DesignDoc

!!!I. Features Overview

  • Real-time 3D
  • Role-playing game based on the skills : using a skill make it increase. System as transparent as possible for the player : neither levels, classes nor experience.
  • Solo only : no multiplayer module planned.
  • Atmosphere
    • Graphic identity : no attempt of photorealism. Models and scenery inspired by fantasy and Tim Burton, colorful, "magical".
    • Omnipresent second-degree jokes and humour (Pratchett ( Discworld ), Monty Python ( Holy Grail ) ...
    • Musical identity : rather like Danny Elfman's music, with also songs as "Don't Let me be misunderstood" (Santa Esmeralda), "Yesterday) (The Beatles) ...
  • Fully scriptable :
    • races, items, weapons, spells ...
    • modules (solo)
    • interface, background music ...
    • factions, relationships between them ...

!!!II. Gameplay

  • View

Two views available : FPS (subjective view) and TPS (third person view)

      • choice is made in the game settings ; by default, FPS view. Switching is also possible by pressing a key, on the keyboard
  • Interactivity
    • Controls by mouse and keyboard (no joystick or other exotic things)
      • Mouse :
        • view orientation (like Quake, UT, etc.)
        • interaction with the differents elements displayed on the screen
          • GUI : show/hide windows (map, statistics, inventory ...), dialogs' answer selection ...
          • Game entities :
            1. A left click on an entity (NPC, object or something like that) executes the associated default action for it (for example, "attack").
            2. A right click displays a menu containing the different actions available for this entity ("Attack", "talk to", "steal", "pick up", "cast spell" ...), which can be chosen by left clicking.
            3. When moving the mouse over an entity, the cursor changes according to the default action for this entity : a sword icon if it's an enemy, for example.
      • Keyboard :
        • moving (e.g., with AWSD) and movements (jumping ...)
        • 36 customizable shortcuts (the player links each shortcut with a spell, an object, a weapon, a piece of armor ...) : F1 à F12 + commutators (Ctrl and Alt)
    • Dialogs : during a conversation, a dialog window appears, with the NPC's speech, and a predefined choice of answers.

!!!III. Target platforms

  • Microsoft Windows
  • GNU/Linux (at least on i386 et PPC)
  • MacOS X

!!!IV. extern libraries

  • 3D Engine : [OGRE] (with [CEGUI] for the GUI)
  • Physic engine : none (using OGRE built-in functions)
  • Scripting : [Squirrel]
  • Sound : [OpenAL]
  • Miscelleanous :

!!!V. Game Engine The game engine cares about :

  • resources loading
  • switching from a state to another (intro, settings, character creation, game, pause ...) pause ...)
  • rendering, sound, physics (using extern libraries, cf. IV)
  • scripts execution
  • game internal mechanisms

It doesn't care and mustn't care about :

  • solo (screenplay, modules ...)
  • PNCs' behaviour
  • weapons and spells's behaviour
  • [...]

!!=> no "hard-coding"