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Dyad Design Document

University of Teesside

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0% found this document useful (0 votes)
128 views42 pages

Dyad Design Document

University of Teesside

Uploaded by

thestardustrider
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
You are on page 1/ 42

Design Document for:

Dyad
The beginning of the end


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All work Copyright 2009 by Avocado Productions

Authors: Andrew Dixon, Matt Hunter, Chris Johnson, Angus Lee and Tom Wilson

Final Print

For Monday, May 11
th
, 2009
Design Document: Dyad
Authors: A. Dixon, M. Hunter, C. Johnson, A. Lee & T. Wilson

Table of Contents

DYAD ______________________________________________________________________________ 1
DESIGN HISTORY ___________________________________________________________________ 4
CONCEPTION _______________________________________________________________________ 4
VERSION 0.00 ______________________________________________________________________ 4
VERSION 0.1A ______________________________________________________________________ 4
VERSION 0.1B ______________________________________________________________________ 4
VERSION 1.00 ______________________________________________________________________ 4
VERSION 2.00 ______________________________________________________________________ 5
VERSION 2.10 ______________________________________________________________________ 5
GAME OVERVIEW __________________________________________________________________ 5
COMMONLY ASKED QUESTIONS ________________________________________________________ 5
What is the game? _______________________________________________________________ 5
Why create this game? ___________________________________________________________ 5
Where does the game take place? _________________________________________________ 6
What do I control? ________________________________________________________________ 6
How many characters do I control? _________________________________________________ 6
What is the main focus?___________________________________________________________ 6
Whats different? _________________________________________________________________ 6
FEATURE SET ______________________________________________________________________ 7
GAMEPLAY AND THE CONTROL SYSTEM __________________________________________________ 7
THE GAME WORLD ________________________________________________________________ 10
THE WORLD LAYOUT ______________________________________________________________ 11
GAME CHARACTERS ______________________________________________________________ 12
OVERVIEW ________________________________________________________________________ 12
CREATING A CHARACTER ____________________________________________________________ 16
USER INTERFACE _________________________________________________________________ 24
WEAPONS ________________________________________________________________________ 27
OVERVIEW ________________________________________________________________________ 27
LIV ______________________________________________________________________________ 27
ETHAN ___________________________________________________________________________ 27
MUSICAL SCORES AND SOUND EFFECTS___________________________________________ 32
OVERVIEW ________________________________________________________________________ 32
SINGLE-PLAYER GAME ____________________________________________________________ 33
OVERVIEW ________________________________________________________________________ 33
SINGLE PLAYER GAME DETAIL #1 _____________________________________________________ 33
SINGLE PLAYER GAME DETAIL #2 _____________________________________________________ 34
STORY ___________________________________________________________________________ 34
HOURS OF GAMEPLAY _______________________________________________________________ 37
END GAME ________________________________________________________________________ 37
MULTIPLAYER GAME ______________________________________________________________ 39
OVERVIEW ________________________________________________________________________ 39
Design Document: Dyad
Authors: A. Dixon, M. Hunter, C. Johnson, A. Lee & T. Wilson

MAX PLAYERS _____________________________________________________________________ 39
ONLINE PLAY ______________________________________________________________________ 39
PERSISTENCE _____________________________________________________________________ 39
SAVING AND LOADING _______________________________________________________________ 39
CUSTOMIZATION FOR MULTIPLAYER GAMEPLAY __________________________________________ 39
EXTRA MISCELLANEOUS STUFF ___________________________________________________ 41
OVERVIEW ________________________________________________________________________ 41
JUNK I AM WORKING ON____________________________________________________________ 41
XYZ APPENDIX __________________________________________________________________ 42
OBJECTS APPENDIX ______________________________ ERROR! BOOKMARK NOT DEFINED.
USER INTERFACE APPENDIX ______________________ ERROR! BOOKMARK NOT DEFINED.
STORY APPENDIX _______________________________________________________________ 42

Design Document: Dyad
Authors: A. Dixon, M. Hunter, C. Johnson, A. Lee & T. Wilson

Design History

Overview

This is a brief explanation of the history of this document. This section will be used to
explain the origin of this game and the stages it went through on its journey to becoming
the game which it is today.

The ideas and thought processes which went into defining these versions can be found
as appendices to this document.

Conception

The concept for this game started with just three words pulled from a hat; count, clutch
and hammer. These three words served as the inspiration for the members of the team
to go away and come up with some story ideas upon which a game could be built.

Following a group discussion on the themes which each word conjured up in everyones
heads a decision was made that the game should focus around the Steam-punk and
Norse Mythology genres and the basic outline for a story was discussed which
encapsulated essences from both.

Version 0.00

Version 0.00 is the first written explanation of a story written by a member of the team
and is based off the discussion held following the selection of the first three words.
It outlines who the character plays as, the genre of game it is and the basic storyline
alongside some ideas for a multiplayer option and the research which went into the
storys background.

Version 0.1a

Version 0.1a is an extremely informal memo passed between members of the team
which includes a revision of the storyline as well as a couple of initial ideas for game
mechanics introducing the idea of switching who the player controls at a halfway point..

Version 0.1b

Version 0.1b, also extremely informal, was produced at the same time as 0.1a by a
different member of the team. This version focuses more on the player serving the gods
through a change of side as opposed to a change of character.

Version 1.00

Version 1.00 tries a different approach to the story altogether. In this version the steam-
punk genre has been dropped in its entirety. Here the player plays the entire game as a
valkyrie working for the gods. Oddly enough in this version the roles of Odin and Loki are
reversed and it is Loki who does not want Ragnarok to occur.

