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Game Design Document Assignment

Interactive Narrative

Kapish Singh Rawat



Paradox: Soul/2:Design Document

Author: Kapish Singh Rawat


Paradox: Soul/2

'Avoid Yourself'




Table of Contents


                         Title

  1. Section I - Game Overview

    1. Game Concept

    2. Feature Set

    3. Genre

    4. Target Audience

    5. Game Flow Summary

    6. Look and Feel

    7. The Level Structure


  1. Section II - Gameplay and Mechanics

    1. Gameplay

      1. Game Progression

      2. Mission/challenge Structure

      3. Puzzle Structure

      4. Objectives

      5. Play Flow and Narrative Path

    2. Mechanics

      1. Movement

      2. Resources

      3. Actions

        1. Soul-Splitting mechanics and rules

        2. Combat

        3. Talking with NPC's

        4. Interacting with objects in environment

        5. Reading

    3. Screen Flow Charts

    4. Screen Descriptions and Game Options


  1. Section III –Narrative Elements 

    1. Game Story Summary

    2. Character Descriptions, Background

      1. Main Characters

        1. Karm

        2. Alco

        3. Mr. Nag

        4. Gatekeeper

      2. Others

        1. Friendly NPC's

        2. Anti Souls

        3. Soul Guardians


  1. Section IV – Level Descriptions

    1. Lava Overflow

    2. Haunt It

  2. Section V – Interface

    1. HUD

    2. Camera

    3. Audio, Music and Sound Effects

  3. Section VI - Game Art

    1. Characters

      1. Karm

      2. Alco 

      3. Mr Nag

      4. Gatekeeper

      5. Lava God

      6. The Giant Anomaly

      7. Some NPC's

      8. Anti-Soul Samples

    2. Environments


      1. YamLok

      1. The Levels
    1. Cut scenes and Scripts

  4. Section VII - Appendices :Asset List

    1. Art

    2. Sound and Music

8. Art Credits



1. Section I - Game Overview


1.1 Game Concept

Paradox is a puzzle-based action platformer in a semi-fantasy setting. It follows the journey of Karm immediately after his death whereupon he is transported to YamLok, the world of After-Life. Here, he encounters Mr. Nag who offers Karm his life back in return for help on the same. Karm travels to several parts of the world to retrieve fragments of Mr. Nag's soul. Each level requires Karm to split his soul into two, where the previous soul must not 'realize' the presence of the new one. The puzzle elements in each level will arise from this 'soul-splitting' feature.

Paradox starts off with Karm getting hit by a drunk driver, Alco, while returning home. Both die and are instantly transported to YamLok. They must travel through YamLok and reach 'Destiny's Destination'(D.D.), where the Gods will decide their souls' future. Alco accepts his fate and continues down the path, but Karm feels cheated and thinks his death to be unfair and untimely. He decides to look around YamLok for a way back.

Karm encounters Mr. Nag, a 'Half-Soul', who tells Karm that he had split his soul into two and lost one soul; whose fragments are scattered all over YamLok. Nag says he can help Karm live again. In return, Karm must help Nag retrieve his soul fragments, so that they both can go back.

Apart from being a platformer, most of the gameplay and levels in Paradox revolves around soul-splitting and retrieving of Nag's soul fragments. Each level consists of obstacles which Karm must overcome by splitting his soul. Since the previous soul cannot 'see' next one, the player must split Karm's soul at the right moment, place and position.

The Soul-Splitter works in two ways - a 'Reversal' mechanic and a 'Concurrency' mechanic. In the 'Reversal' mechanic, the player sets the start and the stop time on the Soul-Splitter. Once set, Karm splits his soul and the previous soul will perform the same actions the player did between the start and stop time. The new soul will now be player controlled. This can be used to solve puzzles, e.g., a gate which can only be opened when one soul continuously rotates a handle-like switch. To solve this, one soul must be 'programmed' to rotate the handle while the other passes through the gate. The 'Concurrency' mechanic allows players to split Karm's souls and control each soul, swapping between them to solve puzzles like separate gateways in levels where only 'Half -Souls' can enter. Once the objectives are complete, the Soul-Splitter must be used on the original soul to absorb it. The Soul-Splitter also retrieves the fragment.

