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Table of Contents
Overview..........................................................................................................4
Project Objective..............................................................................................4
Team Overview................................................................................................4
Game Play........................................................................................................5
Combat............................................................................................................5
Time Points...................................................................................................6
Battle Flow.......................................................................................................6
Example of Play............................................................................................8
Controls............................................................................................................9
Characters.....................................................................................................11
Types..........................................................................................................11
....................................................................................................................12
Stats............................................................................................................13
Actions........................................................................................................13
Skills...............................................................................................................14
Skill Points...................................................................................................15
Status Effects..............................................................................................16
Field...............................................................................................................18
Components................................................................................................18
Field Effects................................................................................................19
Game Modes...............................................................................................19
Multiplayer..................................................................................................20
User Interface................................................................................................21
Front End....................................................................................................21
In Combat...................................................................................................23
Assets............................................................................................................26
Art...............................................................................................................26
Audio...........................................................................................................27
Core Target.................................................................................................28
Casual Target..............................................................................................28
Overview
The Three Days is a tactical role-playing game in which the player controls a
group of characters in turn-based battle against an opposing (player- or
computer-controlled) group of characters. Characters engage with close-
range physical or ranged magic-based attacks. Battles take place on
isometric fields. Units are controlled via mouse and keyboard commands.
The objective of each battle may be different field-by-field, but generally
involves defeating all of the opposing character units.
Project Objective
• Create a hardcore-focused tactics game
• Show off awesome looking attacks and skills
• Create a system which can be understood and enjoyed within five
minutes
• Have a portfolio piece to be proud of
Team Overview
Lead Producer: Tim Fuqua
Technical Director: Sean Hunter
Programmer: Bryan Chacosky
Programmer: Tom Lopes
Lead Designer: Kye Harris
Game Play
Game time will be focused primarily on tactical, turn-based combat. Players
move characters around a field, paying attention to positioning, to attack
opposing characters with melee or ranged actions. Pre-battle preparation
will be quick and easily manageable, allowing for the player to spend most of
his or her time in battle.
Combat
Combat involves two or more squads – groups of characters controlled by
players or computer-AI (up to three squads; up to two players)– engaging
with or against one another on a Field. Most commonly, this will be one
squad trying to defeat all members of another squad. Squads will be
distinguished by the color of the armor of all of its units. (All members of the
player’s squad will have blue armor; an enemy squad will have red armor; a
third army will be green.) Each character, within each squad on the field,
takes a turn moving, attacking, defending or using a skill against an
opposing character within an opposing squad or for a character in any squad.
At the start of a Scene, characters will be grouped near each other according
to their squads. Conditions of Victory and Defeat will be detailed to the
player and then Combat will begin. Combat will cease when either all of the
Victory conditions have been met by a squad or one of the Defeat conditions
has been met by a squad. At the end of Combat, any gained SP (from
defeating opponents) will be rewarded to the squad. XP will be distributed
amongst all characters of the squad when any member of that squad defeats
an enemy character. When Combat is finished, the player may view details
for the number of enemies defeated, the XP gained, and the SP gained.
Time Points
Time Points limit the actions that any single character can make during a
turn. Each character, at the start of its turn, will have 100 Time Points (TP).
That character’s turn ends when it does not have enough TP remaining to
make an action. (A character’s turn may be ended prematurely by a field
effect or the player command End Turn.) Each action – movement,
attacking, skill usage – costs a specific amount of TP in order to be acted out
and a character cannot make an action if it does not have enough TP to pay
the cost. Movement, for instance, takes an amount of TP determined by the
Agility of the acting character, the distance of movement, and the terrain the
character is moving across:
TP Cost for Movement = (1 TP * feet traveled) * ((100 –
(2*(AG))) / 100)
TP will recover gradually as other characters take their turns. Each round
restores 100 TP, regardless of the number of characters on the field:
TP Recovered per Turn = (Number of Characters) / 100 [rounded
up]
Battle Flow
Once a player has a squad of characters to control, the player will proceed to
a Combat overview. The Victory and Defeat conditions of the battle will be
detailed and the player will have the chance to survey the placement of his
or her characters. Characters will be placed at default locations, but may be
clicked and dragged, within a shown radius, to a different starting position.
The Combat phase will be initiated once this is confirmed. Play will pass
from character to character on the field according to turn order and TP
availability. Players will only have control over characters in their own
squad. (Player 1 cannot control any characters owned by any other player or
the AI.) The character on the field with the highest Agility will have the first
turn in battle.* Once that character has spent all of its available TP, or
prematurely ended its turn (due to the End Turn command or an effect), play
will pass to the next character with the highest Agility and the most available
TP. In this way, characters on field will take turns acting until either one
squad has met all Victory conditions or all players, save one, have met any
of the Defeat conditions.
