   Dark Assassin - Continued
Team name:Dark Water Game Studio (not registered)Project name: Dark AssassinBrief description:We started this project a while back, but stopped the development due to inactivity within the team and lack of programmers. We are now going to make a new approach and start a whole new team for this project. Some models are already made and ready to be put into the game. If you read the Pre-Production Plan you will see that we are going to create a simple test level first so our programmers can have scripts to play around with while the rest of the team develops the graphic and design aspects of the game. Testers now are not a high priority and I would rather have testers on the team that can also fill one of the other positions as well. Game design document is complete but is only shared to elder members of the team; you must show effort in order to receive the game design document. I will be working on a more user friendly game designer document embed into a wiki for only the team to be able to see if they are supplied with the username and password requested on our website. [font="Calibri,Calibri"][font="Calibri,Calibri"]What is Dark Assassin? Dark assassin is a RPG being developed by Dark Water Game Studio; it will have FPS style combat, and the full RPG concept. Meaning you can do whatever you want there is no direct path you will have to follow. You start as a prison guard tricked by a prisoner held captive "The Dark Assassin", which you then are lead to releasing her and then sentenced to the "council" in the game and you have to find and return the "Dark Assassin" to spare your life. This is a very rough description of the game and more has been drawn up, but I would rather not release whole game idea to the public for various reasons. Target aim:Eithor Steam, our digital download on our website. Compensation:We cannot pay up front as we do not have a budget, but we will be offering royalties. If we make money you do to.Technology:UDK    GimpMaya    Adobe PhotoshopBlender Adobe After Effects3Ds Max  DropboxZbrush  Talent needed:3D AnimatorLevel Designers/World Designers *must know UDK of course*Modelers Unrealscript Programmers *must be familiar with udk*2D GUI Artists/Programmers *must be familiar with udk*Concept ArtistTeam structure:Me - 3d Modeler/ProgrammerLogan - 3d ModelerSquirt - Unreal Script ProgrammerKen - ComposerRick - Level Designer for UDKLuciano - Sound FX/MusicWebsite:Our Website http://www.darkwatergamestudio.com Our Website Forums http://www.forums.da...rgamestudio.comBox.net screen shots http://www.box.net/shared/nkadbu6j86Contacts:[email="apply@darkwatergamestudio.com"]apply@darkwatergamestudio.com[/email]Please do not send me a private message on gamedev as it is a unattended mailbox.Previous Work by Team:Gore Toon Almost in BetaAdditional Info:"Dark Assassin" DEVELOPMENT PLAN [font="Calibri,Calibri"][font="Calibri,Calibri"]Not Game Design Document Pre-production Plan Please note this is a draft and does not contain everything that needs to be done we will take in suggestions and constructive criticism in order to grow the team therefore maybe taking away or adding features. [font="Calibri,Calibri"][font="Calibri,Calibri"]1. Team requirements 2. Gathering team members. (Better start with small number of members) 3. Role assignments. Role categories : a. Programmers ?b. Designers i. Music Composer(s)/Artist(s) ii. GUI Artist(s) iii. Voice Actor(s) (must have talent in music composing/editing as well) iv. Level Designer(s) v. Concept Artist(s) (High Priority) 1. Enviermental Concept Artist(s) 2. Organic Concept Artist(s) vi. Cartographer(s) vii. Creative Writer(s) c. Modeler(s) i. Enviermental Modeler(s) ii. Organic Modeler(s) d. Animation Expert(s) (Must use Maya) e. Tester(s) 4. Addressing general guidelines and info about the game. Issues should be addressed on the following order: a. Short description of the game b. game's genre c. detailed game play description d. features e. setting f. world map g. story h. target audience i. hardware platforms j. estimated schedule 5. Meetings of all team members to discuss issues from step 4 and address the following design guidelines and strategies : a. Hero : i. Classes ii. movements and actions iii. abilities (Strength, Dexterity etc) iv. skills (stealth skills, hunter skills, thieving skills etc) v. role play system ( leveling, XP gathering, points distribution etc) vi. … b. items: i. weapons (categories, properties etc) ii. armor (categories, properties etc) iii. magic items (categories, properties etc) iv. quest items v. other items (potions, consumables etc) ?vi. … c. Inventory i. Structure - appearance ii. Inventory categories (armor, weapons, magic, quest items, other items) iii. Items in categories (e.g. swords, axes etc in weapons category, rings in armor category or in magic category) iv. Inventory functions (equip, drop, examine etc) d. enemies i. Classes – categories ii. A.I. (reactions to hero’s presence, attack strategies, path finding) iii. … e. NPCs i. Categories (friendly – enemy) ii. A.I. (path finding – enemy sighted) iii. Important NPCs (quest givers, masters etc) iv. … f. Dialogs i. in form of dialog trees g. Levels design i. levels names, place on map, importance etc ii. NPCs locations iii. Enemies locations iv. items locations v. props locations vi. building locations vii. … Production [font="Calibri,Calibri"][font="Calibri,Calibri"]First, a tests level should be created where all models, scripts, mechanics etc will be tested. For most phases described below designers must make concept sketches, modelers will create animated and textured 3d models and finally programmers will integrate code: 1. Player character design a. Hero model b. Hero animation c. Armor models d. Hero properties (role playing system, abilities, skills etc) e. Weapons f. Movements and actions 2. Items (weapons and armor are created on player character design phase) a. magic items b. quest items ?c. other items (keys, potions, letters etc) 3. Inventory a. Inventory structure and functions 4. GUI a. Life – Mana- XP indicators b. Game messages (for level up, examine object etc) c. quick slots d. other info on screen GUI 5. interactive items (chests, boxes, hotspots) 6. Enemies a. models b. animations c. AI 7. NPCs a. models b. animations c. AI 8. dialogs trees a. texts b. texts assignment to NPC models 9. quests a. quests code 10. Levels design a. After all previous steps are completed, level design can commence 11. Audio a. speech – dialogs b. music c. SFX d. ambient sounds 12. Start kick starter to raise some money for advertisement and other needs for development (if raised enough money we may start paying members of the team) 13. Testing - bugs correction - Beta version- clean scripts and review code 14. Alpha BETA – Released to public for beta testing 15. General Release a. Where will we sell the game b. How will we sell the game c. For how much will we sell the game d. Advertisement 16. Royalties cut form total production value and distributed within the whole team, depending on the total work completed by the (designer, modeler, programmer, and or tester). Feedback:Positive Questions/Comments 
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