As the game progresses, the first split soul starts deviating its expected behavior because of the presence of Nag's soul in it. This requires the player to be more careful and 'stealthy' in his/her approach to absorb the soul.

Karm first has to steal the 'Soul-Splitter'. He then travels around YamLok to get the fragments. Once each fragment is retrieved, Karm must use the Soul-Splitter to combine his souls again and assimilate Nag's fragments.

As Karm continues retrieving the fragments, his split soul starts gaining Nag's characteristics.

Karm is warned by the Alco about Nag's true intentions - to use Karm's split soul to complete himself and leaving Karm 'Half-Souled' in the process. Not believing the Alco, Karm moves on. But Alco is right - Nag tricks Karm. But, before Nag can fuse with the soul, Karm comes in 'contact' with it. As a result, both Nag and Karm are now 'Half-Souls'.

Nag is devastated and tells Karm about how he was tricked similarly by another 'half-soul' and is sorry to have tricked Karm. Karm identifies with Nag's longing to live again. They both accept their fates and decide to carry on towards Destiny's Destination(D.D.). However, they are stopped by Alco, who offers to split his soul, giving one to each, in order to repent for his sin. In the end, it is up to the player to decide Karm's fate, allowing the following options:-

  1. Let Nag take Karm's soul, leaving Karm as a 'Half-Soul'

  2. Destroy Karm's soul and move on to D.D. – let the God's decide.

  3. Accept the drunk driver's offer.


1.2 Feature Set

Paradox: Soul/2 consists of regular platform elements coupled with the unique soul splitting mechanics.

In addition to the soul splitting mechanics Paradox contains platforming and adventure elements from games like Legend of Zelda and Prince of Persia. The platforming elements consist of jumping obstacles and the adventure elements include exploring YamLok, its levels and interacting with the various NPC's. Interaction and exploration are rewarded with additional helpful items like a health or stamina boost and helpful information about the levels and various enemies Karm encounters.

Karm can wield a variety of weapons, both melee and long ranged. These weapons are derived from both fantasy settings, like staffs and magic, and real world settings, like swords and guns. Weapons may also be enhanced to make the weapon more effective when fighting certain Anti-Souls.

This brings us to the other obstacles, the Anti-Souls. There are various kinds of Anti-Souls, each having different characteristics according to the level the player is in. They act as enemies, preventing Karm from obtaining the soul-fragment. Finally, the end of each level contains a Soul Guardian which guards the soul fragment. It embodies the characteristics of the level.

The final feature is Paradox's story. The player guides Karm to his eventual fate, choosing among the different endings. In addition, the player can end the game anytime in between levels, by taking Karm towards D.D., hence accepting Karm's intended fate.


1.3 Genre

Paradox is a third person action-adventure game with some puzzle elements. The action element comprise of weapons and combat. The soul-splitting mechanics provide the puzzle elements. NPC interaction, exploring YamLok and weapons enhancements comprise of the adventure elements.

Paradox also employs a pseudo-open world structure. The player may explore YamLok at his/her own leisure before entering a level.


1.4 Target Audience


Paradox's story and setting has semi - fantasy elements. Due to its theme and mild fantasy violence, it would fall under the ESRB rating 'T' for Teen. Hence, this game is appropriate for ages 15 and up. Though Paradox is not targeted at any particular gender, it may be more appealing to male audiences due to its action-adventure elements. However, the female audiences may be attracted towards the game's due to its fantasy setting,underlying themes and puzzles.

To make the game more accessible to new comers (not only hardcore gamers), the game has forgiving difficulty levels and a in-depth tutorial.