Design Document: Dyad
Authors: A. Dixon, M. Hunter, C. Johnson, A. Lee & T. Wilson

Version 2.00

Version 2.00 marks the beginning of the end in the development of the games story.
Here the team has looked at all of the versions which came before and have pulled
ideas which they all liked and agreed on.
Using these ideas we were able to come up with an idea for the opening levels of the
game and how they would set the player up for the rest of the storyline.

This version intends to see Val and Butch (temporary names), plucked from our world
and thrust into the Norse one. Making use of the idea to change characters at a halfway
point and the notion of helping the gods perform tasks across the world the two
characters are separated after the first level so that the storyline can be observed from
two very separate perspectives.

Version 2.10

Version 2.10 is a slight revision of the opening level coupled with a vast expansion on
the storyline. It alters the ending whereby Ragnarok takes place and elaborates the
complexities involved in its occurrence.
This version was designed to lay bare the bones of the story for the other members of
the team so that the rest of the document could be written around it.

Game Overview

Commonly asked questions

What is the game?

The game is an epic hack-and-slash set in a world inspired by Norse Mythology. It
follows two soldiers ripped from their lives to embark on a journey that will see them take
up roles on the opposing sides of a war that has been brewing since the beginning of
time, Ragnarok. As they journey through this world they hear rumours that there may be
more to the coming battle than meets the eye. Loki hopes to keep the battle going for all
eternity, thus sating his hunger for chaos. The only hope rests in the hands of our two
heroes, who must seek out an ancient power hidden within the Yggdrasil Tree, where
they come across a discovery that will literally have them seeing double.

Why create this game?

The motivation for creating this game stems from the fact that there are very few other
games on the market at this time that use Norse mythology as a backbone; many games
merely draw inspiration from it, such as names of weapon and places, etc.
The aim of this game is to take the player on a journey that will show them Norse
Mythology first hand. Some could see this as a deep engaging story, others may take it
as a chance to learn about Norse Mythology as much research has been done to ensure
that the content adheres to the lore of the period.
Another reason behind producing a game of this genre is to attempt to get right what so
many others get wrong. Many hack and slash games tote the character as all powerful,
only to have them spend ages fighting one enemy when they should be able to dispatch
them in a single swing.
Design Document: Dyad
Authors: A. Dixon, M. Hunter, C. Johnson, A. Lee & T. Wilson


Where does the game take place?

Starting off on a military frigate out in the North sea the game quickly shifts to the world
as it is described in Norse legend. As the player explores the Norse world they will come
across a variety of stunning locations. From the majestic City of Asgard, home of the
Aesir gods, to Niflheim, the rotting bowels of the Yggdrasil tree that serve as the Norse
underworld. The player will find themselves venturing beneath the Frost mountain of
Jotunheim where the Frost Giants have taken up residence as well as descending into
the depths of the Great Ocean where Jormungar resides and ultimately into the
mysterious depths of the Yggdrasil tree itself.


What do I control?

The player will take control of two crew members of a military patrol vessel sent to
investigate a missing ship, however after they are attacked and killed they are recruited
by the two opposing factions in Norse Mythology to become powerful warriors.

How many characters do I control?

As mentioned above the player will get the chance to control two characters, but they
can only control one at a time. At first they will have no choice as to which character
they are assuming the role of, the choice being dictated by the needs of the storyline, but
towards the end of the game they will be able to choose between the characters. This
will become necessary in order to solve puzzles that require the special skills that the
two characters possess in order to complete them.

What is the main focus?

The initial aim of the game varies depending on which character you are playing; you are
either working towards causing or preventing Ragnarok, the Norse equivalent of the end
of the world. However, as the characters work towards their goal they discover that they
hold the key to another path that will see the world spared from destruction at the hand
of Ragnarok. They must find the source of the worlds power within the Yggdrasil tree
and use it to end the battle that threatens to rage for eternity.

Whats different?

The main difference in the game, compared to ones which already exist, is the choice of
story. The gameplay will be similar to other games of the genre currently out on the
market.
Having said this the game will attempt to improve on the mechanics of current games,
This ranges from methods of combat that make the game more fun and not playable by
button mashing to varying the styles of gameplay throughout the game. This is done
through the use of missions that involve mechanical vehicles or controllable creatures,
for example.

Design Document: Dyad
Authors: A. Dixon, M. Hunter, C. Johnson, A. Lee & T. Wilson

Feature Set

Gameplay and the control system

Basic Controls

The controls for basic functions such a moving the characters around their environments
and repositioning the camera are the same as they are in most other games of this
genre. This is due to its familiarity to players therefore reducing the learning curve.

Move - Left analog stick
Move camera - Right analog stick
Change weapon D-Pad
Jump - X
Defense mode R1
Lock On Tap L1
360 Degree Mode Hold R2

Standard Combat

There are two forms attacks that the player can perform, these are done by pressing the
[ ] button to initiate a light attack and the [] button for a heavy attack.

Stringing these different attacks together in various sequences will make the character
perform a multitude of combos.
By holding down these buttons, on their own or during a combo, the respective attack
may be charged up, increasing its damage.

Magical Abilities

Pressing the [O] button will launch a magical attack dependant on the currently
equipped weapon, for example Mjolnir will call forth bolts of lightning.
When used in combination with other attacks a variety of powerful abilities can be
unleashed. The longer and more difficult the initial combo attack, the more powerful the
magical attack will be.

