Interface
Visual System
HUD
- Time of the night is displayed in the center top of the screen. This is a major component because the levels have a time based component to them
- Health of the player is in the bottom of the screen as a bar that extends the entire bottom. Health is not a huge element of the game but some elements can influence it.
- Item/Weapon in the main hand is iconified on the bottom right of the screen
- Notifications will appear at the middle right of the screen
- Interactions with objects will result in a popup in the game window.
- Objects that you can carry with change the cursor to a hand and display it in the center
R:GDD:HUD:1 - Time of night.
R:GDD:HUD:2 - Health update/display.
R:GDD:HUD:3 - Selected wepon/item on hud.
R:GDD:HUD:4 - In-Game notifications.
R:GDD:HUD:5 - Cursor change on interactable items.
Menus
- Main Menu
- Play Game
- Options
- Exit Game
- Options
- Audio
- Resolution
- Brightness
- Contrast
- Controls
- Back
- Multiplayer Lobby Menu
- Create Game
- Join Game
- Exit to Main
- Exit Game
- Create Game Menu
- Number of players.
- Difficulty
- Misc
- Back
- Join Game Menu
- Name
- Ready
- Exit
Rendering System
Unity
Camera
Survivors: First Person Perspective
House: Top Down View
Lighting Models
Ambient light with large use of particle effects to simulate the dark brooding atmosphere
Control System
Survivors:
Standard First Person Controls
- W is Forward
- S is Backwards
- A is Strafe Left
- D is Strafe Right
- Shift for Sprint
- Spacebar for Jump
- Q is next available weapon/item
- E is previous available weapon/item
- Left mouse click for attack/use item
- Right mouse click for interact with game object
- A is turn page LEFT
- D is turn page RIGHT
- Esc/Tab is exit journal
- All keys to type a message
- Enter to end typing.
Journal:
House:
- All general and other movement for survivors.
Mouse at the edges of the screen will pan the floor.
Left click will select the object or survivor.
Left click and hold from the actions bar will allow for actions to be dragged into the floor.
Right click will pull up available actions on that object.
Messages can be dropped in game with text messages provoking survivors.
All the keys on the keyboard to type messages.
Control Antagonist:
Audio
Audio editing using Audacity with styles based on the survivor timelines. We are using Unity’s positional audio system so the house can directly place audio effects in the game allowing for a richer experience.
Music
Background Music specific to the timeline
R:GDD:Audio:1 - Repeated background music.
Sound Effects
R:GDD:Audio:2 - Positional audio.
R:GDD:Audio:3 - Triggerable audio.
- Walking
- Opening objects
- Screams
- Rattles
- Anything scary
- Stomping
- Banging
Help System
Basic user feedback system to explain the introductory skills the rest is found by the user.