One Man Versus the Industry

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One Man Versus the Industry

One Man Versus the Industry

Presents Design Document for:

Heist! Steal what you don’t have

All work Copyright ©2001 by One Man Versus The Industry

Written by One Man Versus The Industry

Version # 1.00

Thursday, May 24, 2001 Copyright (C) 2001 One Man Versus the Industry – All rights reserved

Table of Contents

HI-CONCEPT...... 4

PURPOSE...... 4 TARGET PLATFORM...... 4 PREFERRED DISK SIZE...... 4 PRODUCT COMPETITION...... 4 HI-CONCEPT...... 4 TARGET DEMOGRAPHIC...... 4 PROJECT RISKS...... 4 HEIST!...... 5

OVERVIEW...... 5 PHILOSOPHY...... 5 COMMON QUESTIONS...... 5 What does the player do?...... 5 Why create this game?...... 5 What does the player control?...... 5 What is the main focus?...... 5 STORY...... 5 Prologue...... 5 HOURS OF GAME PLAY...... 5 VICTORY CONDITIONS...... 5 THE HEIST! WORLD...... 6

OVERVIEW...... 6 MUSEUM...... 6 Overview...... 6 Time Scale...... 6 HEIST!’S CHARACTERS...... 6

OVERVIEW...... 6 ENEMIES...... 6 SAMPLE TURN...... 6

USER INTERFACE...... 6

OVERVIEW...... 6 Keyboard...... 7 IN-GAME MENUS...... 7 Item selection:...... 7 Map:...... 7 ITEMS/INVENTORY...... 7

OVERVIEW...... 7 ITEM DETAILS...... 7 CURRENCY...... 7 Overview...... 7 Currency Details...... 7

Heist! Page 2 Copyright (C) 2001 One Man Versus the Industry – All rights reserved

EXTRA MISCELLANEOUS STUFF...... 7 Future Thoughts:...... 7 ITEM APPENDIX...... 7

TRAP APPENDIX...... 8

TEAM SIGNOFF...... 9

Heist! Page 3 Copyright (C) 2001 One Man Versus the Industry – All rights reserved

Hi-Concept

Purpose To create a fun, fast-paced, non-violent, addictive 2-d game.

Target Platform The target platform is P.C Windows NT.

Preferred Disk Size 50mb Product Competition The only closely related game is Spy vs. Spy.

Hi-Concept You are a thief who has to infiltrate a heavily fortified museum in order to steal highly prized objects. Target Demographic All genders ages 14 and up, equivalent to ERSB Teen rating.

Project Risks

-Very short time slot to complete game -Quality and quantity of art is dependent on the artist we get. -Somewhat unique game, possible pit traps in game features due to the low quantity of research materials

Heist! Page 4 Copyright (C) 2001 One Man Versus the Industry – All rights reserved

Heist! Overview The player is a thief in a historical museum with millions of dollars worth of treasures. The player must slip through the museum, avoiding security and stealing valuable items within a time limit. The time frame and high score will help create replay-ability and a fast paced exciting game.

Philosophy Steal what you don’t have.

Common Questions

What does the player do? Steal objects of value, hide in shadows, and buy items that will help him steal more.

Why create this game? To create a unique non-violent game that is fast paced and fun!

What does the player control? The player controls a scrawny thief.

What is the main focus? Steal…Steal…sneak...sneak…Steal…run.

Story

Prologue During the day, Jules is an upright businessman. But during the night he spices up his life by ‘visiting’ the near by museums, robbing them of all their prized possessions.

Hours of Game play Until you drop dead.

Victory Conditions When the time runs out, the level is over. The player may play the level as much as he likes in order to become a high thief-class, get more cash, and beat a high score.

Heist! Page 5 Copyright (C) 2001 One Man Versus the Industry – All rights reserved

The Heist! World Overview The player’s world IS the museum, currently during closed hours. The map is filled with various security measures and patrolled by guards.

Museum

Overview The museum is composed of several rooms filled with many items to steal. *See Map Appendix

Time Scale The player will be allowed three minutes to steal what he wishes and secure the goods back at his ‘vault’.

Heist!’s Characters Overview Jules: Whom the player controls is a skinny, straight looking chap. But deep down his fingers twitch to take whatever is not his. Guards: The people trying to catch Jules. Enemies

Security Guards: Mostly fat and slow. Often talks to co-workers if they are near and eats donuts here and there. Traps: *See Trap Appendix Sample Turn

The player starts out at the entrance of the museum. After opening the door, the player runs up the stairs and between the two large goat statues. He quickly runs up to the tapestry at the top of the stairs, being aware of the three pressure sensors, and grabs the tapestry. The player dashes back outside the museum following the same path. He gets outside, places his stolen items in the ‘vault’ and runs back inside. He takes the same path but grabs another pot and then continues to run forward. Unfortunately, the player didn’t take the time to notice that two security guards were nearby. They both become aware of the player and begin to run after him. The guards catch up to the player before he is able to secure his goodies. The screen turns black and then pops back up again with the player back at the front of the museum. He still has the money that was secured in the ‘vault’ but the pot he stole was taken from him and returned to its former spot. He tears off again to steal some more with the two minutes he has left. User Interface Overview The mouse and the keyboard will be used.

Heist! Page 6 Copyright (C) 2001 One Man Versus the Industry – All rights reserved

Keyboard The default keys will be the arrows. But the player will have the option of customizing. In-Game Menus

Item selection: When the player hits the spacebar, a circle of items will appear around the player. The player may select deferent items by hitting the left or right movement keys. Each time an item is received the radius of the circle will increase enough to accommodate it.

Map: The map can be selected as an item in the item selection menu. When this is selected a full screen map of the museum will appear. Items/Inventory Overview There will be a selection of items the player can buy that will help him get through security. The player may buy these items at the end of each ‘stealing session’.

Item Details *See Item Appendix Currency

Overview The game world currency is in dollars. It is shown with a green number on the top of the screen.

Currency Details Each object is worth a certain value. When the player secures the object in his ‘vault’ the player will receive a percentage of the object value, depending upon his current thief class.

Extra Miscellaneous Stuff

Future Thoughts: Multiplayer: Player can play as a guard or another thief. Sounds: Add them. Modes: Multiple modes of play will be added, such as Mission mode. Attributes: Add them along with skills. Items: More traps and items to buy. Item Appendix

Heist! Page 7 Copyright (C) 2001 One Man Versus the Industry – All rights reserved

Explosive- Used to blow holes in walls Donuts- Distract guards with tasty pastries Map- Blueprint of the museum Trap Appendix

Cameras- Sometimes hard to see. When the camera sees the player, the nearest security guard will be given that location and run straight there. Pressure Sensors- is activated when stepped on. When activated, alarms in the museum will go off and all security guards will be alert. Pressure sensors can be identified by a slightly off color than other tiles around it. Lasers- activated when passed through. Will sound off the alarm and give the nearest guard your position.

Heist! Page 8 Copyright (C) 2001 One Man Versus the Industry – All rights reserved

Team Signoff

Shane Whitfield ______Game Designer

Mark Young ______Co-Designer, Co-Technical Director

Richard Yeager ______Product Manager

Braeden Shosa ______Producer, Tester

Heist! Page 9

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