Using magical abilities depletes your characters pool of energy. To replenish these
pools the player must refrain from using magic for a while to allow the pool to
regenerate.

Lock-on Combat

Tapping [L1] targets the nearest enemy. Once locked on to a target the characters
movements will become relative to their target, strafing to the side will cause the player
to circle the target.

Holding down [L2] pauses the game and allows the player to select their target from any
enemies that are in range.
Design Document: Dyad
Authors: A. Dixon, M. Hunter, C. Johnson, A. Lee & T. Wilson




Blocking, Counterattacking and Dodging

Holding the [Left Analog Stick] in the direction of the enemy you wish to counterattack
and performing a light or heavy attack will make the character perform a counterattack.
The counterattack varies on the action performed. Light attacks are more likely to simply
block, parry or knock away the attack allowing for a follow-up attack of the players
choosing. Heavy counterattacks are prone to deliver fatal blows. Finally dodging, which
can be used when the player has to avoid an unblockable attack, is achieved through
tapping [X] while holding the [Left Analog Stick] in the direction the player wishes to
go.


360 Degree Combat

[R2] must be held in order to stay in 360 mode and when it is active the character
cannot move. Instead the [Left Analog Stick] decides the direction that attacks will be
launched.

When you first start the game as Liv you are only able to use standard and lock-on
combat. You must wait until you are granted the eyes of Odins ravens to utilise the 360
degree combat. Ethan however will have access to it from the beginning.

The introduction of this combat mechanic later in the game allows for a smoother
difficulty curve as this 360 combat will be difficult to master but will eventually make
dealing with hoards of enemies far more manageable.

Character Fighting Styles

The fighting styles of the two characters will differ significantly in order to keep the game
fresh and the player interested.

Liv possesses some strength but relies primarily on her agility. This gives her an ability
to evade almost any attack launched against her. She can also use her incredible speed
to launch lethal attacks, such as running fast enough to create a vortex that sucks up her
enemies, or lunging to an enemy in the distance critically injuring all others in her path.

Ethan instead relies on his incredible strength and durability. Rather than dodging an
attack Ethan can block it or simply take the damage, relying on his increased health. His
attacks will focus on his sheer brute strength, such as grabbing an enemy and ripping
them in two.

In true hack and slash tradition there are a number of different weapons that each of the
characters can obtain. Depending on the weapon that is currently equipped different
abilities and attacks become available and the characters fighting styles will visibly
change to accommodate each weapons handling.

Design Document: Dyad
Authors: A. Dixon, M. Hunter, C. Johnson, A. Lee & T. Wilson

Being able to change weapons mid-level will be a crucial factor as some enemies will be
weak to certain types of attack, for example a heavily armoured foe takes less damage
from slashing weapons, but is helpless against piercing weapons, such as spears.

The player is able to choose the weapons that they wish to take into each level by
visiting the armoury, where all the weapons that they have collected are stored.

Skill Progression

The game will employ a limited skill tree that allows players to customise the characters
abilities using points which are achieved on the completion of each level.

The progression tree is split up into three combat styles, enabling players to tailor how
the character plays to their own preferences:

Offensive melee:
The skills in this branch grant access to stronger melee attacks, allow for longer
combos, power up existing attacks and so on.

Abilities melee:
This branch allows the character to develop their magical power. They will be
able to learn new magical abilities, power up existing ones and decrease the cost
of using said abilities.

Defensive (Ethan) / Evasive (Liv):
This branch will enable the use of new abilities that will increase your ability to
defend against or evade attacks or increase a characters maximum health.


Learning New Abilities

The only way in which characters may learn new abilities is to defeat the many creatures
that appear in the Arena between missions. The Arena is located in the courtyards of
each characters level hub and will be available to the player between each level.

Each opponent that you face in the Arena has a weakness to a specific attack. By
learning of these weaknesses Liv and Ethan will be able to form new attacks and
abilities that they can then use in the rest of the game.

Design Document: Dyad
Authors: A. Dixon, M. Hunter, C. Johnson, A. Lee & T. Wilson

The Game World

CHRIS WORK HERE


Design Document: Dyad
Authors: A. Dixon, M. Hunter, C. Johnson, A. Lee & T. Wilson

The World Layout

CHRIS WORK HERE

Design Document: Dyad
Authors: A. Dixon, M. Hunter, C. Johnson, A. Lee & T. Wilson

Game Characters

Overview


GENERAL INFORMATION
NAME: Ethan
GENDER: Male
RACE: Human (to Undead)
BIRTHDATE: 26/07/1977
HEIGHT: 67
BELIEFS/RELIGION: Atheist
HOBBY: Shooting range, football, extreme sports.
BASIC DESCRIPTION:
A bold character, always on his feet, eager to be involved
in anything physically challenging. Short temper but this
drives him to achieve. MORE OF WHAT HAPPENS
DURING THE PROCESSS!!!!

DETAILED INFORMATION
BIRTHPLACE: Grimsby, England
FAMILY BACKGROUND: Educated family
CURRENT HOME: Unknown
LANGUAGE: English
VERNACULAR:
(way of speaking) Over confident, thinks aloud

PHYSICAL DESCRIPTION
EYE COLOURING: Green (to black)
BODY TYPE:
Strong build, medium structure (loses his muscle and body
fat throughout the games duration)
HAIR STYLE: Starts short and clean cut. Ends up patchy
MARKS, SCARS, TATTOOS:
Couple tattoos, the most noticeable one being of an eagle
on his left arm. This tattoo changes through the game,
transforming into a raven.
CLOTHING:
Military casual uniform, as the game progresses these
clothes become tatty and manipulated to fit his physical
transformation.

