretty standard for EVERY rpg. what this mod is trying to do is take those standards, and reinvent them by placing them in a type of gameplay situation they've never been in before.

*edit*: i appreciate your reply though, :D
 
pr1est said:
...there is literally nothing else from any sort of D&D game, other than the fact that yes, you will be playing as a wizard, or a warrior, etc. etc. but those are pretty standard for EVERY rpg...

lol thats basically what D&D is, except you get to make up the locations and actions in your mind, only the outcomes of your actions are defined by dice. you just want to focus on the action part of it.

i'm not saying that the mechanics of your design are bad (but blocking may get useless once players start attacking random places and your blocking goes to shit, especially with the dual wield) but even just the setting/characters from the start sound all too normal...

yeah classes are fairly standard (almost every game has them now, but some RPGs are starting to stray from the set "class"), but why have races at all? why not just have stats and player models where players can pick what they look like and distribute their stats to where they want.

what point does each class have? are there specific things that each class is supposed to do? you obviously took the classes from D&D (when you talk about the ranger using dual wield) why not merge the ranger into the warrior class as well as the rouge (with the dual wield, i never understood why rangers got dual wield easier than warriors did, and merge him with the theif as well to make him a theif/archer) and why does there have to be two magic classes? why not have one, but have the player chooes his spells? just ideas on how to cut back on extra stuff that may be un needed, but if there are specific purposes that each class fulfills that indeed do require their own class then keep the extra classes. just dont assume something is needed because it has been done before.

*edit* there is a quite fun singleplayer (maybe multiplayer as well, i only played the demo) game out called Enclave that is 'basically' the same as what you have here, you might want to check that game out
 
Another thing to note, Atari holds the rights to make video and computer games with the D&D license and they are fairly strict about keeping it that way. I would recommend staying away from the FR setting altogether unless you are making a NWN module.
 
I still fail to see how everything is relating to D&D completely in your mind. D&D is all about RPing, there is none of that in this.

The whole point of blocking, (when you understand how to get good at it in-game) is to make sure that if someone is attacking you from both sides, that you switch your blocking side in order to block the attack. If you can't, because they aren't falling into a rhythym thats opposite eachother, then you can simply attempt to run away, otherwise, that's just part of the game. I intend on making the player's think about how to attack together. Well, not only together, but on their own terms in order to win. That is an issue partly about level design.

As to your suggestion about classes, I see merging these classes as something that might happen beyond beta. But for now, each class has a distinct set of abilities that you can progress through and learn. The ranger has the dual wield skill, (or has it easier) to make him vastly different from the warrior. The rogue, will have a climb skill, (as well as other acrobatic abilities, both in-combat and out-of-combat) to make him vastly different from playing the ranger. There's a balance and check system in place here that makes sure no one class is the same as the other (coupled with the ability system), and that no one class can overtake another with any amount of ease. That having been said, I'll move on to spellcasters, because they happen to be a bit of an exception to that rule.

You ask why can't you just have one spellcaster pr1est? Well, because each of these two spellcasters are again, vastly different from one another. Wizards cast mostly destructive spells, while clerics cast mostly healing/buff spells to help teammates in need. Not unlike a medic. If you have one class do this, or allow players to just buy spells for themselves, things can get out of hand, (i.e. the player is blowing shit up and missing, while the head warrior needs some healing, or, the player is casting a silly buff on a newbie, when he should be blowing shit up and supporting the combative classes.) It's all about the balance. If you have two classes for this role, it centralizes the problems local to them, and when you can blatantly see what's going on in testing phases, you can fix it. The cleric is also for someone that doesn't quite want to be governed by only his spells, and feels like he needs to bash the crap out of the other team too. :D

The characters may sound normal per se, but the art won't be "normal." They'll all look and feel badass. The objective is to make the player feel like he's king shit. :laugh:

Answering your races question...it may not be entirely suitable at all, you are correct. However, it's one more thing that adds to the balance of the game, and just one more thing that adds to the player's need to customize. On the other hand, it could be one more thing that DETRACTS from the balance of the game. It may be taken out, I can't tell yet.
 
ahh things are starting to sound better now.

yeah art style will help make things not so the same as everything else

how i understood blocking from the design doc, you'd have 3 places to attack (top, middle and bottom) and then 3 places to block, if you didnt block the right place at the right time you'd get hit. so once players start just attacking random places it'll be really really hard to block every/any attack. now if you had a normal block button then a counter button where you had to counter top middle bottom (like the DOA series) that would be much more attractive i thinks
 
Interesting concept, if not a cliche'd setting. I always found 'Forgotten Realms' to be rather bland. Put it in the Magic: The Gathering setting of Mirrodin. Everyone likes metal things. *grins*
Still, those are some good thoughts there - encouraging proper team-play is what every team-based mod should strive to.

-Angry Lawyer
 
I agree angrylawyer, though I find the Forgotten Realms every bit as enchanting as Tolkien's worlds, if not more. That is a matter of taste though, :D

I'm happy you're starting to see things my way wazz, lol though thats my fault for releasing a beta design doc. About the blocking issue again. This is also something that will become absolutely clear in testing phases, and a counter system may indeed be appropriate. However, I have a feeling that it won't be necessary. The animations of a player's attack will be designed so that it will be made entirely clear where the player is attacking, thus negating most of the problems, (hopefully) you are pointing out. A skilled player will be able to discern easily their opponent's attack and consequently kill them/injure them in the way they want, if they are randomly attacking like you said.

This will also be worked out through teamplay. By the time melee combat comes into question, many things could happen, such as getting an arrow in your stomach, thus dealing damage to you and making you more easy to kill, etc. etc. So, in the end, it'll be worked out in the testing phase, but those are my reasons for believing it should work out to begin with, :)
 
Have come up with each classes starting abilities. Feel free to comment.

Starting Warrior Ability:
Deflect Arrows; when a player uses this ability, he/she will bring his/her weapon in front of them, and any ranged weapon damage that is inflicted will be negated.

Starting Rogue Ability: Climb; will allow for a Rogue to climb up the sides of walls and rocks, normally unpassable things for any other class.

Starting Wizard Ability: Counterspell; when a Wizard uses this ability, a targeting reticule will appear. The player can move their mouse cursor left or right and target a spellcaster in their field of view. Once targeted, the player can use their attack key to counter the spell that said caster is casting. NOTE: The opposing caster MUST be within the Wizard's field of view, AND must be casting a spell during the time that the player clicks their attack button. These conditions must be met in order to successfully counterspell.

Starting Cleric Ability: God's Favor; When a cleric uses God's Favor, he/she will be granted a toughness of 5.

Starting Ranger Ability: Acid Arrow; For the next 10 seconds after this ability is used, the player's arrows will have an acid property. Acid damage, (in addition to the regular damage dealt by arrow,) will deal 2 damage per second up to 20 damage total.
 
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