1.5 Game Flow Summary


On starting a New game, a cutscene showing Karm dying and being transported to YamLok is shown. He meets YamLok's gatekeeper who tells him about YamLok and Destiny's Destination. Here the player is given a basic movement and interaction tutorial. The gate opens and the player enter YamLok. Now the player may explore anywhere within YamLok, interacting with it's NPC's. The player may also end the game by going to D.D. Once the player finds Mr. Nag, the games main objectives are introduced. The player is then given a stealth mechanics tutorial by Nag, in order to steal the soul-splitter. After retrieving the Soul Splitter and returning to Nag, the first two training levels start. Here the player learns the soul-splitting, combat and platform mechanics.

The player may now explore YamLok and start each level for retrieving the soul fragments at his leisure. The end of each level opens up a new one. The final level is when Karm is tricked and in the end the player is given the ending choices, described above.

There is a dialog tree which pops up whenever the player interacts with the NPC's. This allows the player to accept side-quest from the NPC's. A few side-quests involve clearing an area from Anti-Souls or retrieving a valuable item for an NPC. These quests reward the player with items, maps and combat tactics for the subsequent missions.


1.6 Look and Feel


The World

To enhance the semi-fantasy setting the game consists of 'semi-realistic' artwork, i.e., a mix of realistic and cartoonish elements. A good example would be the artwork and settings created in the Prince of Persia Series. In fact, the latest Prince of Persia game (Prodigy, not released yet) uses cel-shading to a good effect from which Paradox takes inspiration from.

YamLok, is a world between death and the 'final destination' so it contains elements from both worlds. The world looks like a city floating among the clouds. The city however is very plain and barren with almost no architecture except a few transparent-looking buildings like the Gatekeepers house and the final level. The only main highlight that stands out is the road from the Gate to D.D. Apart from the main road, there is no other road. The player has to use the map to find out the various points of interest. The surface is made up of clouds which change appearance from light colored to thunderstorm-like. Instead of a day-night cycle, YamLok changes from 'clear-sky' to 'overcast clouds' to 'thunderstorm'( where lighting also strikes randomly, causing temporary blindness to the souls).

The world, however, is not very large. YamLok, forms itself to accommodate a fixed set of individuals, usually the people that die between an given interval of time. So, there may be many more 'YamLoks', where other souls are being transported. Hence, it is by sheer coincidence that Karm meets Mr. Nag, because he died in the same 'time-zone' a few years back.

YamLok has very few inhabitants of its own, with most inhabitants being either Half souls, 'Fresh Souls' or people like the Gatekeeper. The Souls are still human-like but with a transparent look.

Most of the interactions with the world are still like the way humans interact in the real world. Hence one can still talk, feel and hold objects. However, they no longer need to eat.

None of the weapons work in YamLok, they are only effective in the various levels which are reached through the various portals. These portals are scattered all over YamLok. They are one sided gateways which require a key to be opened. The key is obtained from the Soul Guardians.

Transportation in YamLok is primarily by foot. To reach areas faster, the players may use 'Cloud Boards' which are present at all points of interest in YamLok.

The game interface is clean with very few pop-ups. Only during the tutorials do help messages or hints pop up. The objects in the environment or the NPC's that can be interacted with are be slightly highlighted, so that they are easy to spot.


1.7 The Level Structure


The levels in Paradox are based on how humans perceive the real world, and the mythical world as well. There are a total of 7 levels, explained below:

  1. Lava Overflow: the player is transported to the edge of a volcano and must travel to its bottom to defeat the Soul Guardian – a Lava God, riding a chariot of fire.

  2. Lab-Tech: An abandoned sophisticated Laboratory. The Anti-Souls here are zombie-like creatures. The boss is a genetically enhanced superhero.

  3. Natural Habitat: A huge forest with waterfalls and caves. The Anti-Souls are animals and the Soul Guardian - a huge banyan tree.

  4. Haunt it: A building with the various ghost and myths humans have nightmares about. The Anti-Souls are werewolves, Poltergeists and other horrors. The Soul Guardian is 'The Giant Anomaly' a large hairy beast with a club.

