# Game Production Pipeline Collaborative Doc
# The Body
Elin Hallakorpi: Text, Concept art, Technical Design
Felix: Text, UI Design, Logo Design
Oliwia Kordalska: Game Pitch, Text, Concept Art, Logo Design
Helena Jackson: Concept art, UI Design
Sam Bennett: Concept art, 3D modelling, Text
## Game Goals
### High Concept Pitch
The Body is a sci-fi RPG set on an alien planet that strongly resembles a human body. The principle characters are a group of explorers that recently came to the planet to study its makeup and compare it to other existing celestial bodies. Upon arrival they discover that the planet is beginning to die as The Heart has started to malfunction, turning the ecosystem into a hostile environment. As the conditions become more turmulous and unpredictable, the group of scientists is trapped and scattered around the world with no way of returning back home.
The main characters aims is to traverse this planet and find the root of the problem, encountering mutated products of the malfunction along the way. As the main character digs themselves deeper into the core of The Body, they begin to understand that it is their very own arrival that has caused the planet to turn onto itself, in an attempt to reject the new, foreign bodies. The player's main goal is to survive and get to The Heart to fix it before the ecosystem fully colapses on itself.
by Felix Dale
## Story Overview
In the beginning sequence, the explorers are separated from each other and strewn across the planet, each landing in a different part of the body. Some are in pairs and some are stranded alone, from this point on the perspectives switch between characters, giving the player a chance to experience each location of the planet and the horrors it brings.
As the game progresses and the player moves throughout the map, they collect items to improve their survival chance and learn new information about the problem, such as taking samples and analysing them, or following creatures to their hideouts.
The more information the player learns about the problem, such as its weaknesses and strengths, the more likely they are to find less difficulty in fighting the final boss at the heart.
When the player gets to the heart they have to eradicate the issues of the heart. And the last scene of the game is a cut scene of the explorer finding out who caused the catastrophy all along.
by Felix Dale
## Game Controls
Laptop

Play Station Games Contoller

Xbox Games Controller

By Elin Hallakorpi
## Technological Requiremnts
Our game is going to be a 3D game so the technology and equipment we are going to need and use are:
* Photoshop/ Procreate – For drawing concept art.
* Illustator- For logo making potetentially.
* Maya- For making objects and environment pieces, retopologies and rigging character.
* Zbrush – To sculpt character.
* Adobe Substance Painter – To make textures for objects and characters.
* Unity- To be able to play the game.
* Maximo – To rig and animate character if run out of time
by Elin Hallakorpi
## Game Play
### Game Classification
This game will be a sci-fi, action, role playing shooter game. With the default camera being in first person, however the player can change that to a third person perspective in the settings if they prefer so.
As the aim of the game is to touch on the player's morals and bring to light the human's destructive nature, this game will be labeled as psychological and horror. We want to really make the player think about their day-to-day decisions which could be subcontiously harmful towards themselves or others. We will use graphic imagery and strong body horror to activate fight or flight response in the player. Because of this, our game's rating will have to be raised up to Mature due to the very realistic depiction of human organs.
by Elin Hallakorpi
### Game Progression
The character can randomly spawn at any random chamber except the heart chamber. They will explore through each part of the map, moving through stuctures such as Vain Halls or Respiratory Fiels. If the player spawns in the brain chamber, they would travel through all the body parts in order, but if the game started at the liver chamber the server will transport the player to the brain chamber after completeing the previous areas. This ensures that no matter where the game begins, all areas will have to be completed. After all areas are cleared, the player will head straight to the heart chamber. The spawns will be at the end of a tunnel.