*Turn order will be sorted first by Agility, then the character’s Level, and last
by a “tie-breaker” number. This number will be determined randomly at the
start of Combat and assigned to the character. In a battle of four characters,
two on each side, a “die” will be rolled four times: the first roll may assign a
2 to the first character, so a 2 cannot be “rolled” again; the second character
may be assigned a 1; the third character is assigned 4; the fourth character
is assigned a 3. This number means that if any two characters have the
same Agility and Level, this character with the lower “tie-breaker” number
will act first. This number being determined before battle and kept
throughout Combat keeps turn order consistent. This will remain a hidden
mechanic.
Example of Play
1. Enter the Exhibition game mode.
2. Select a Field.
3. Select 6 characters for a squad.
4. Allocate SP among characters, giving them Skills to use in Combat.
5. Determine the starting formation for the squad.
6. Review the Victory and Defeat conditions.
7. Initiate Combat.
8. All Victory conditions are met and Combat ends.
9. Review Combat statistics.
10. Player is asked to Continue – play another round of Combat – or
Quit – return to the Title Screen.
Controls
The Three Days will be controlled primarily through button commands on
context-based menus. The primary input method will be a mouse. Keyboard
input will be accepted and used for shortcuts and other hotkeys. This will be
for players more accustomed to PC strategy games. The arrow keys will
scroll through any set of options on the menu with focus while the Space Bar
will select a highlighted option. For the currently active character, the
following are the controls and mechanics a player can chose to use during
the turn:
Characters
Each character operates individually with its own set of Stats and Skills. A
group of characters controlled by a single player (or AI-player) is referred to
as a Squad.
Types
Characters are distinguished by Type. A Character Type determines the
model used to represent the character, the stats of the character, and how
the character attacks. Types also determine the Skills a character has or
may have. Each Character Type will have a set of Skills with SP pre-assigned
to them. These SP may be reallocated to other Skills.
Soldier Has stronger physical capabilities. Uses horizontal arc
sword attacks, anything within this slicing range will take
damage.
Mage Has stronger magical capabilities. Uses forward thrust rod
attacks, giving it a slightly longer reach for attacking.
Defender Built for endurance. Uses close-range, fist attacks.
Hero The squad’s leader. Only exists in Campaign mode.
Type HP PA PD MA MD AG
Base* 30 5 5 5 5 5
Soldier 45 14 10 8 10 12
Mage 36 10 10 14 12 10
Defender 54 10 14 10 10 8
Hero 60 15 15 15 15 15
*The “Base” Character Type is not in the game but is included here to show
the stat relationship of the other characters.
Stats
Each character has its own set of numbers which determine how it performs
in Combat. These numbers increase as that character’s Level increases.
(LV) Level Scales all other Stats. Increases with XP
accrual.
(XP) Experience Increases Level by 1 every 100 points.
(HP) Health Points Depletes as damage is taken. Character is
KO’d and unable to battle when 0.
(PA) Physical Attack Modifies damage dealt by physical-based
attacks.
(MA) Magic Attack Modifies effectiveness of magic-based
actions.
(PD) Physical Defense Decreases damage received by physical-based
attacks.
(MD) Magic Defense Decreases damage received by magic-based
actions.
(AG) Agility Determines cost of movement and acting time.
Used as a modifier for avoiding incoming
attacks or Skills.
Actions
Any command given to a character costs TP. (End Turn is the exception.)
Move Relocate a character on the field. Costs 1 TP per foot
moved.
Attack Use the equipped weapon to perform a physical-based
attack. Costs 45 TP.
Skill Use an available Skill (provided by equipped SP). Cost
varies per Skill.
End TurnPrematurely end this character’s turn. TP recovery begins.
Skills
Characters with SP assigned may use Skills in battle. Skills provide a greater
range of power and effects than base physical attacks. Any Skill can range
between Level 1 effectiveness to Level 3 effectiveness. Each Skill has a base
TP cost, a base Damage, and a list of possible effects. (Effects are generally
cumulative.) “Layers” describes the lasting time of an effect.