PERSONALITY
OCCUPATION: Serves in the Military
FEARS: Losing a limb
GOALS:
ATITUDE: Laid back
RELATIONSHIPS: None



CHARACTER PROFILE
Design Document: Dyad
Authors: A. Dixon, M. Hunter, C. Johnson, A. Lee & T. Wilson

Complete as much of the information as possible
GENERAL INFORMATION
NAME: Liv
GENDER: Female
RACE: Human (to Valkyrie)
BIRTHDATE: 12/02/1981
HEIGHT: 58
BELIEFS/RELIGION: Atheist
HOBBY: Reading/Studying, Working out.
BASIC DESCRIPTION:
Thinks before acting, logical thinker. MORE OF WHAT
HAPPENS DURING THE PROCESSS!!!!

DETAILED INFORMATION
BIRTHPLACE: Hastings, England
FAMILY BACKGROUND: 2 Brothers, 1 Father, Mother died young.
CURRENT HOME: Unknown
LANGUAGE: English
VERNACULAR:
(way of speaking) Polite and courteous.

PHYSICAL DESCRIPTION
EYE COLOURING: Brown (to Dark Blue)
BODY TYPE: Slim, strong build
HAIR STYLE:
Short and black at the beginning. At the end Livs hair has
grown at an alarming rate and blonde streaks have
appeared.
MARKS, SCARS, TATTOOS:
Couple of scars here and there but nothing noticeable.
Two lumps on her back where her shoulder blades are
beginning to emerge, eventually sprouting wings just
before the end of the game.
CLOTHING:
Military casual uniform, as the game progresses these
clothes become tatty and manipulated to fit her physical
transformation. ARMOR FROM THE GODS?

PERSONALITY
OCCUPATION: Officer in the Military
FEARS: Abandonment
GOALS: To be recognized amongst her peers (military/Valkyries)
ATITUDE: Strict, assertive
RELATIONSHIPS: None



Design Document: Dyad
Authors: A. Dixon, M. Hunter, C. Johnson, A. Lee & T. Wilson

CHARACTER PROFILE
Complete as much of the information as possible
GENERAL INFORMATION
NAME: Loki
GENDER: Male
RACE: Norse God
BIRTHDATE: Unknown
HEIGHT: 62
BELIEFS/RELIGION: Christianity?
HOBBY: Causing mischief
BASIC DESCRIPTION:
Sneaked into becoming a God, wriggles out of messy
situations, and comes up with the most mischievous plans.

DETAILED INFORMATION
BIRTHPLACE: Unknown
FAMILY BACKGROUND: Son of two Giants, Farbauti and Laufey
CURRENT HOME: Niflheim

PHYSICAL DESCRIPTION
EYE COLOURING: Brown/Red
BODY TYPE: Thin
HAIR STYLE: Red, wacky
MARKS, SCARS, TATTOOS:
Couple burn marks around his hands and scars around his
mouth from it being stitched up.
CLOTHING: Characteristics of a Jester costume.

PERSONALITY
OCCUPATION: One of many Gods
FEARS: Being trapped in eternal punishment
SOCIAL PRESSURES
/PROBLEMS: Causes too much trouble for the other Gods.
RELATIONSHIPS: Three wives.
POSITIVE
CHARACTERISTICS: None
NEGATIVE
CHARACTERISTICS:
Chaos and confusion.
Takes advantage of peoples goodness.



Design Document: Dyad
Authors: A. Dixon, M. Hunter, C. Johnson, A. Lee & T. Wilson

CHARACTER PROFILE

GENERAL INFORMATION
NAME: Odin
GENDER: Male
RACE: Norse God
BIRTHDATE: Unknown
HEIGHT: 69
BELIEFS/RELIGION: Christianity?
BASIC DESCRIPTION:
Wearing a blue wide brimmed hat and a long flowing
cloak, Odin travels the world without being recognised.
With a thirst to be all powerful, Odin has sacrificed himself
countless times, trading one eye to obtain the ability to see
the near future, and stabbing then hanging himself for
knowledge. Odin is known for having two ravens who fly
around the world keeping him up to date.

DETAILED INFORMATION
BIRTHPLACE: Unknown
FAMILY BACKGROUND: Father of the Gods, son of Bor, and father to Thor
CURRENT HOME: Asgard (King of.)

PHYSICAL DESCRIPTION
EYE COLOURING: Green
BODY TYPE: Old, medium build
HAIR STYLE: Scruffy, grey/white
MARKS, SCARS, TATTOOS: Scar to left eye, neck from the hanging
CLOTHING: Huge wide brimmed hat, blue/grey cloak

PERSONALITY
OCCUPATION: God, King of Asgard
FEARS: Unknown
MOST PRIZED POSSESION: Eight legged horse named Sleipnir
ATITUDE:
RELATIONSHIPS: Married to Frigg (Goddess of Marriage and Motherhood)
POSITIVE
CHARACTERISTICS: Wise, Knowledgeable, Predict the near future
NEGATIVE
CHARACTERISTICS: Unknown










Design Document: Dyad
Authors: A. Dixon, M. Hunter, C. Johnson, A. Lee & T. Wilson

Creating a Character


Design Document: Dyad
Authors: A. Dixon, M. Hunter, C. Johnson, A. Lee & T. Wilson


LOKI CONCEPT ART

Design Document: Dyad
Authors: A. Dixon, M. Hunter, C. Johnson, A. Lee & T. Wilson