  5. The Friendly Neighborhood: A very peaceful looking ideal neighborhood with very unfriendly Anti-Souls. The Soul Guardian is a 'Mr. Rogers' like overtly friendly character

  6. Out of this World? : This level is a Mar's like alien planet. The Anti Souls are aliens. Some attack in spaceships. The Soul Guardian is a swift and ruthless alien, like the alien in the movie 'Predator'

  7. Same Old Fantasy: A world with a pure fantasy setting. The Anti-Souls are fairies, elves, dwarfs and magicians. The Soul Guardian is a Dragon.



2. Section II – Gameplay and Mechanics


2.1 Gameplay


2.1.1 Game Progression


The game progresses in a fairly linear fashion. The completion of each level unlocks the subsequent one. There are a few branching paths such as side-quests which attempt the enhance the gameplay and narrative experience. These side quests reward the player with more information on YamLok or weapon enhancements. Towards the end the player is given three choices to end the game which reflect the endings in the game.


2.1.2 Mission/challenge Structure


YamLok is a Pseudo-Open world. Once the first two training missions are complete, the first 'actual' level is available. Completing each level unlocks the next one. There are several portals around YamLok where these levels can be accessed. Once defeating a level's Soul Guardian, the player gets a key to open up the next portal. The previous portal closes, not allowing the player to enter again. However the player may play these levels, or different sections of it from the main menu. They will only be unlocked once completed. The player can select the starting conditions for these unlocked levels, like weapons and abilities, depending on the items or weapons unlocked.

Apart from the level structure the player can undertake side-quests offered by the NPC's. The challenges in each quest will vary, from retrieving items, to rescuing NPC's, to clearing an area of Anti-Souls. These side-quest levels are also entered through portals.

Each level contains both combat sections and puzzles. Sometimes these two elements may be combined. The combat consists of defeating Anti-Souls or Soul Guardians. In addition, there are also certain areas in a level where only Half-Souls can pass through. Defeating a Soul Guardian requires a combination of combat and puzzle elements.


2.1.3 Puzzle Structure


The bulk of the strategy and puzzle elements in the game are the two splitting mechanics 'Reversal' and 'Concurrency' and their restrictions. These are also the most important rules of the game. Once Karm splits his soul the previous soul cannot detect the new one, i.e., the new soul must not come in the 'line of sight' of the previous soul. If this happens, the soul shatters instantly leaving Karm Half-Souled, just like Mr. Nag, and ending the game.

These two mechanics may also be used for combat puzzles, e.g., defeating the Soul Guardians.

For 'Reversal', the start and end time need to be specified. Once done Karm's soul splits. The new soul is created at specified location and the old soul follows the exact path and actions done by the player between the start and stop time. For example, Karm battles against an enemy that temporarily keeps blocking his path after being hit. Once it blocks the path, it needs to be struck from another area in the map, since it reveals its 'weak spot' there. The player will need to use this mechanic to reach the other area while the previous soul fights the enemy. The previous soul will make it reach the 'temporary state', hence exposing the weak spot for the new soul to attack.

As the soul gains more of Mr. Nag's characteristics the previous soul may not follow the exact path specified, requiring the player to be more careful in his approach.

For 'Concurrency' the player has to specify the location and split Karm's soul. The player may now switch between the two souls as required. Few level bosses may require this strategy, e.g. each Half-Soul has a different weapon whose properties will effect specific areas of the Soul Guardian that needs to be defeated.

Again, as Mr. Nag's soul fragments get assimilated, the previous soul may 'wander' while the player is in control of the new one, requiring the player to keep an eye on it.

Finally, for the souls to converge, the new soul must always be in possession of the Soul Splitter and will have to use the it on the previous soul without detection.


2.1.4 Objectives


As Paradox starts, the objective of the game is clearly implied - to help Karm 'live' again. This is what Karm wants. However, the player has a choice to ignore the objective and end the game prematurely by following the path towards D.D. and letting the God's decide Karm's fate immediately. Throughout the game the player is given this option.

Apart from the overall objective, there are level objectives. The first two levels act as tutorials to help familiarize the player with combat and soul-splitting techniques. The subsequent levels have one objective – to get Nag's soul fragment.

