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THE INSURGENCY -  2019-2020

Win Condition: Answer most dialogue questions correctly (at least) and hide objects or person successfully.

Lose Condition: Answer questions incorrectly and hide object or person in poor hiding place.

In a post-apocalyptic setting an organized group of authorities call themselves the Military State Police and have attempted to re-establish a functional society under their strict ideology.
The player must find or make hiding places for objects or people. Authorities will come to search the hardware shop as part of their weekly routine.
This process will repeat but its pacing will increase. New areas in the store will become available. Players will have a bigger variety of upgrades and gadgets, and enemies will have to change their strategy.

Recent update of the prototype featuring improved environment lighting.

CORE LOOP DIAGRAM

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AI BEHAVIOUR DIAGRAM

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ACTIONS

General

  • Walk​​

  • Run

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Quieter

  • Creep quickly

  • Creep quietly

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Interact Action

  • Pick objects up

  • Open and close doors

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Indirect Action

  • Move objects by walking too close to them or over them (will cause noise)


Direct Action

  • Throw objects to distract military police

CHALLENGES

  • Understand the culture of the game world

  • Familiarize with controls

  • Hiding objects or people from officers successfully

  • Distracting officers when possible

  • Hiding player character (if caught hiding an object)

  • Adapting to different enemies per level

  • Apply the knowledge of the game culture if tested by the officer

REWARDS

  • Outsmarting the officers (completing levels)

  • New gadgets to experiment with

  • New characters to meet

  • New narrative/lore to discover

  • New enemies to meet

  • Possibly a loyalty system

LEVEL DESIGN

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ENEMY TYPE

Grunt with dog

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Specialist with goggles

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Juggernaut

FEATURE

Low-medium sight

High hearing

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High sight

Low-medium hearing

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Medium sight

Medium hearing

EXTRA

Can detect objects more easily by smell

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Will be able to detect if objects were moved

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Can cause some characters to hide to be more susceptible to making auditory mistakes

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PROGRESSION MECHANICS

  • After each level, there will be a story cutscene giving more context to the environment and the characters

  • At the start of levels (not the tutorial), a character will ask/tell the player which upgrade they’d like, or which one is available

  • The player will be able to unlock gadgets to help them hide objects better and the enemy will also change their tactics

    • All gadgets and upgrades will directly relate to the core mechanics and core diagrams.

LEVEL

1

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2

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3

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4

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5

PLAYER OBJECTIVE

Hide behind objects

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Hide inside objects

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Glue objects behind or under something

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Manipulate walls to hide inside

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Make separate compartments to hide inside

ENEMY RETALIATORY ACTION

None

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None

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Heightens sensitivity

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Heightens sensitivity to sounds

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Specialist implements heat sensor (on radius)

IN SCOPE FOR PROTOTYPE

DESIGN ASPECTS

  • Proposal document

  • High concept document

  • Games design document

  • Gameplay design iteration

  • AI design iteration

  • Environment design iteration

TECHINCAL ASPECTS

  • AI tasks:

    • Move

    • Prompt dialogue

    • Search objects

    • Ask player questions

    • Update forbidden object suspicious value during play time

    • Triggering game over

    • Triggering game won


  • Player character:

    • Basic movement

    • Interaction controls

ARTISTIC ASPECTS

  • Environments blocked out and meshed:

    • Shop

    • Basement

    • Outdoor area outside shop

OUT OF SCOPE FOR PROTOTYPE

DESIGN ASPECTS

  • Multiple levels for each including:

  • Map layouts

  • Gameplay planning/pacing

  • In depth progression/upgrade system

  • Multiple AI behaviours

  • Complex player character interactions with AI

  • Narrative between environment setting and characters/AI

  • Sound design/planning

  • Multiple environment settings

TECHINCAL ASPECTS

  • Multiple individual AIs with separate behaviours

  • Multiple levels

  • Level system with separate managers to control AI or variables

  • Cutscenes and voiceovers

  • Tutorial section

  • Particle effects

ARTISTIC ASPECTS

  • Realistic high poly objects

  • High quality materials/textures

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