For Windows, Mac & Linux
Facade is a first-person, futuristic, 3D, cross-platform (Win/Mac/Lin) open-source adventure game project, built using Unity.. Players will use nanotechnology to solve puzzles, unlock areas and progress through the game world. It's designed to be incredibly immersive, with little in-game UI, speculative loading and a compelling storyline.
Facade is about finding out what it truly means to be human.
Table of Contents
Sound and Music
Dr. Aciano Xel
Possible HUD Concept
Options - Sound Menu
Options - Controls Menu*
Facade is about finding the true meaning of “being human.”
(journey of self-discovery)
“It takes a robot to truly realize what it means to be human...”
To-Do: Overview with more detail.
To-Do: Walk the reader through the main points of the gameplay, focusing on the most important aspects of Facade. (feature-set)
As the sole subversive robot in a world of automatons, your goal is
to uncover the historical events leading up to the present situation.
To satisfy your innate sense of curiosity and wonder.
Through complex clues and subtle hints, the player gradually discovers
the reasons for humanity's disappearance, the robot factories and the
What does it truly mean to be human?
To-Do: Describe tone, basic narrative, the "heart" of the story.
SEE STORY DOCUMENTS
Find the reasons behind the humanity’s disappearance.
Discover what it truly means to be human.
What is the player's goal and why would they want to accomplish it?
The player wants to know and experience the full narrative, from start to finish.
- Single-player focus (Multiplayer/co-operative gameplay may come later)
- Real-time 3D adventure
- Physics and logic puzzle-solving gameplay
- Combined game structure of levels/areas and storyline chapters
- Puzzle-solving/narrative/exploration is the heart of the game
- Roughly 7-10 hours of gameplay for the average player
- Slight learning curve, but practically none for the average PC gamer
Player Actions (Player Interaction)
- Move Camera
- Nanos: Crawl
- Nanos: Chain
- Nanos: Absorb
- Nanos: Assimilate
- Nanos: Stay
- Nanos: Return
- Activate triggers
AI Behavior (Nanos)
- Crawl: Nanos move forward in a straight line until hitting an object, or triggering a device.
- Chain: Nanos form a collective unit in the form of a chain extending from their originating point.
- Assimilate: Nanos gather together forming a solid mass in the form of a block
- Absorb: Nanos absorb the spatial pattern of the material they momentarily take in (works to coat normal objects while remaining original objects form as well.)
- Stay: Nanos are placed in a spot and remain there until recalled
- Return: Nanos return to ADAM
Secondary Actions / Resultant Behavior
- Stand on triggers, which can activate devices
- Activate devices by proximity
- Activate triggers by running into them (proximity)
- Pick up objects while crawling, both on the to and from crawl, and continue crawling
- Wrap around an object with an indifference to gravity’s portrayal
- Chain formation can act like a bridge
- Chain formation can fill the role of wire (electric grid, circuit box, etc.)
- Chain formation can act as a rope (only acknowledges gravity at the time of initial placement)
- Chain formation can create a pendulum
- Chain formation can simultaneously fulfill these roles
- Objects can be devoured by the nanos and stays within them while in block form
- The block can be moved by ADAM and the environment
- The block can act as a shield for ADAM
- ADAM can stand on the block
- Each absorbed object’s properties will transfer to the nanos
- The absorbed substance will also move with the nanos’ movement
- Nanos can coat solid objects like a paint while retaining the objects form
- Nanos can activate devices
- Only acknowledge initial gravity
- When nanos are recalled from any form other than stay, the puzzle resets to last checkpoint
Environmental / World Behavior
- Activate/Release mass or energy
- Via devices the directional preference of gravity changes
- Manipulation of gravity to make new use of nanos
- Physics enacted upon the nanos
- Activation of spatial manipulation devices
- Activation of conveyor belts via devices
- Net velocity enacted upon objects in the world
- Two-way warps
- One-way warps (marker)
- Activate time altering devices
- Multiplicity of time
- Change environment’s flow of time
- Change ADAM’s flow of time
- Change nanobots’ flow of time
- Halt of time
- Phantom instances
- Release / Activate lights
- Reflect light off of objects
- Refract light
- Disburse light
Gameplay mechanics and concepts from previous labs/areas may be used in the following areas, i.e., the teleportation exhibit, teleporting nanobots, manipulating objects’ size/volume, etc.