The last level's objective is to stop Nag from taking Karm's half soul. If the player fails Nag will take the soul and 'live again' and leave Karm half-souled in YamLok, giving the first ending. If the player succeeds both will end up Half -Souled, with the other two ending options available.

The side quests have their own set of objectives. One objective is to clear and area from Anti-Souls. Another objective requires the player to rescue an NPC. The player may also have to retrieve an item- either for the NPC, or for himself (like a map for the next level).


2.1.5 Play Flow and Narrative Path


The majority of the game is told through a few cutscenes and dialog with the characters. The initial scene shows Karm dying and instantly being transported to YamLok. Here he meets the Gatekeeper who tells him where he is and what he 'ideally' should do. This initial contact acts as a tutorial level, where the player learns the basic controls like movement and jumping. The Gatekeeper also gives Karma a 'map' of YamLok. This map is continuously updated throughout the game highlighting the players next objective and other places of interest.

The 'Stealth' element is introduced in the game as Mr. Nag asks Karm to retrieve the Soul Splitter from the Gatekeeper. The Soul-Splitter is near a room near the Gate, being patrolled by the Gatekeeper. If caught, the Gatekeeper will kick Karm outside the house, but the player may try again. The player may also steal the 'Soul-Splitter' even before talking to Mr. Nag., though it won't seem so obvious in the beginning of the game. The Soul-Splitter cannot used in YamLok, and it automatically activates itself on entering a level.

Once the player returns to Mr. Nag with the 'Soul-Splitter', Mr. Nag tells him how to use it. Mr Nag first sets up the Soul-Splitter so that it can only absorb his soul fragments. Mr. Nag accompanies Karm in the first two levels, but always stays behind him, avoiding any enemies encountered. These levels are very short and they serve as tutorials for the player to learn the Soul-Splitting mechanics.

The first level introduces platforming sections and the use of the 'Reversal' mechanic. The player can still fail in these missions,e.g., by falling into a never-ending abyss or by coming in the line of sight of the previous soul. This ends the game and increases Mr. Nag's frustration causing him to say statements like, 'Oh No!! Not another one!'. However, this level is fairly simple with numerous checkpoints. Mr. Nag finally teaches Karm how to combine his Split Souls using the Soul-Splitter. The player must use the device on the previous soul from behind, and hence avoid being fragmented. Additionally, the person in possession of the device can only use it to combine his own soul.

The second level introduces the player with the 'Concurrency' mechanic, a weapon and the enemies, the Anti-Souls. The weapon is a Sword which can be used to kill the Anti-Souls. The Concurrency mechanic is introduced by placing doors through which only 'Half-Souls' can pass through. This levels ends with Karm reaching a soul chamber, containing fragments of several souls. Karm then absorbs Mr. Nag's soul fragment. Mr. Nag's soul fragments can only be absorbed by one 'half-soul', i.e., the previous one.

Karm is on his own for the remaining levels. The end of each level has a Soul Guardian. Each level also contains several hidden soul-artifacts which can be absorbed to increase Karm's Stamina and Soul-Health. The player also acquires certain weapons along the way. Each weapon helps in defeating the various Anti-Souls and Soul Guardians. There are both real weapons, like guns and grenades, and fantasy-like weapons, like Staffs and Spells, to keep the semi-fantasy tone of the game. The player also has to distribute the weapons among his split souls. An ability to pick up and drop weapons and the Soul-Splitter is given,.

Towards the final levels of Paradox, the players has to deal with the 'deviating' behavior of the previous soul, due to its assimilation of Mr. Nag's characteristics. The players has to be 'stealthy' when combining Karm's souls using the 'Reversal' mechanic and has to keep track of both the souls when using the 'Concurrency' mechanic.

The player may go to Mr. Nag after each level to get an idea of the next level and where he can find it's map. Getting the map isn't required but it helps giving a sense of direction. Some map's can be found in YamLok, by stealing it or helping the inhabitants. Other's can be found by exploring the levels itself.