Design Document: Dyad
Authors: A. Dixon, M. Hunter, C. Johnson, A. Lee & T. Wilson


Design Document: Dyad
Authors: A. Dixon, M. Hunter, C. Johnson, A. Lee & T. Wilson



Design Document: Dyad
Authors: A. Dixon, M. Hunter, C. Johnson, A. Lee & T. Wilson


Design Document: Dyad
Authors: A. Dixon, M. Hunter, C. Johnson, A. Lee & T. Wilson



Design Document: Dyad
Authors: A. Dixon, M. Hunter, C. Johnson, A. Lee & T. Wilson


Design Document: Dyad
Authors: A. Dixon, M. Hunter, C. Johnson, A. Lee & T. Wilson



User Interface

Overview

The interface to be utilised in Dyad is extremely minimalistic, this is to keep the player
immersed in the experience at all times. Having bars, icons and maps everywhere
would only detract from the effect that makes the player feel that they are part of the
game.

The only information that the player really needs to be aware of at all times is their
health. All other information that the player might need to know as they play will appear
as and when they require it.

The Interface

The interface itself will be made up of a single chunk resting on the upper left corner of
the screen that stretches across the top of the screen. The appearance of this bar will
vary between the two characters.

When playing as Liv it will resemble an outstretched wing, inspired by her newfound
position as a Valkyrie.


As Ethan it will consists of Arrows arranged around a focal point, this is due to the
symbol of his master, Loki being arrows pointing out in eight directions.


Weapon Selection

The currently selected weapon is shown through a small icon on the HUD bar. When
the player changes what weapon they currently have equipped using the D-pad this icon
will be replaced with the appropriate icon.

Design Document: Dyad
Authors: A. Dixon, M. Hunter, C. Johnson, A. Lee & T. Wilson





Enemy Health

Enemies will show damage that they take through altered behaviour, textures that
display the cuts and dismemberments so there is no need to show their health in the
form of a health bar. This is also advantageous as most of the enemies are meant to die
quickly making a health bar pretty much useless.

Targeting

When the player has locked on to a specific target all other enemies become greyed out
to a certain extent. Along with this a jagged outline appears around the target to
emphasise it. This way of showing the current target is intended to simulate the eyes of
the Raven, how they might focus on their prey and ignore everything else.

Normal



Locked On
Design Document: Dyad
Authors: A. Dixon, M. Hunter, C. Johnson, A. Lee & T. Wilson



Design Document: Dyad
Authors: A. Dixon, M. Hunter, C. Johnson, A. Lee & T. Wilson

Weapons

Overview

The weapons in the game will be based around a few different classes. Swords,
daggers, maces/hammers, spears, bows and shields will each have their own sets of
animations and will each grant the player different abilities to deal with their enemies.

Liv

Weaponry

Because of Livs quick and agile combat style her skill set will allow her to make use of
swords, daggers, spears and bows. Preferring to keep enemies at spears length the
swords and daggers will only come into use in emergency situations when she is
swamped by enemies. Keeping enemies a safe distance should be relatively easy for
her since her opponents will mostly consist of undead not renowned for their swiftness.
Liv will have to outmaneuver her foes, leading them into areas which make them easier
to deal with and avoiding being overwhelmed by their numbers.

Abilities

Livs agility and speed lend themselves to some fast-paced abilities which help to
accumulate combos and extra points due to hitting multiple enemies at once.
Because of Livs agility and speed, she has the ability to attack enemies at super-speed
giving the illusion of teleportation. This ability is most effective when surrounded by a
number of enemies, Liv will target and hit one opponent then teleport at super-speed to
attack all other enemies within a certain radius.
Another unlockable ability to use when surrounded by enemies is the 360 Tornado
attack. This ability sees Liv spin around creating a vortex which will destroy/force away
all enemies in the immediate vicinity.

A further ability of Livs is to be able to target an enemy in the distance, while on a
battlefield/ in an open area, and stampede towards them, slaying all enemies which
stand in her way.

Ethan

Weaponry

Ethans steady progression through each level will rest on his ability to absorb damage
and deal it out in slow but unblockable crushing blows. Resultantly his skill set will hinge
off his use of hammers, maces, swords and shields.

Abilities

Ethans abilities rely more on his unruly power while brandishing his heavy weapons and
armor. This means that his abilities are mainly to show how much raw power he has by
emphasizing his darker side.
Design Document: Dyad
Authors: A. Dixon, M. Hunter, C. Johnson, A. Lee & T. Wilson


Due to Ethans steady maneuverability, he will undoubtedly be surrounded by enemies
hacking at him for most of the time. This means that his abilities must be predominantly
based on close-ranged attacks such as is the ability to send Undead Shockwaves
through the ground. This is done by punching the ground which destroys the surrounding
area and anyone/anything standing on it. This is best used when being overcome by
hordes of enemies.

In order to gain back a large percentage of Ethans life force, there is an unlockable
ability of health regeneration. This ability sees Ethan crouch down with a force field
shield surrounding him before exploding back onto his feet powering away all
surrounding enemies. As this ability both regenerates health and attacks foes it is only
unlockable later on in the game.

The most brutal ability available to Ethan is more aesthetically pleasing than practical.
This involves Ethan picking up a foe whilst tearing them apart above his head. This
ability may be less practical than others but helps to break-up the monotony from just
crushing enemies over and over again.


