Gunner Fury
Game Design Document v3.0.2
Property of Myuberconcept.com | Last update - 08/11/2020
Index
Page List/Page Number
Overview - 3
RTS to Simulator - 4
Radar - 5
Data Link - 8
RWR - 9
Sonar - 11
Ship Classes - 16
Naval Gun Recoil - 23
Naval Gun Barrel - 24
Naval Gun Rotation - 25
Chaff/Flare - 26
Missile Trap Door - 28
Decoy Torpedo - 29
UI Flowchart - 30
Main Menu - 31
Game Setting - 32
Ship Model - 33
Game Version - 34
News - 35
Ship Slots - 36
Ship Status - 37
Mission Generator - 38
Key Mapping - 40
Ingame UI - 41
Caution Panel - 42
Game Camera - 43
Mission Message - 44
MFD - 45
Ship & Navigation - 46
GPS - 47
SHO - 49
TMW - 50
Escort - 54
Patrol - 55
Search & Destroy - 56
WPN - 57
Ship Diagram - 62
Radar & Weapon - 63
Sonar & Weapon - 75
Game Interruption - 79
Game Result - 80
Overview
We are working on new update that changes current gameplay significantly different, such as:
RTS to SIMULATOR
RTS mean you control multiple units and free camera’s to move around the battlefield. For this new gameplay, you still able to control up to 3 ships, except the camera will stick to your ship. Means you no longer able to observe the war zone visually. To replace that, we will develop new sensors to scan and read the ocean to help ship’s navigate and attack or defend themself from any incoming attack.
Technically, you don’t need your eyes to see what happen out there, your sensors can do more than that.
Sensor - Radar #1
According my research, naval radar can track/see ship’s at 30km max. Because of earth's roundness (horizon calculator).
In order to see and attack a target more than 30km, you need to send another ship close enough to Locate/Identified the target’s via data link.
SR001
Sensor - Radar #2
How the radar scan and display information to Radar - MFD screen.
Ship1
Player Ship
Radar Beam
1 rotation per second
Other Ship
Radar Scan Area
Ship1
Radar - MFD
Ship1
Starting to fade out
Ship1
Completely disappear
SR001
Sensor - Radar #3
Radar formula.
SR001
Sensor - Data Link
Data Link is a way of transmitting and receiving digital information, which mean you can see what other ship sees. That mean you can have 3 ships act as 1.
Ship1
Ship2
Ship3
Player Ship
Radar Scan Area
Target
Attack
Attack
DL001
Sensor - Radar Warning Receiver (RWR) #1
Radar warning receiver (RWR) systems detect the radio emissions of radar systems up to 30 kilometers. Their primary purpose is to issue a warning when a radar signal that might be a threat is detected (wikipedia).
Ship1
No emission
detected
Ship1
Emission
Detected�from North
Ship1
Emission
Detected�from North and East
N
S
W
E
N
S
W
E
N
S
W
E
RWR001
Sensor - Radar Warning Receiver (RWR) #2
How to stop your ship from emitting emission ? Just Turn Off your radar.
By doing that, your ship will no longer giving its position but still receive Emission from other ship (as long enemy radars are still active), RWR will keep working whether the radar is On or Off.
RWR001
Sensor - Sonar #1
From what I learned, sonar can detect ship way farther than naval radar does, because sound (acs or acoustic) generated by ship’s engine can travel via water, unlike radar that limited to earth horizon curves. Other than that, you need sonar to guide and detect incoming torpedoes. Sonar operated in 2 ways:
SON001
Sensor - Sonar #2
Passive sonar allow your ship to listen and gets other ships direction, but not enough to get their actual location until they get very close. Active sonar will send pulses which provide information about targets location/Identification, this action will expose your ship’s position to enemy sonars.
Ship1
Passive
Sonar
N
S
W
E
Ship1
Active
Sonar
N
S
W
E
SON001
Sensor - Sonar #3
How the Passive Sonar and Active Sonar scan and display information to MFD screen.
Ship1
Player Ship
Other Ship
Passive Sonar scan
Sonar - MFD
Ship1
Target
Identified
Ship1
Player Ship
Other Ship
Active Sonar scan
Sonar - MFD
Sonar Pulse
SON001
Sensor - Sonar #4
Passive sonar formula.
SON001
Sensor - Sonar #5
Active sonar formula.
SON001
Ship Classes
To accommodate new gameplay, various ship’s with specified class is required, such as:
Ship Specification #1
XX61 Battlecruiser weapon�configuration
View full spec here
1
2
3
5
6
4
GU1
GU2
GU3
XX61001
Ship Specification #2
XX61 Battlecruiser additional�detail.
GU1
GU2
FCR2
FCR1
TV
GU3
FCR3
XX61001
Ship Specification #3
XX51 Destroyer weapon�configuration
View full spec here
1
2
3
5
6
4
GU1
GU2
TV
XX51001
Ship Specification #4
XX530 Corvette weapon�configuration
View full spec here
GU1
TV
1
2
3
4
6
7
5
XX530001
Ship Specification #5
XX530 Corvette additional detail.