After getting the last fragment, a portal to a new level opens up. Mr. Nag tells Karm that this portal leads to the device which help them to create Mr. Nag's other half soul using Karm's previous soul. The player is required to use the 'reversal' mechanic and drop the Soul-Splitter to enter an area which only allows Souls without the Soul-Splitter. On entering the door closes, shutting Karm inside. Mr. Nag reveals his true identity and moves on towards Karm's other split-soul which now contains all of Mr. Nag's soul fragments. It is not possible to split this soul into two, so Mr. Nag lies to Karm about this. Since the soul now has all of Mr. Nag's fragments it can be absorbed by him as well.

A short cutscene shows Alco helping Karm getting out. The climax of the game involves an race between Karm and Mr. Nag to reach the Split Soul.

As we can see, the major plot twist occurs towards the end of the game, i.e., Mr. Nag's trickery. However, throughout the game the player gets hints regarding this twist, e.g., from NPC's, warnings given by the Soul Guardians, the Gatekeeper and eventually Alco. Unfortunately, the player cannot alter this twist as it is an integral part of the story.

The outcome of the game depends on the players decision. Anytime between levels, or even in the beginning, the player may go enter D.D., effectively ending the game. If the player tries to leave in between levels, he encounters Mr. Nag who tries to stop him , even accusing Karm of taking some of his Nag's fragments with him and leaving him helpless. This serves to give the player a feeling of guilt.

The other endings on completing the game will be :

  1. The player fails to reach Karm's Half-Soul. Mr. Nag will complete his soul and leave Karm Half Souled. Karm will now wait for some other soul to trick, just like Mr. Nag tricked him

  2. Karm reaches before Nag and shatters his own soul. This can lead to two possibilities:

    1. Nag and Karm both decide to got to D.D. and accept their fate.

    2. They accept Alco's offer to split his soul for both of them, giving one to each for retrieving the fragments


2.2 Mechanics


2.2.1 Movement


Karm can perform basic movements, like in most 3D platform games. Because of YamLok having lower gravity, he can jump higher and farther than he can in real life. Different levels affect the movement mechanics. In the Alien Planet, there are areas with zero gravity. In the Magical Land level and Industry Level the player can also fly using wings or a hoverboard respectively. The controls are fairly straightforward with the basic movement keys needed to steer the entity. The Natural Habitat Level has swimming sections. This requires the player to use movement keys give direction and another key to actually swim towards the specified direction.

The stealth mechanics a fairly straightforward with a crouch button for making Karm tread softly.


2.2.2 Resources


Karm has a 'Soul bar', analogous to a health bar. If hit by traps or enemies, it depletes. When it is empty Karm's Soul fragments, thus, ending the game. If Karm is 'Half-Souled', each soul has half of the current bar.

Karm is no super hero, and hence has a stamina bar, which is used up during attacking, jumping and running. Hence, here the stamina bar acts as a resource which the player must always keep and eye on. This bar slowly regenerates depending on the amount of activity Karm is doing. If he is completely still, it generates faster. Karm can obtain health boosts to increase his maximum health and stamina boosts as well, by exploring the levels or helping NPC's

For keeping a sense of direction, a map is available. This highlights the main areas of interest and locations specified by the player. The player can setup a GPS system by clicking on a point in the Map(when in the 'Map View'). An arrow appears on Karm's head guiding him to the new location. More point of interests like item locations may be highlighted in the map, depending on how much the player has 'researched' about a level by interacting with the NPCs.

The player also has an objective log, which keeps track of the current objective and any side-quests the player chooses to partake.

The player is allowed to save anywhere in the game. The game also has checkpoints where it saves automatically. Also as items and levels are completed, they will be unlocked in the main menu, allowing the player to revisit any level and play again with different weapons and items.


Weapons/Combat

Paradox has a variety of weapon's, both from the real and fantasy world. Weapon Types include:


  1. Guns: Barretas, Machine Gun – Barretas are more accurate but Machine Gun causes more damage.

  2. Melee Weapons: Sword, Staff - The Staff has a longer reach but a Sword is more damaging

  3. Spells: Energy Burst, Lightning Bolt - Energy Burst has a wider damage radius, but the Lightning bolt bounces of enemies.