Non-crucial elements of the story could be discovered throughout the game, i.e., a training video made by Dr. Xel.
- Color could be used to create contrast, removing the need for destruction to do so
- “Tour Guide” Holograms - Motion-sensors (proximity/motion-activated)
- After approaching a sensor, it lights up, and the hologram/audio plays
To-Do: Describe game’s appearance, POV, and why gameplay will be fun
When the game begins, we see our hero appear in a scene.
To-Do: Describe the scene and what happens next. If nothing happens until the user does something, describe what the user's options are and what happens as a result of all possible actions. Keep in mind that most games to some extent are controlled by the user. The hero doesn't automatically do anything; the user, when playing the game optimally, might cause the hero to do such-and-such an act, which would cause the computer-controlled enemy to do this, and the user's options are to do X and Y...
To-Do: Describe the A.I. of the computerized opponent(s). Write a "walkthrough" of the game to further enhance the ability to visualize the game.
To-Do: Describe Chapters (basic interactive structure)
Sound and Music
Sound effects will be used extensively throughout the game.
Every action in the game will be accompanied by a sound, and the sounds will be prioritized so that the important sounds don't get "stepped on" by less important sounds.
Digitized and/or sampled sound effects would be used.
Music will be published here.
Music will be used to create atmosphere/mood throughout the game. It may also be used to increase suspense while the player completes puzzles.
The game’s musical style is a blend of Trance/Ambient Electronica/Industrial genres.
It will sound reminiscent of the “Portal” soundtrack, Mirror’s Edge, and perhaps the “Tron: Legacy” soundtrack.
Detailed sound, voice, tech and music lists will be separate (not part of this document).
Renders/sketches will be included of what the characters will look like.
(Neural Emulation of Temporal InteractionS)
- Original prototype
- Made of white polished metal
- Powered by wireless electricity (transmitted, after being generated by solar, wind, etc.)
(Automated Decision Analysis Matrix)
- Player Character
- White with blue accents
(Neural Emulation of Malicious Entropic System Interaction)
- Spherical-Wheeled Robot
- Larger than A.D.A.M.
- Similar shape to A.D.A.M.
- Made of dark polished metal
- CURRENT FINGERS/HANDS ARE NOT FINAL
- Neutral entities
- Virtually invisible
- Sentient (?)
- Manipulated by ADAM during gameplay
Dr. Aciano Xel
- Founder of Xeltech
To-Do: Describe personalities and capabilities, and how they act in-game.
Humans are completely extinct. (?)
To-Do: Game World -- Describe the scenes in which the action takes place.
Reorganize this design document primarily by location, showing all characters and objects there, and indicating what events occur there. Locations in-game may be visited in different orders, list them in either the optimum order or in the order one might visit them if traveling in the simplest path.
AREA - MOVED
- Launch game
- "Zelcon Games" logo appears
- "Facade" logo appears
- Main Menu appears
Zelcon Games’ logo, with the text “Zelcon Games” in Serpentine Bold, with this transition:
(as of 00:20)
“facade” in Abode font with this transition:
- Tabbed UI for sub-menus
- Overlay with a lightbox & desaturated-blur background effect, except for the main menu
- No HUD, in-game UI might only be rare hints that could be disabled
Possible HUD Concept
Options - Sound Menu
Options - Controls Menu
Supported peripherals (for full interaction):
- Standard WASD movement layout (“SPACE” to jump, “CTRL” to duck)
- ‘E’ to perform secondary actions
- Left-click for primary actions
- Right-click for secondary actions
- Middle-click for tertiary actions (?)
Considered peripherals (for full interaction):
- Five-Button Mouse (?)
- Microsoft Kinect OR Joysticks/Controllers (?)
To-Do: Describe all menus in detail, and chart out the "shell" structure.
To-Do: Detail on-screen messages in this document, or describe them in general terms.
- Hyper-realistic graphics
- Minimalist, gray-scale, high-contrast, few colours (except where the storyline demands)
- Aesthetics similar to Mirror’s Edge and/or Portal
To-Do: Include sketches of some game scenes to aid in the visualization of the game. Show a typical scene and give some indication of what we're looking at.
To-Do: Show the on-screen UI and include callouts so the reader knows what's what.
Detailed art/asset lists are separate (not part of this document).