Design Document: Dyad
Authors: A. Dixon, M. Hunter, C. Johnson, A. Lee & T. Wilson

Design Document: Dyad
Authors: A. Dixon, M. Hunter, C. Johnson, A. Lee & T. Wilson

Design Document: Dyad
Authors: A. Dixon, M. Hunter, C. Johnson, A. Lee & T. Wilson


Design Document: Dyad
Authors: A. Dixon, M. Hunter, C. Johnson, A. Lee & T. Wilson


Musical Scores and Sound Effects

Overview

Think Tyler Bates work on 300 or the scores for the Lord of the Rings trilogy. The
Music for this game needs to be epic, packed full of orchestral pieces and soaring
crescendos for the intense fighting which will be erupting across each level. Background
music will need to inspire a sense of drama and tension where appropriate but needs
only to be there as a backdrop for the wide array of shouts and clashes from the combat
which will be taking place. On top of all of this there needs to be a large compilation of
ambient noises which give depth to the variety of environments in the game. Trees
creaking and leaves rustling, wind blowing dust against stone walls, footsteps in deep
snow and idle chatter between NPCs in areas where there is no fighting.
Design Document: Dyad
Authors: A. Dixon, M. Hunter, C. Johnson, A. Lee & T. Wilson

Single-Player Game

Overview

During the single player game the player will find themselves playing through the events
leading up to, and including Ragnarok from two very different perspectives.

To begin with the player will control Liv and fight alongside Odins forces in a continuing
struggle to prevent Loki from initiating the final battle of Ragnarok. Having completed
numerous acts of bravery and heroism time will roll back and the player will find
themselves assuming the role of Ethan.

Ethan plays a very different role in the timeline of the game. Instead of serving Odin and
protecting the world from Lokis disruptive influence he will be causing as much chaos as
possible on Lokis behalf. Ethans progression through the games storyline will see him
committing acts of unquestionable evil and brutality under Lokis influence. He will
rampage through levels leaving swathes of destruction in his wake, many instances of
which the player will recognize from having to have counteracted them during the initial
gameplay with Liv.

The key components of this game will result in a game which provides addictive hack-
and-slash gameplay and a provocative, in-depth storyline which fully immerses the
player in a beautiful, brutal and surprisingly original take on an established chain of
events set in an equally stunning fantasy world.

Single Player Game Detail #1

The game will see the player having to complete a number of linear levels all of which
will be accessed from level hubs. For Liv this hub will be in Asgard amidst grand
buildings and noble warriors, while Ethans hub will be based in Niflheim, the cavernous
underworld below Midgard filled with death and corruption.

The combat mechanics for the game will see the player facing off against large numbers
of enemies at once. In order for this to work each enemy NPC will be unable to take as
much punishment from the player as is traditional in other melee-centric games. As a
result the difficulty will shift from just killing enemies to killing the right enemies at the
right times.
Using the 360 combat abilities available to each character the player will be able to
direct their attacks, passively switching from target to target. On top of this the player will
be able to focus on specific targets by cycling through them or slowing the combat to
select an individual.

There are no health bars for enemies; instead damage inflicted is shown in real-time
through wounds that appear on the enemy models, such as dismemberment, cuts, etc.
Their behavior also changes, for example if you cut off their arm they will try and use
their other arm. If the play knocks them over they will often take some time to get back
up, which will become a useful point when the player finds themselves being
overwhelmed in certain situations.

Design Document: Dyad
Authors: A. Dixon, M. Hunter, C. Johnson, A. Lee & T. Wilson

Unlocking routes/content with one character which can then be accessed by the second
character when the level is played through with them. Shortcuts. Easter eggs. Etc.

Single Player Game Detail #2

Achievement based objectives within each level will unlock items/outfits for use in both
the single and multiplayer games.

Saving and Loading the Game



Story

The premise of the game will be that two people from our time have magically crossed
over into the mythical world of Norse legend. At the beginning of the game this may
seem a little farfetched and ridiculous however throughout the course of the game there
will be hints suggesting that there is something more fantastic explaining the events
which are unfolding.

The main characters, Liv and Ethan, will find themselves drawn into a bloody conflict
between order and chaos, Odin and Loki, leading up to the legendary final battle of
Ragnarok. Here they will engage each other, fighting on behalf of the opposing factions
and eventually despairing for their fates; to fight for eternity as immortals in Ragnarok.
Realizing this they will themselves to break free of their leaders and unite to bring an end
to the final battle. It is their decision to do this and the path which they take in order to
achieve it which leads them to a startling discovery.

For fear of the summary of this story sounding weak it is perhaps best that the reader
turns to the appendix for an in depth explanation of its outcome.

Levels

Overview

The various levels throughout the game will see the player exploring many locations
found within the Norse world. Some of the locations will be straight out of the mythology,
in keeping with the setting, for example the city of Asgard. Whereas others, such as the
Military ship where the game starts are present to aid the story.

Many of the levels will be experienced twice, first through the eyes of Liv and against
from the perspective of Ethan, although this does not mean they will have journeyed
through the levels in that order. A twist to the gameplay is that when playing through a
level as one of the characters you may discover something left behind by the other, for
example as Liv you may come across a bridge that, unaware to you at the time, Ethan
destroyed in order to hinder your progress. Equally, when later playing as Ethan you will
have the task of destroying the very same bridge.

Design Document: Dyad
Authors: A. Dixon, M. Hunter, C. Johnson, A. Lee & T. Wilson

This adds a level replayability to the game. As there will be a number of ways to
complete the level objectives, the different choices made by one character, whatever
choice they make, will have different impacts on how the other character can progress
Drawing on the same example as above, if Ethan destroys the bridge it means that Liv
will have to find another way to cross or rebuild the bridge. However if Ethan sabotages
the bridge, then Liv may find herself plummeting into the river below and having to find a
way to climb back up.