The weapons are acquired by exploring YamLok, the levels or performing side quests. Some special weapons of each class type are also hidden in the game.

The weapons do not have any effect in YamLok, e.g, a sword goes right through a soul, causing no damage. In the various levels they damage the Anti-Souls.

Hand Wielded Weapons, like a Sword or Staff, can be used a infinite number of times. The Guns and Spells can only be used a limited number of times, depending on how much ammunition or mana is left respectively. Extra ammunition is easily available from defeated Anti-Souls. Mana on the other had is rarer to get and hence the spells must be used wisely. The Spells are the most damaging, but rare. Melee Weapons come next, but they take up more stamina. Guns use up the least amount of stamina but they have limited ammunition.

The guns or the melee weapons can be be enhanced with certain elemental powers for the period of one level. These enhancements can be obtained within the level, or by helping the NPC's. It makes the weapon more effective when fighting certain Anti-Souls. For example, adding a fire enhancement to the sword makes it more effective against enemies in the Volcano level. The enhancement has to be used on a weapon as soon as it is obtained and cannot be changed once applied, making it helpful to research more about the next area and its enemy types before using it.



2.2.3 Actions


2.2.3.1 Soul-Splitting mechanics and rules


The Soul-Splitter has eight functions built in it, six being - a Start Time(S.T.), an End Time(E.T.), a Location Specifier(L.S.), a Splitting Mechanic Specifier(S.M.S.) and finally the actual 'Split' button. The splitting mechanic needs to be specified first using the S.M.S.. The L.S. then specifies where in the level the player wants Karm's second soul to be created. If not specified the location defaults to the nearest checkpoint. If these operations are not done on the Soul-Splitter, it will not work(giving a red flashing light to signifying it). Once set both the L.S. position and the E.T. position will be marked on the map to keep the player informed.

For performing 'Reversal', the S.M.S. needs to set to 'R'. The L.S. is then specified at a particular position in the level. The player then initializes S.T. and then sets the E.T. at the position Karm's soul should stop at. Then on splitting, the new soul will be created at the position specified by L.S. and the old soul will do the prescribed actions.

For using the 'Concurrency' mechanic the player sets the S.M.S. to 'C' . Then only the L.S. needs to be specified before Splitting. The player can now swap between Karm's souls.

The other two functions are for combining the two split souls and absorbing the fragment. Only the new souls may use the Soul-Splitter to combine with the previous one. The fragment can only be absorbed by the previous soul.


2.2.3.2 Combat


'Combat' mode is entered as soon as the player draws the current weapon. They player can cycle through the weapon types.

There is be one attack button. For Melee attacks, there are very basic combos like two button, three button and jump combos. The same button performs these combos, the timing of the button press determines the combo. For ranged weapons and spells, there is a crosshair for aiming.


2.2.3.3 Talking with NPC's


This is a fairly straightforward task requiring the player move up to a character and press the action button to talk to it. The player must be near the NPC. The NPC in focus is slightly highlighted(a faint outline).

For an NPC's, like Nag, Gatekeeper or quest givers, a dialog tree appears. This allows the player to ask the NPC, specific questions and accept quests.


2.2.3.4 Interacting with objects in the environment


Each level has certain objects and obstacles which the player needs to interact with in order to progress. The interactions are carried out using the same mechanic required to talk to the NPC's. Example objects are boxes, switches, and items like weapons and spells. The objects need to be maneuvered to solve puzzles. For example, the boxes may be pushed out of the way to reveal a blocking path. The switches are used to open doors. Some objects may also be broken with weapons



2.2.3.5 Reading


The dialog tree pops up when interacting with the NPC's. This pops as a bubble of text next to the NPC and another bubble of text next to the player for the dialog choices.

Hints and messages pop up, especially during the tutorial levels. For example during the introductory screen a hint message will pop up telling the controls for moving Karm around. This is highlighted in the game script samples shown later. The placement of the text does not obscure the view of the player.