Skill SPCost TPCost Power Range Area Effect Hit Avoid Layers
Blaze 1 55 MA * 1.5 48' reach 12' diameter HP damage 75+MA * 2 AG* 1.5 0+ Skill (Skill Power) - MD* 0.5
Blaze 2 2 65 MA * 1.75 48' reach 21' diameter No further effect 75+MA * 2 AG* 1.5 0+
Blaze 3 3 75 MA * 1.75 48' reach 21' diameter Inflicts Berserk 80+MA * 2 AG* 1.5 1
Sparking 1 55 MA * 1.25 48' reach 18' diameter HP damage 75+MA * 2 AG* 1.5 0+
Sparking2 2 65 MA * 1.5 48' reach 27' diameter No further effect 75+MA * 2 AG* 1.5 0+
Sparking3 3 75 MA * 1.5 48' reach 27' diameter Decreases AG 80+MA * 2 AG* 1.5 2
Spite 1 50 0 42' reach 15' diameter Inflicts Poison status 70+MA * 2 AG* 2 1+
Spite2 2 60 0 42' reach 15' diameter Inflicts Beserk status 70+MA * 2 AG* 2 2+
Spite3 3 70 MA * 3.0 42' reach 15' diameter TP damage 70+MA * 2 AG* 2 0
Boon 1 55 0 42' reach 15' diameter Increases TP reload 90+MA 0 1+
Boon2 2 65 0 42' reach 15' diameter Increases MD 90+MA 0 5+
Boon3 3 75 0 42' reach 15' diameter Prevents Conditions 90+MA 0 2
Crescent Wave 1 55 MA * 1.5 63' reach 9' length HP damage 75+PA* 2 AG* 1.5 0+
Crescent Wave 2 2 65 MA * 1.5 63' reach 9' length Increases AG of user 75+PA* 2 AG* 1.5 2+
Crescent Wave 3 3 75 MA * 2.0 63' reach 12' length No further effect 80+PA* 2 AG* 1.5 0
TerraShot 1 55 MA * 1.5 90' reach 3' width HP damage 75+PA* 2 AG* 1.5 0+
TerraShot 2 2 65 MA * 1.5 90' reach 3' width Increases PA of user 75+PA* 2 AG* 1.5 2+
TerraShot 3 3 75 MA * 2.0 90' reach 6' width No further effect 80+PA* 2 AG* 1.5 0
Cripple 1 40 PA* 1.0 3' reach target Decreases TP reload 90+PA AG* 1.5 1+
Cripple 2 2 50 PA* 1.0 3' reach target Decreases PD 90+PA AG* 1.5 4+
Cripple 3 3 60 PA* 1.0 3' reach target Decreases PA 90+PA AG* 1.5 3
Restore 1 50 MA * 2.0 45' reach target Restores HP 100 0 0+
Restore2 2 55 MA * 2.5 45' reach target Removes Stat decreases 100 0 0+
Restore3 3 65 MA * 3.0 45' reach target Removes Conditions 100 0 0
Stratomance 1 45 0 0 field Causes Rain 75+MA 0 3
Stratomance 2 1 45 0 0 field Causes Dark 75+MA 0 3
Stratomance 3 1 45 0 0 field Causes Wind 75+MA 0 3
Manipulate 1 50 0 0 field Decreases PA 75+MA 0 10
Manipulate 2 1 50 0 0 field Decreases MA 75+MA 0 10
Manipulate 3 1 50 0 0 field Increases AG 75+MA 0 10
Many Skills stack effects as they power up. (These Skills are marked above
with a +.) For example, the Skill “Crescent Wave” deals damage to a
target’s HP. At Level 2, “Crescent Wave” has an effect of “Increases AG of
user.” This means that at Level 2, “Crescent Wave” increases the users
Agility and deals damage to a target’s HP. On the other hand, Skills such as
“Manipulate” do not stack or power-up as most others do. Only 1 SP is
necessary for any level of “Manipulate,” allowing the player to choose which
effect he or she prefers.
Skill Points
Skill Points are used to determine what Skills (in-battle techniques, such as
healing) a character can use in combat. Each Skill can be viewed on the
Battle Preparation screen where Skill Points (SP) may be allocated. When SP
is assigned to a Skill, that Skill becomes usable in combat by that character.
Up to three SP may be assigned to any one Skill on a single character; the
amount of SP assigned determines the power and effects of that Skill when
used in combat.
The following Mage can use both level 1 “Blaze” and “Sparking” because
each has one SP assigned to it. Each Skill has one Skill Point assigned to it
by default. This SP may be removed and placed elsewhere if desired.