The following are brief outlines of various levels throughout the game from the
perspectives of both characters:

Levels as Liv

On the Ship

Whilst she is in the middle of a sparring match her ship comes under attack from
unknown creatures Liv and her fellow soldiers must attempt to defend the ship. Just as
she thinks they are beginning to turn the tide of the battle the ship is destroyed by
Jormungar, leaving Liv impaled on part of the hull.

Defend a Village

Shortly after becoming an initiate Valkyrie Liv must test her new skills by defending a
village from a band of marauders. After arriving in the village she finds herself fighting
off multiple waves of attackers whilst attempting to rescue as many villagers as she can.
Eventually she finds herself face to face with the leader of the marauders.

Find Svardilfari

As Hrimthur is nearing the completion of Asgards walls, that will ensure its defense from
all attacks, his horse Svardilfari is abducted by Loki. Without his horse the construction
of the wall grinds to a halt. The Aesir gods send out a summons for someone brave
enough to seek out and rescue Svardilfari. Liv volunteers and is sent to infiltrate
Nifleheim, find and rescue Svadilfari, then escape so that the wall to defend Asgard may
be completed. On her escape Liv will have to square off against Garm, the mighty
hound that guards the gates of Niflheim.

Fend off giants in the Great Forest

After learning that a small group of Frost giants are attempting to sneak through the
great forest that stands between Asgard and Jotunheim. Liv is sent along with a few
more experienced Valkyrie to prevent them from progressing any further. After battling
with the Frost Giants for a while, the forest is set alight. Leaving the other Valkyries to
deal with the giants Liv must now hurry to put out the flames before they lay waste to the
entire forest.

Stop Jormungar being poisoned

Learning that the enemy is planning to poison Jormungar so that it goes on a rampage,
Liv is sent to prevent it from happening. As Liv does not yet possess the ability to fly
Design Document: Dyad
Authors: A. Dixon, M. Hunter, C. Johnson, A. Lee & T. Wilson

Freya grants her one of her magical feathers, which allows her to transform into an
eagle. When Liv is flying over the Great Ocean Jormungar lunges up from the depths
and swallows her. Liv must now work her way through Jormungars innards towards its
heart, fighting off the rabid creatures that dwell within it.

Recover Mjolnir from the Frost Giants

When Thors magical hammer, Mjolnir is stolen by the Frost Giants Liv must pose as a
bride to gain access to Jotunheim. Once inside she must find a way of recovering the
hammer and returning it to its rightful owner, be it through further trickery or fighting
through the minions of the Frost Giants to where Mjolnir is being kept.

The Battle Of Ragnarok

Liv joins the forces of Aesir on the battlefield and engages in the long awaited battle.
After dispatching too many enemies to even begin to count Liv finds herself faced with
an opponent of seemingly equal strength, who after battling for a short time discovers to
be Ethan.

Levels as Ethan

On the Ship

During a fight with soldiers who accused him of cheating at a poker game Ethan must
rush to defend the ship as it is attacked by mysterious creatures. Just as the battle is
looking to be in his favour, the ship is knocked violently sending Ethan and many other
crew members over the side. As he tries to swim towards the wreckage of the ship
Ethan is dragged down into the depths.

Attack a village

Under the pretence of testing his newly granted abilities, Loki sends Ethan to a nearby
village. Once there Ethan sets about killing its inhabitants and destroying all the
buildings.

Poison Jormungar

Ethan is set the task of giving Jormungar a poison that will make it go on a rampage. In
order to do so he must stab a poisoned dagger through its heart. Ethan steals a boat
and sails out into the Great Ocean. He then sinks to the bottom and cuts his way into
Jormungar and makes his way to the heart. Along the way he must deal with the
creatures that dwell within Jormungar, that see his presence as a threat.

Help the giants attack in the Great Forest

Ethan is sent by Loki to aid a group of Frost Giants that are attempting to sneak through
the Great Forest. However when a group of Valkyries turns up he decides that there is a
better way to deal with the situation that fighting them head on. Using his dark powers
he sets the forest alight and sits back to watch out events unfold.

Design Document: Dyad
Authors: A. Dixon, M. Hunter, C. Johnson, A. Lee & T. Wilson

Recruit Alvis

Loki learns of a powerful Dwarven warrior who was turned to stone by Thor. He sends
Ethan to find a way to return him to normal and then use his hatred of Thor to recruit him
and as many other dwarves as possible into Lokis army

Set Fenrir free

Ethan must fight his way into the cave where Fenrir is being held captive and release
him from his chains. In order to do so he must recover the key to Fenrirs bindings from
Tyr, the Aesir put in charge of keeping Fenrir under lock and key. Upon releasing him,
Fenrir bites of Tyrs hand as revenge for his imprisonment.

The Battle Of Ragnarok

Ethan joins Lokis army on the battlefield and wastes no time in killing as many Aesir
warriors as he can get his hands on. He notices a strangely powerful Valkyrie and
decides he wants more of a challenge. After fighting to a stalemate he learns of her
identity as Liv.

Levels as a team

Storming Asgard

The two must storm Asgard in order to gain access to the Yggdrasil Tree. After fighting
through the reserve guard stationed in the city they come face to face with Odin and
must battle him to enter into the tree.

