DESIGN DOCUMENT

© Konley Kelley, 1996

 

Content:

Our universe can be both a beautiful and brutal place to exist and co-exist.In the Omega Quadrant, three star systems, once separated by technology,now meet in space. Will they live in peace or war?

 

The SNAR are a reptilian race with a violent and embattled past. Theirspacecraft and homeworld cities take on the characteristics of their inhabitants- scaley, slick and cold-blooded. With planet resources now depleted dueto years of rebel uprisings and civil war, the SNAR now look upon theirability to travel beyond their worlds as an opportunity to conquer new onesand sap those resources to further their war-like ways at home and in space.

 

The FIN are creatures who evolved on the liquid-covered surface of theirhomeworlds. They also have spacecraft and cities that resemble themselvesand support the water environments their biology requires. Two years ago,a large comet passed through the FIN star system. Radiation from the cometkilled many of the microorganisms that nourish the plantlife the FIN surviveupon. As a result, this plantlife has been disappearing rapidly from theFIN worlds. The FIN now look to the unknown fortunes of space and the lifegivingelements it may hold to rescue their environment and their race.

 

The SECTONS resemble insects, as do their spacecraft and homeworld cities.Their society resembles that of the bee or wasp colony on earth. On eachhomeworld resides a queen SECTON responsible for repopulating the planet.To the dismay of the SECTONS, the natural planetary elements needed by thequeen SECTONS to maintain her fertility and ability to reproduce are finallyclose to extinction on their homeworlds. The ability to travel beyond theirstar system has given the SECTONS new hope that they might re-discover theseelements and avoid the extinction of their species.

 

And...they all send their ships to the stars.

 

Interactive Architecture:

You are ruler of the SNAR, FIN or SECTON star system. You must do everythingyou can to keep your race alive.

 

The game draws its inspiration from REBEL ASSAULT, RISK and SPACEWARDHO! Actions taken by game players either playing human opponents or againsta computer player, can result in favorable or non-favorable outcomes. Baddecisions and poor strategy can be fatal.

 

Underlying Motivation:

Early-in the game, the SNAR discover that the resources of the FIN andSECTON home worlds can supply their war effort, the FIN discover the elementsneeded to purify their water system on the SNAR and SECTON homeworlds, andthe SECTONS discover the fertility elements needed to repopulate their raceon the SNAR and FIN homeworlds. No race will give any of these elementsto another without something in return or, in most cases, victory in battleis the only means to acquire the elements. If a race runs out of the elementit needs, it only has so many turns to reacquire the element or it willslowly die from internal chaos, starvation or inability to repopulate.

 

Example - Branching Scenario:

"The SNAR go to war with the SECTONS. But with most of the SNARmilitary might in space, rebel SNAR factions conquer several SNAR homeworldsand threaten the stability of the system. Learning this from FIN agentsplanted on the SNAR homeworlds, the FIN launch an attack and conquer severalof the SNAR border planets enslaving the population and forcing them tomine the substances that can purify their water stores. You are a memberof the FIN invasion force on these planets and must prepare for the inevitablecounterattack from the SNAR."

 

User Interface:

Players can adopt the agenda suggested by the computer's AI (as a "confidante"or "secretary of state") . This confidante will advise you withinthe parameters set forth by the computer to define the race the player selects(i.e., management of planetary resources, battle strategy, communicationsfrom spies abroad or homeworld leaders, etc.) and the level of gameplayset at the onset of the game (beginning, intermediate, advanced). The playercan act upon the confidante's advice and warnings OR he can follow whateverpersonal agenda he desires. Management and allocation of resources is vitalto the success of the player. Players can also link forces to attack anotherbut should know not to trust anyone.

 

The computer will randomly distribute good and bad scenarios to the gameplayers i.e., asteroids can destroy a fleet of warships; scientists canmake breakthroughs in speed or weapons technology; deadly unknown spacephenomenon can threaten multiple star systems forcing an alliance of starsystems to survive, etc.

 

Inevitably, you can gain the upperhand and conquer all the star systems,you can sue for peace or you can self-destruct and try to take some of theenemy out with you.

 

Navigation:

Players control planets, planet resources and starship fleet movements.Players allocate technology spending on range, speed, shields and weaponry.Players also determine funding for a spying and espionage ring. The computerwill randomly distribute technological and strategic advances to the playersbased on the allocation of resources.

 

Players can control the aggressive or conservative behavior of theirbattle generals. These parameters will determine whether to attack at anycost or retreat and save warships and/or transports from certain destruction.

 

At any time, a player can assume the command and weapons post of a fighteror transport during a battle sequence and engage in first person game playOR assume command of a defensive post to defend a city from enemy attack.The player can also "piggyback" with a computer pilot from a firstperson perspective as the computer plays out a battle sequence. Whetherthe player survives or dies in battle, he will return to his role as rulerof the star system and continue game play.

 

Customizing/Central Interface:

Players can manipulate 2D and 3D models of starships and planet environments(i.e., city defenses). Players can also customize these models utilizingstocks of weapons and shields taken from the factories. The technology andquantity of these items will be determined by the wisdom of the planet management.

 

An overall grid of the star systems will work as a battle board.

 

Software - Creation of Game Assets:

The interface and 2D/3D game spaceships and worlds can be created utilizingsome of the following software:

· Photoshop · KPT Bryce

· Illustrator · Vista Pro

· Freehand · Strata Studio Pro

· Premiere · Electric Image

· After Effects · Strata Media Paint

("Pyromania" CD for explosions and smoke effects)

 

Authoring/Programming:

Game branching can be mapped out using TopDown and storyboarding software.Portions of the game can be authored in Macromedia Director, mTropolis,Code Warrior or similar advanced programming. Stage 1 will be a Proof ofConcept created in Director.

 

Design team:

Project Advisor(s)

Project Manager (each star system)

Product Author

Producer/Director

Talent (voices, SFX)

Programmers - many

Storyboard/Graphic Artists (2D, 3D)

Content Advisor

Business Manager/accounting

 

PLANETOIDS: This Space Race is Life or Death!