View full spec here
FCR
CIWS
Missile launcher
Rotary cannon
1A
1B
XX530001
Ship Specification #6
XX32 Corvette weapon�configuration.
View full spec here
1
2
3
4
5
XX32001
Naval Gun - Recoil
Each Naval Gun will have�recoil animation where the�barrel moving backward Into�Naval Gun body while Firing.�The Barrel will moving back�to normal position while�not firing.
Gun Body
Barrel
Muzzle Flash
Recoil
1
2
NGR001
Naval Gun - Barrel Angle
Each naval gun can reach angle from 90° to 0°
Exclude Heavy naval gun, limited to 45° max
0°
90°
Light Naval Gun
And
Medium Naval Gun
NGB001
Naval Gun - Rotation
Each Naval have Rotation�Limitation according their location�and Size.
Rotation Radius
Rotation Limitation
NGROT001
Chaff/Flare launch trajectories #1
Chaff/Flare launched to the AIR
to confuse missiles (wikipedia):
Decoy
Effect
Decoy
Effect
Decoy
Effect
Decoy
Effect
Launch Direction
CF001
Chaff/Flare launch trajectories #2
Any incoming missiles attracted by “Decoy Effect” which will change its course away from ship and exploded.
300 meters
Decoy Effect
Missiles
Chaff/Flare
Launcher
CF001
Missile Trap Door
Each missile silos (and xx32 torpedo/decoy tube), has trap door’s that need to be opened in order to launch the missile.
Silo
Missile
Trap Door
Missile Silo�Idle
Trap Door Open
Missile
Launched
Trap Door
Close
MTD001
Decoy Torpedo
Any incoming torpedoes attracted by “Decoy Effect” which will change its course away from ship and exploded.
Decoy Effect
Radius�50 meters
Torpedoes
Decoy Torpedo
Decoy Torpedo
Launcher
DCT001
UI Flowchart
Main Menu serves as place for
Player set up their ship group and�Mission. Click “Embark” to launch�start mission (in-game UI)
Setting display basic option to
Tweak graphic and audio. Also
display mapped keyboard
User my open external Link on�News module via browser.
Game Result UI will be displayed�After completing the game.
UIF001
Main Menu UI
Main Menu serves as the main�place to prepare the mission�and play the game.
1
4
5
6
3
2
MM001
9
Game Setting
Setting graphic, sound,
control, etc
Need UI
WIP
GST001
Ship Model
Click any ship to interact with�ship model similar to sketchfab.
SMV001
Game Version
Display current version before and after update.
GV001
News
Display new update, contents, announcement, etc
Might contain External link
Linked from myuberconcept twitter
NWT001
Ship Slots
Rule to assign ship to a slot.
Empty Slot
Combo List
with highlighted text
by mouse pointer
Filled slot
SS001
Ship Status
Each ship status will have simple diagram which�display ship’s Overall Specification (Overview).
View ship spec here
RCS
DEF
POW
SPD
ACS
Overview of XX51 Destroyer
Value Zero (0)
SST001
Mission Generator #1
Select Map
Select AI
Select Mission Mode
MG001
Mission Generator #2
Select Time
Select Weather
Select Traffic
MG001
Key Mapping
Key mapping for this game is not customizable.
Ship Control
MFD - GPS
MFD - SHO
MFD - TMW
MFD - WPN
MFD - Radar & Weapon
Game Camera
MFD - Sonar
TV Gun Camera
KKM001
InGame UI
The new UI contains multiple�set of MFD to control player�ships, sensor and weapons.
1
2
4
5
6
7
3
8
IGU001
Caution Panel
Caution panel to display alert to player ships, such as being targeted by enemy ship or attacked. By default caution panel will not display anything until certain warning appear such as “LOCK” which mean the ship being targeted by enemy ship.�
�Missile and Torpedo warning along with audible alert will be displayed within specific range:
CP001
Game Camera Direction
Current camera heading will be displayed at the top of the screen, represent as Compass Value. The game camera will be similar to Cold Waters, where the camera pivot located at mid of the ship body. Player can rotate the camera left, right, up, down, zoom-in and zoom-out via mouse. Player cannot move the camera away from the viewed ship model.
Ship1
Top view
N
S
W
E
Game Camera
Heading needle
Ship
Location
Camera rotation
Zoom-in
Ship length
Zoom-out
ship length + 40%
Top view
Compass�Value
CAM001
Mission Message
List of game messages.
MES001
MFD (multi function display)
The MFD (multi function display) panel contain 2 main parts, such as:
1
2
Click here to view MFD flowchart
MFD001
Ship & Navigation MFD
The panel to control and navigate each selected ship’s.
1
2
3
4
5
6
7
8
9
10
11
NAV001
GPS (global positioning system) #1
Order ship to move.
�Note: Added new destination�will Erase previous one.
2
3
4
1
GPS001
GPS (global positioning system) #2
Ship icon detail.