Status Effects
Some Skills may invoke Status Conditions (or Effects) on a character. Each
Status Condition has a different effect on the character and lasts a specific
amount of time. Since some effects are inflicted at higher potency at times,
the Life is determined by a base amount of TP that is increased by the
number of “Layers” of the effect inflicted. For instance, “Blaze 3” inflicts 1
Layer of Berserk, so Berserk lasts 100 TP; “Spite 2” inflicts 2 Layers of
Berserk, causing Berserk to last 200 TP.
Status
Condition Description Effect Life
100 TP *
Stat Up Increases a single Stat Stat + 2 Layers
100 TP *
Stat Down Decreases a single Stat Stat - 2 Layers
500 TP *
TP Up Increases TP reload TP reload + 5 Layers
500 TP *
TP Down Decreases TP reload TP reload - 5 Layers
500 TP *
Poison Damages HP over time HP - 1 for every 25 TP Layers
100 TP *
Berserk Forces forward action Disable non-Move/Attack Layers
Field
All instances of environments – where story events and Combat take place –
are referred to as fields. Fields are generally quadrilateral planes deformed
to represent terrain and filled with terrain objects. (Fields may be shaped as
any other polygon, though rectangles are most common.) A field makes up
the entirety of a map – nothing exists outside of the boundaries. The edge of
a field denotes the edge of play area and will be indicated either by a drop-
off (there’s just nothing beyond the Field) or walls of some sort (thick trees or
cliff walls). Fields are not grid-based. The average size of a Field is roughly
80 yards x 80 yards.
Components
Fields are built with terrain objects – trees, houses, crates, etc. -- on them to
add obstacles to Combat instances. A Component is any object (not a
character) present on a field. Components can be either static – cannot
move or be interacted with (i.e., a tree) – or dynamic – can be interacted with
by characters (i.e., a breakable crate).
Field Effects
Skills or scenario conditions may place global effects on a field during
Combat. Field effects, whether they hinder or aid, affect all characters on
the field, regardless of squad alignment. Effects may be related to weather,
altering terrain and Skill effectiveness (i.e., fire-based skills are weaker in
rain), or magic-based, altering character actions or stats. If triggered by a
Skill, field effects will last a specific amount of time; otherwise a field effect
will last throughout an entire battle scenario.
*See above with “field” range.
Game Modes
Campaign puts a single player in control of predetermined characters to pass
specific story-driven combat scenarios. Play will consist of a segment of
story leading into a combat scenario, followed by Battle Preparations and
Combat. From here, the three will repeat, with some dialogue occurring
during Combat. The Campaign will be strictly single-player and will
showcase scenarios with differing settings and Victory conditions. This mode
will contain five specific battle scenes. Characters within the player’s squad
will be used from one battle to the next, gaining XP and SP to increase Level
and Skills. Characters who are KO’d in a battle will be usable in successive
battles.
*See Narrative & Campaign below.
Options for a random squad or field will also be available. Squads may be
saved for later use.
Multiplayer
The “Exhibition” and “Quick Play” modes will support player versus player
multiplayer. All multiplayer will be hot-seat and will require the use of two
Xbox 360 Gamepads.
User Interface
The UI will imitate the look of a on old printed book, much akin to the book
images shown in the “The Lord of the Rings” movies. This will reinforce the
fantasy theme of the game.
Front End
In Combat
The Field is viewed from a camera placed above the world and angled down
(i.e., a top-down, isometric perspective). The camera can be rotated along
the x-axis around the field at 45 degree increments; can be zoomed in and
out at three separate levels; and can be lowered or raised, changing the
angle at which the Field is viewed. The camera may be configured to zoom
in or focus on actions (such as spells) or events (such as scripted scenes).
are shown at the bottom of the screen. Here the blue soldier has targeted
the red mage. The soldier will have to move (path shown by the arrow) in
order to be within attacking range. The TP cost is specified. The attack will
use a sword to damage the mage, dropping its health to 12. The player will
click the prompt (where “OK?” is) in order to initiate the attack; if anywhere
off of any of these prompts is clicked, this current action will be canceled.
The Campaign mode will contain five scenarios with the player in control of
Bryce and his squad.
Assets
Below is a list of planned assets for The Three Days. Art has been separated
according to its type (sprite, 3D model, etc.) and use. Audio is separated by
sound effect (SFX) or background audio (BGM). For a complete asset list, see
Asset List.xls.