by Elin Hallakorpi
#### Game levels
The enemies in the game will revolve around the immune system, as the body views these explorers as intruders and is set on getting them out. There will also be the threat of viruses and other creatures caused by the malfunction.
By Felix Dale
#### Game Cut Scenes
There will be a cut scene at the beginning showing the characters landing on the planet.
Then there will be a cut scene showing how to work the game mechanics.
The last cut scene will be where the character finds out the true reason the world is dying.
by Elin Hallakorpi
## Game Mechanics
### Rewards and Economic System
Everytime the main character kills an enemy or a virus, they will earn a certain ammount of exp (expierence points). EXP can eventually be used to level up the character's statistics, such as movement speed, oxygen uptake, strength etc. and will give the player the ability to choose how they wish their character to specialise. EXP can also be used to upgrade life supporting items and weapons. These upgrades can also be made by crafting based on the items collected throuhgout the planet, however certain ammount of EXP will be required to craft an item.
When hitting headshots, the EXP earned will double.
The achievements will consist of finishing each chamber and finishing the game as a whole, however there will be sub-achievements which will reward the player for completing challenging easter eggs. We also plan to have a speed run achievement which require the player to finish the game within 2 Hour limit in order to complete the achievement.
The cost of upgrades will be cheap from the start and gradually get more expensive as time goes on.
by Elin Hallakorpi
EXP Icon:

by Oliwia Kordalska
### Physics of the world
Due to this game being set on an foreign planet in the milky way galaxy, I believe it would make the game more realistic to not have the same gravitational force as earth (which is 9.81), because realistically there aren't many planets with the same gravitational field strength. Instead we would increase the force to 5 so the character isn't consistently floating but they aren't jumping and falling down at same rate as on earth. It would also make the game harder because the player will have to plan when to jump.
by Elin Hallakorpi
### Types of object mechanics
Visible Teleporters: These will be used to transport the player between chambers. Once the level is complete, the teleporter will light up blue, signaling its activation. Once the player enters, a loading screen will show up and the game will load the next chamber.

by Oliwia Kordalska
Check Points
This mechanic is not visible to the player. Checkpoints are hidden in every chamber of the map and when the player walks through certain areas of the map, the checkpoints activate automatically, allowing for quick respawn in the nearest area.
Clumps of glowing flesh
Can be destoyed to find hidden rooms where enemies hide. Or the clumps can release some loot that the character can use in crafting.

By Elin Hallakorpi
Phage Cells: These are cells that shoot at the player every 10 seconds. The player can avoid being shot or destroy the cell with their gun.

By Elin Hallakorpi
Phage Center point: This is the area where the player will inject a vaccine to help the planet heal. It is supposed to sit on a wall or as a pillar.

By Elin Hallakorpi
Teeth Rocks: These are rocks in the shape of teeth and can be minned to recieve calcium pills, which will add health points to the character upon consumption.

3D Model of one tooth rock

By Elin Hallakorpi
## Interface
### Screens
#### Title Start Screen Wireframe

by Felix Dale
#### Loading Screen

by Helena Jackson
#### Inventory


by Felix Dale
### HUD System

by Felix Dale
### Mini-maps

By Felix Dale
### Extras
#### Logos

by Oliwia Kordalska
### Weapon & Armour Icons

By Felix Dale
### Location Symbols

by Felix Dale
Each symbol represents what part of the 'body' the player is currently on. These will be shown in the top left corner of the HUD.

By Felix Dale
## Player Character


Female and Male variations of the main character
by Oliwia Kordalska
Player Character Animation
* Running
* Jumping
* Squating
* Shooting
* Injecting the vaccine
* Swallowing pill
### Player Metrics
The main character is human sized which means the characters height can be 1.5 to 1.7 meters tall.
Most enemies will be modelled as much bigger then the player character, to enduce fear and a sense of insignificance to the player. However, there will be smaller, faster enemies, such as ''The Decayed'' which will jumpscare and chase the player.
By Elin Hallakorpi
### Player Skills
The player has to traverse each biome, using only the items in their bag and what can be found around them.
The basic skills the character will have are:
* Limited weapon skills that get better with progress
* Relatively high stamina
* They can jog, but can’t run at full speed unless they don’t have their backpack on
* Backpacks can be stored in makeshift camps that can be created around the map, but it means having limited items.
### Player Inventory Tools
Lvl.1 Air Carnister: Can be found around the map in various stages of use. Provides 5 seconds of sprint, needs to be refilled every 15 minutes. Two half-used carnisters can be combined together into one full canister.

by Oliwia Kordalska
First Aid Kit: Restores 60 points of player's health. Can be found around the map or crafted by the player.

by Oliwia Kordalska
Phage Vaccine: Neutralises toxic effect dealt by Bacteriophages. Can be infused into the player's Air Canister and will be active until the canister runs out.

by Oliwia Kordalska
Backpack: Stores all the possible items the character might need. The bag has three buttons on it to open, close and vacuum seal itself so it is air tight and the items are protected. Air Canisters connect to the back pack by a super strong magnet. The backpack clips on so no handles to get in the way of the character. The backpack is also in similar material and colour of the characters outfit.

by Elin Hallakorpi
Further Backpack designs:

by Sam Bennett
Calcium Pill: This is crafted or found from mining teeth rocks. They increase the size of the health bar by 5 points everytime they are swallowed.

