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Design Document

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Pirates of the Dark Seas Design Document
Version 0.1
Last edited: 2007-04-20 by Tyler Trevell
Document written by Tyler Trevell

Key Features

  • Online Roleplaying Game
    • Using Ogre3D for base framework.
  • Combat system
    • Swords, Cutlass, Muskets, etc.
    • Cannons, Grapples, and rams for Ship Combat.
  • Guild Based Gameplay
    • Join in with clan wars
    • Build your own empire

General Information

Philosophy

  • Control, the player needs to feel in control of what he is doing and where he is going.
  • Fun, the gameplay must be intriguing, challenging and have a learning-curve so that it stays fun and interesting even after several hours of play.
  • Intuitive, everything that's put into the game should be thoroughly thought out and implemented in the best possible fashion.

Common Questions

  • What is the game?
    • Dark Seas is a multiplayer RPG set in a world during the 17th Century.
  • Why create this game?
    • By creating this game, the developers involved will gain experience, as well as a finished game, to put on their resume.
  • For which platforms are the game planned?
    • Windows, Linux and MacOS.
  • What is the goal of the development?
    • The goal is to get a multiplayer environment up and running, to support basic collision detection, player teams, basic melee and long ranged combat, objectives, as well as a guild system.
  • Where does the game take place?
    • The game takes place in an original fantasy realm.
  • What do I control?
    • Players control one character which they can customise extensivly. At the beginning a player chooses a nation to start in:
      • England
      • Spain
      • France

After this it is up to the player to be the ultimate player.

  • What is the main focus?
    • The main focus of the game is to get a stable multiplayer environment up and running and fun gameplay with as few assets as possible.
  • What’s different?
    • There's nothing new about this game, it's all been done before. But we're here to gain experience in a straightforward way.
  • Which camera angles are available?
    • First person view, however third person when dead.
  • How many players can play simultaneously?
    • Impossible to say at this time in development, but we are aiming for few a servers holding within a region of 500 - 3000 players at any one time.
  • What technology will be used?
    • C++
    • Ogre3D Engine
    • .3DS, .MAX, and .OBJ Model Formats
    • .WAV, and .MP3 Sound Formats

Feature Set

  • General
    • 3D Graphics
    • Roleplaying Game
    • in 17th centurey Theme
    • Outdoor and indoor environments
  • Multiplayer
    • Thousands of players
    • Easy to use GUI
    • Text chat box and commands list
  • Gameplay
    • Leveling by expirence points
    • Guild Wars, and Battles
    • Emphasis on Ship, Melee and Ranged combat

Game Mechanics

Introduction

Game Flow

Combat System

Special Abilities

Ruleset and Statistics

Game Physics

Multiplayer

User Interface

Introduction

Functional Requirements

Menues

HUD Elements

Keyboard

Mouse

Graphical Requirements

GUI Objects

Assets

Introduction

2D Art

Menues

GUI

Special Effects

Textures

3D Art

Character Models

  • character
    • 3500 polys
    • obj format

Armor

Weapons

Levels

Misc. Objects

Sound Effects

GUI

Special Effects

Characters

Weapons

Environment

Music

Menues

In Game

Storyline

Summary

Appendix A

Brief Description

Introduction

Topography

Kingdoms

Religions

Important Figures

Important Landmarks

Important Historical Events

Appendix B

Brief Description

Introduction

Appendix C

Brief Description

Introduction

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