Art
1. Character Models – 3D models with animation sets for Idle, Movement,
Melee Attack, Magic Attack, Take Damage, and Die; blue, red, and
green texture sets needed
a. Soldier
b. Mage
c. Defender
d. Hero – for “Campaign” mode; lead player character, Prince,
Rebel Leader, and King; separate texture sets not needed
2. User Interface – 2D art (sprites), must be very scalable
a. Action confirmation prompt
b. Move path arrow
c. Field effect icons – sun, rain, wind, dark
d. Status effect icons – up arrow, down arrow, poison, berserk
e. Action icons – move, attack, skill (one icon for each)
f. Proceed button
g. Quit button
h. Bookmark icon
i. Back button
j. SP icons – filled and unfilled
k. Skill set button
l. Sun used for loading screens
3. Screens – 2D art, should be made to fill any screen; may be animated
for transitions
a. Splash screens – DigiPen logo, Running With Rupture logo
b. Title screen – lists all game modes to be clicked on
c. Load profile (bookmark)
d. Pre-combat screens – view squad; view character
e. Campaign world map
f. Settings screen
g. Credits screen
Audio
1. BGM
a. Intro scenes for narrative in “Campaign” mode
b. Title screen
c. Combat music – three different tracks
d. Splash screen tracks
e. Pre-combat
f. Victory screen
g. Game over
h. Credits
i. World map
j. “Campaign” mode complete
2. SFX
a. Melee attack sounds – punch, sword, rod
b. Skill use sounds – restore, fire, lightning, poison bubbles, wind,
rain, rocks breaking
c. Movement
d. Take damage
e. Character death
f. Defeat condition met
g. Victory condition met
h. Gain XP
i. Gain SP
j. Set SP
k. Remove SP
l. Select character to view in pre-combat
m. Confirm action or selection
n. Transition between screens (page turning sound)
o. Dialog typing (or voices)
Core Target
The core target demographic is 12-24 year old males. This demographic is
familiar with tactic-RPGs, such as FINAL FANTASY Tactics, Fire Emblem, and
X-COM. They show characteristics of both “Achiever” and “Planner” player
types: these players seek to improve the abilities and powers of in-game
characters and managing a set of resources. They value customizability
(item and skill allocation) and visible progress (experience gain and stat
increases). This audience will rarely spend less than ten or twenty minutes
sitting with a game (given that they enjoy it).
This audience exists as a tight group and will likely spread word of any
games they play and whether they enjoyed the game or not. Therefore,
once a handful of this cluster has found a game to be “good,” that game will
be recommended strongly to friends and family.
Casual Target
This demographic leans towards games they can understand and enjoy
within very few minutes of playing. This audience can be easily intimidated
by complex control/command schemes and prefer to not invest more than a
few moments learning how to enjoy a title. Large menus and detailed lists
and specifications act as deterrents to them. For them, The Three Days
provides the “Quick Play” option. This mode allows them to bypass all squad
management tasks and proceed straight into Combat, thus maximizing the
time spent in-game.
This audience is less-versed about specific game genres and tends to play
games that immediately appear fun, understandable, and are recommended
to them. The task of approaching this audience is given to images and video
that focus on simple command sequences having noticeable results.
Recommendations from the Core Target are also valued.
Phantom Brave (Nippon Ichi Software, 2004) presents game play that
does not take place on a grid. Actions and movements are shown as grid-
spheres or grid-cylinders and arrows across the terrain. Action is individually
turn-based rather than squad phase-based.
Trying to appeal to both hardcore and casual audiences could easily lead to
a watered-down experience. The hardcore crowd tends to oppose games
that feel “dumbed down.” Are you afraid of losing both audiences with this
attempt?
For this reason, the hardcore demographic has been established as our
“core” audience. In the case that the experience begins to seem watered
down, the casual audience will be dropped. Our top priority is to appeal to
the hardcore crowd.
for a squad will give us the “Exhibition” mode. With these two in place, the
Lead Designer will begin creating maps and scripting scenes for the
“Campaign” mode. All content created for “Campaign” will also be present
in “Exhibition” and “Quick Play,” as well.
In the second month of the development cycle, the Lead Designer took an
extended absence to accommodate family. Considering the amount of
content needed for a tactics game, this could potentially be a fatal blow. In
the case that the Lead Designer does not return within a few weeks, how do
you plan to create the content necessary for this project?
The Lead Designer is more than willing to work as much as possible on the
project while absent and will be in contact via email at all times. In the case
that he is not able to return for the remainder of the semester, the Lead
Designer has agreed to contribute “unofficially” to the team. This is
something he has done previously and is comfortable doing.
Image Sources:
GameSpot.com
Push.cx
IGN.com