### Weapons

VP12 PISTOL -
short range, deals 15hp dmg, 1 second cooldown
KV11 TACTICAL KNIFE -
melee weapon, bleeds 5hp dmg/second for 5 seconds
ARV16 ASSAULT RIFLE-
medium range, deals 20 hp dmg, no cooldown
SRV35 SNIPER RIFLE -
long range, deals 50 hp dmg, 5 second cooldown

by Helena Jackson
### Health
The character will increase health and stamina points as the game goes on. There will be a Heath bar on the top right corner of the screen. The character can increase this bar by 5 HP by swallowing calcium pills.
If the character's air canister becomes empty the character will lose health points very rapidly until character dies and respawns into the same chamber. Respawning in the same chamber will reset all the enemies. The player can stop dying quickly by refilling tank from oxygen bubbles. Or by using an aid kit that can be found around the map or crafted using supplies.
By Elin Hallakorpi
## Enemy Entities
Enemies Character Animation
* Idle
* Running
* Hitting
Bacteriophage: A mid-game enemy, roaming the empty lands in search to devour everything and anything, which means that they attack both, the player and the Body's entities. They attack with poisonous gas which slowly takes the player's HP until death. This effect can be reversed upon using Lvl.5 First Aid kit, or infusing player's oxygen tank with a Phage Vaccine.

by Helena Jackson
Red Blood Cell: A pulsing cluster of muscle and flesh, which slowly follows the player, calling for White Blood Cells to attact the intruder. They are most commonly found in the Vain Halls, however can spawn anywhere on the map. These creatures are the weakest in the ecosystem, and can be killed with Lvl.1 weapons, or above.

by Oliwia Kordalska
White Blood Cells: Bulbous guardians of the planet, hovering around all parts of the game's map in search for any indruders. They are rare to encounter naturally, however quickly spawn once alarmed by Red Blood Cells.

by Oliwia Kordalska
The Decayed: A hostile creature disguised as a tooth, hiding amongst the naturally formed rock teeth found exclusively in the Cave's Mouth. It appears to be in a state of hybernation until a player is sensed close enough.

by Oliwia Kordalska
## Environments
Initial Thumbnails

by Felix Dale
Cave's Mouth:

by Helena Jackson
Vain Halls:

by Oliwia Kordalska
Bloody Stream:

by Sam Bennett
The Heart:

by Sam Bennett
The Rib Cave:

by Sam Bennett
The respiratory system:

by Sam Bennett
The functionality: This demonstrates the structure of the body

by Sam Bennett
The Heart (3D Maya model): Expanding on ‘the heart’ concept art, Sam created a Maya 3D model of the heart within our planet’s core. In addition to the model, Sam created a basic animation to demonstrate how the asset would be displayed in the Game. Initially developing a mechanical heart, we decided as a group to pursue a more gorey and organic style to the video game. Therefore, the style evolved from a metallic heart to a more flesh-like texture. The importance of this organ is not to be underestimated as it supplies the blood flow to rivers throughout the planet and allows the oxygen to flow through the respiratory system. The objective of the game is to repair the functionality of the planet known as ‘The Body’. The heart has sustained damage from a meteor collision, destroying some of the infrastructure. Without the functionality of the heart, Dr Elise must collect oxygen to survive in these hostile conditions. Dr Elise is compelled to ensure the planet does not become inhabitable, using resources she collects throughout the map and fighting off enemy entities on her adventure.

by Sam Bennett
## Console Box art


by Helena Jackson
# Appendix
The Heart 3D Maya model and animation:
https://youtu.be/7orEVom2p7w
by Sam Bennett