General Features

It is possible to control the four classic elements(earth, air, wind, fire).
The game will feature first person combat using the above mentioned elements.

Manipulate the very world.
The player should develop their own strategies to victory using tactics and power combinations of there own devising.

Each game should feel somewhat different from games before it due to the unique interaction of elemental powers.
We wish to avoid the “grab a sniper rifle and head to your favorite camping spot” rut that so many games seem to get caught in.


Overview

Game is split into three modes, two of which are multiplayer games, and one which facilitates level creation.  


Story Mode

The Story Mode game is developed from the multi player game. Single player is composed of the multi player game but rather than opposing human players the opposition will be composed of bots. This will allow all game modes and maps to be played even if there are not other human players available. This will also allow for a training and practice mode to hone your skills in.


Combat Mode

Multi-player will feature split screen combat between several human players.
Each player will have there own independent controller.
Several maps will be available for combat.

Low goal – Death match combat
High goal – Other game types(to be determined but possibly including Capture the flag, King of the Hill or other forms of Objective type game play.)


Editor Mode

By using textures extensively, we will eventually be able to provide an editor mode by using .Net Forms to edit bitmaps and text strings.
This will allow the player to create there own worlds.

Until such time as this is feasible we are collecting parameters into XML and Textures

XML is used to define Terrain, Sky, Players, Props, and Physics.
Textures are used as a heightmap for the terrain.
Textures are used to supply location starting points for props
All asthetic textures are also specified in the XML


Gameplay

Both individual game play and the matches should feel fast.

We do wish to retain the strategic elements but we do not want anyone to be sitting around with nothing to do so we want to encourage movement and engagement rather than turtling into impenetrable defenses.


Lighting Models

Overview
The light model will be composed of a multi light system were each light can be activated or deactivated by the program.

Each light will be of the point light type with the possibility of later adding spot lights.
Each light will be independently positionable in world space.
Each light will have an ambient color, specular color, diffuse color.
These will be combined with the colors of the materials to be illuminated to generate the final colors.

The lighting will be defined on a per pixel basis.
This will provide us with a highly detailed lighting model for our game.


Story Level Transitioning

Start in a white (padded/tiled) room with the septasoul moving back and forth from a computer like a lab doctor.
You find yourself strapped down to a medical bed with the nurse (character amanda is working on).
You pick up enough sound bites to know that you've been in an accident and there might be brain damage...
You fade out to black and get a screen introducting the first level.

Fade back into the Earth world in a church/barn/monestary/something with your teammates.
It's the team against the bugs :-)

The septasoul may show up to help out the team if they get too overrun.
The algorithm is that we increase the number of bugs steadily through the match.

Confuse the player a bit.... The team inevidably dies. We guarentee it with sear numbers.
They fade to white at the end of each level...

At the end of all the boards the doctor has a break through and revives you, welcoming you to...
Well we might not say it, but the world of the oversouls...


Hours of Gameplay

Story Mode
Based on play testing and difficulty.

Multi-player
Theoretically unlimited since there is no limiting plot to progress along.


Victory Conditions

Story Mode
You cannot win
The team inevidably dies.
We guarentee it with shear number of AI.