5
S1
360
S1
335
S1
290
2
1
3
4
GPS001
SHO (ship heading override)
Rotate ship heading manually
Note: previous destination�from GPS will be deleted
6
2
3
5
7
1
4
SHO001
TMW (tactical map & weapon) #1
TMW works to coordinates�Navigation and Attack between�Player and Friendly ships.
1
2
3
4
5
6
7
8
9
10
11
12
13
TMW001
TMW (tactical map & weapon) #2
TMW location were taken from�A real location, were historical �conflict happened between�US Navy and Iranian Navy at�“Straits of Hormuz”.
TMW001
TMW (tactical map & weapon) #3
Minimap represent reduced view of “Strait of Hormuz” by 60 x 60 km,�covered with Vector Graphic represent Map and Navigation.
1
2
3
4
5
Grid Line enabled
TMW001
TMW (tactical map & weapon) #4
Layers order.
1
2
3
4
5
6
7
8
Ship Model
Game Level
Black Screen
Opacity 75%
Map vector
Grid vector
Player Waypoint vector
NPC Waypoint vector
Player Ship UI
NPC Ship UI
MFD Buttons
MFD Screens
Mini Map
Caution Panel
Mission Message
Option Screen
Exit Game screen
TMW001
TMW Hormuz - Escort
Mission Brief:
HOE001
TMW Hormuz - Patrol
Mission Brief:
HOP001
TMW Hormuz - Search and Destroy
Mission Brief:
HOSD001
WPN (weapon mode) #1
Set weapon autonomization.
Note: each selected ship will�have different weapon�configuration
3
1
2
WPN001
WPN (weapon mode) #2
Weapon autonomization configuration.
Note: each ships can attack up to 3 targets, depend on weapon number and specification.
WPN001
WPN (weapon mode) #3
Multiple attack configuration for 1 gun (10 burst every 3 seconds) and missiles (2 missiles every 5 seconds).
Gun 1
Missile
#1 Primary Target
#3 Secondary Target
#2 Secondary Target
Missile attack range
Gun attack range
WPN001
WPN (weapon mode) #4
Multiple attack configuration for 2 guns (10 burst every 3 seconds) and missiles (2 missiles every 5 seconds).
Gun 1
Missile
Gun 2
#1 Primary Target
#3 Secondary Target
#2 Secondary Target
Missile attack range
Gun attack range
WPN001
WPN (weapon mode) #5
Multiple attack configuration for 3 guns (10 burst every 3 seconds) and missiles (2 missiles every 5 seconds).
Gun 1
Missile
Gun 2
#1 Primary Target
#3 Secondary Target
Gun 3
#2 Secondary Target
Gun attack range
Missile attack range
WPN001
Ship & Health Diagram
Panel to view ship diagram.
1
2
4
3
5
6
7
SHD001
Radar & Weapon MFD #1
The panel to operate Radar and Weapons.
1
3
6
7
8
9
11
10
13
4
5
2
12
RDW001
Radar & Weapon MFD #2
If radar set to ROF (radar offline).
1
4
5
3
2
RDW001
Radar & Weapon MFD #3
MFD screen has various way to manipulating default mouse pointer ( ), to fit certain function.
+
Pointer changes to “+”
and continuous
vector line
[ ]
Changes to “[ ]”
in order to�pick/lock target
Player Ship
Pointer
outside MFD screen
Radar MFD
Enemy Ship
RDW001
Radar & Weapon MFD #4
Lock target with Gun.
1
2
3
4
5
6
RDW001
Radar & Weapon MFD #5
If WPN set to RFO and FAW.
1
2
RDW001
Radar & Weapon MFD #6
Ship icon detail, viewed from Ship number 1 (S1).
T052
2
1
3
4
T052�GU1
5
T052�GU1�S2
6
T052�GU1�S2
S3
U
7
RDW001
Radar & Weapon MFD #7
Weapon TV (if available)
Note: Reselect TV to close�TV mode
1
2
2
4
5
6
7
8
10
9
RDW001
Radar & Weapon MFD #8
Gun manual control.
2
1
3
4
RDW001
Radar & Weapon MFD #9
Lock target with Missile.
1
2
3
4
6
5
RDW001
Radar & Weapon MFD #10
Missile Camera.
Missile
RDW001
Radar & Weapon MFD #11
Naval Gun - CIWS.
1
2
3
RDW001
Radar & Weapon MFD #12
Chaff/Flare countermeasure.
1
2
3
RDW001
3
Sonar & Weapon MFD #1
The panel to operate Sonar and Weapons.
1
3
5
7
6
8
4
2
SOW001
Sonar & Weapon MFD #2
If sonar set to SRC (search mode).
1
2
3
SOW001
Sonar & Weapon MFD #3
Lock target with Torpedo.
Note: works for PAS and SRC
1
2
3
4
5
6
SOW001
Sonar & Weapon MFD #4
Launch Decoy Torpedo.
Note: if launched properly,�enemy torpedoes will start�chasing the decoy.
1
4
3
6
2
5
SOW001
Game Interruption
Press “ESC” button to open
Interruption menu while in�gameplay to access:
GAI001
Game Result UI
Game Result UI after completing
or abort a mission.
GAR001