Follow Odin into the Yggdrasil Tree

After being defeated in battle Odin flees insidethe Yggdrasil tree. Liv and Ethan must
traverse various puzzles and fight their way though Elite Aesir guards to reach the
Sanctum gate. There they face off against Odin who has recovered from the previous
battle. After they have defeated Odin, they gain access to the Sanctum.

Hours of Gameplay

The game will consist of 18 levels each lasting somewhere in the region of 45 minutes. 8
of these levels will be played as Liv and 8 as Ethan, while the final two levels will be
played as both; the player switching between each character in order to overcome the
obstacles in their path to the finish line.

Beyond this the player will have the option to try to complete numerous other
achievements within levels. The achievements will be of a level of difficulty which is
neither too hard so as to discourage the player but just difficult enough so that they
probably would be unable to achieve them during the first few runs of the level.

End Game

Design Document: Dyad
Authors: A. Dixon, M. Hunter, C. Johnson, A. Lee & T. Wilson

The game will focus heavily on the storyline which is being played out and the motivation
to complete the game will, in part, be drawn from the players desire to discover the
ending. Once the player arrives at the storys conclusion they will have completed the
game, however the implementation of an achievement system and the ability to replay
levels as and when they are completed will mean that even if the player has reached
Norses conclusion they will probably still have many hours worth of gameplay left.
Whether they are trying to earn achievements, finish challenges or simply returning to
the game at a later date because they enjoy hacking up legions of the undead, the
player should find it easy to keep coming back to Dyad.
Design Document: Dyad
Authors: A. Dixon, M. Hunter, C. Johnson, A. Lee & T. Wilson

Multiplayer Game

Overview

The multiplayer game will be based around a few levels each bearing a resemblance to
the final Ragnarok level from the single player game. On top of this their will the option
to duel other players in similar setups to the training rings in both Asgard and Niflheim.

Max Players

These levels will support up to 12 players with 6 players per team and AI filling the spots
of absent players and NPCs on the battlefield. The idea is to have smaller teams than
other online war games since the player would be controlling a hero class. This number
of players means that the game lends itself to smaller groups of friends playing together
effectively as a team while still making it a game which can be played amongst randomly
seeded players.

Offline multiplayer games will allow two players to go head to head or team up against AI
using a split-screen arrangement.

Online Play

Multiplayer games may be launched over the internet either privately, for players who
wish to play with friends, or using a player pairing system. This system will review the
achievements of the players looking for a match online and pair them off with others who
share a similar level of completion to themselves. Over the course of the players time
online the system will be able to rank them and pair them up more accurately with
players of their own skill level. People familiar with the multiplayer for games such as
Supreme Commander will notice the similarity between this method and GPG nets
online community.

Persistence

Since the online world will focus on specific battles taking place during Ragnarok the
world will not be persistent. Instead these battles will remain replayable regardless of the
players progress in the single player game.

Saving and Loading

Their will be no need to save or load multiplayer games since they will not last long
enough for the player to develop any significant attachment to a scenario. Each level will
be ticket based will focus on the capturing of an objective. The game will only last as
long as the players tickets last but it can be ended sooner if the objective of the level is
met. Meaning if the tickets are set to 200, the team who forces their opponent to
respawn 200 times first will be victorious.

Customization for Multiplayer Gameplay

Design Document: Dyad
Authors: A. Dixon, M. Hunter, C. Johnson, A. Lee & T. Wilson

Besides the basic ability to choose a screen name/avatar for their character the
appearance of the players multiplayer character will be based off the selection of
weapons and armors which have been unlocked through the achievement system in the
single player game. This gives the player the opportunity to customize their character
and show off their level of skill, encouraging other players to seek out achievements
within the game to unlock the items themselves.

We hope to achieve a similar mechanic to Team Fortress 2 in that the weapons and
armors unlocked by the player will not give them specific advantages over other players
however their attributes may be distributed slightly differently. A sword which deals x
amount of damage might have an unlockable counterpart which deals x-y damage; y
being an amount of health restored to the player with each damaging swing. This makes
the player less dangerous in terms of damage but more of a threat due to their longevity.


Design Document: Dyad
Authors: A. Dixon, M. Hunter, C. Johnson, A. Lee & T. Wilson

Extra Miscellaneous Stuff

Overview

Drop anything you are working on and dont have a good home for here.

Junk I am working on

Expansion

Pending the success of the online community there may or may not be
expansions for online gameplay whereby players will be able to assist each other
cooperatively through new levels and scenarios. These expansions could perhaps be
released episodically and chronicle different characters journeys through the

ARGH! THIS WONT WORK ON CONSOLES WILL IT?

Crazy idea #1

Crazy idea #2


Design Document: Dyad
Authors: A. Dixon, M. Hunter, C. Johnson, A. Lee & T. Wilson

XYZ Appendix

Provide a brief description of what this appendix is for and then get down to
business and provide data to the reader.

Here are a few examples of some of the appendices in my latest design

Story Appendix



VEHERCULARS!
Vehicles:

Skblanir was the ship of Freyr, created at the request of Loki as repayment for the theft of Sifs
golden hair. The boat is so large that it can hold the whole of Asgard along with their horses, plus
has the innate ability to be able to travel over both land and sea, whilst still having the ability to be
folded away and carried in ones pouch.

The Chariot of Thunder, Thors main mode of transport, which is pulled across the sky by his two
magical goats Tanngrisnir and Tanngnjstr.

Sol's chariot is pulled along by two horses Arvak and Alsvid of whoms mains shine so bright give
off what is seen as the suns rays.

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