Additionally, the player can choose to switch off the speech of the NPC's being shown by turning the subtitles off. This way the player can only see hint messages and the dialog tree for Karm's part.


2.3 Screen Flow Charts



2.4 Screen Descriptions and Game Options


After the intro screen the player must create a profile or load an existing one. This allows more than one player to have different progress in the game and there is no overlapping.

Once the profile is selected, the main menu screen appears. From here, the player can start a new game, load a previously saved game or change the game settings in options.

When a player selects a new game, he can start off straight away after selecting a difficulty -Easy, Medium or Hard. The difficulty level determines how hard the Anti-Souls and Soul Guardians are to defeat. In the other option, Level Select, the player may jump to any level straight away. A level is only be available if it has been unlocked. Also the player can only play this level. The Level Options allows the player to choose from all the weapons and items he has unlocked. This offers some replay value to the players, by allowing them to play the levels with different conditions like weapon types and difficulty level.

The Options menu lets the player adjust the Audio and Video settings. The most important setting here is the subtitles on/off setting. Turning this option off may immerse the player more since he will not be distracted by the NPC's written dialog.

The Pause Screen can be invoked by the player anytime during the game. This allows the player to view the map , the current objectives, set the options in game, Save current progress or Quit the game.

Viewing the current objectives allows the player to know what he has to do next or whether he is on a side-quest or not. The 'Map' option gives an enlarged view of the map ('Map View'). The player can set way points or see the direction of his current objectives here. The player may also change the options mid-game. The player may want to turn the subtitles off or on again depending on preference. Finally, the player may save the game anytime in the game, allowing him to continue from the same position and conditions later on.



3. Section III –Narrative Elements


3.1 Game Story Summary


The story's main protagonist, Karm is a a 24 year old who has just graduated and got a respectable and high paying job. Life has just started to 'kick off', when he suddenly gets hit by a drunk driver, Alco, on his way back home from an office party.

Both die in the accident, and their souls are transported to the gates YamLok. The Gatekeeper of YamLok informs them of their deaths and tells them what to do next - follow the road that leads to Destiny's Destination and let the God's decide the fate of their souls.

Karm gets angry at Alco but realizes that there is no point in it since they both are already dead. Karm tells Alco of how important it was for him to live, since he was the eldest in his poor family and needed to support them. Alco feels sorry and narrates his own life which has been quite lively. He however has no responsibilities because he is an orphan and has no close friends or family. Alco accepts his fate and follows the gatekeeper's instruction, urging Karm to do so as well. Karm rejects the advice, decides to look around YamLok for a way back.

Mr Nag, a 'Half-Soul' finds Karm and narrates how he tried to get his life back but failed, leaving the other half of his soul scattered all over YamLok. He offers Karm his life back using the Resurrection device he has, in return for help in piecing together his soul. Additionally, Mr. Nag says that Karm must steal the Soul-Splitter from the Gatekeeper, as it will be required to get the soul fragments.

Surprisingly, Karm easily manages to steal the Soul-Splitter. The Gatekeeper finds out but only warns Karm of its dangers and it corrupting nature. He offers Karm to return it whenever he wants. Karm takes it, and goes back to Mr. Nag who tells him a about YamLok and the different areas where the fragments are being kept. He warns Karm of the different Soul-Eaters, called Anti-Souls, lurking in the various areas guarding the fragments who must be defeated using the Soul-Splitter and other weapons found in the areas.

Karm then travels through the different areas capturing each fragment and defeating or avoiding the various Anti-Souls. Each area has a Soul Guardian who protects the fragments. Once defeated each Guardian gives Karm the requested soul fragment, a key to the next area and a way back to YamLok. However, each Guardian warns him of his fruitless endeavor.

While, going to the first area, he encounters Alco, who questions Karm's objective and warns him against it. Karm ignores him, and continues with his journey. As he collects more fragments, he starts seeing his split soul gaining Nag's characteristics. On questioning, Nag confirms the behavior but assures that once the last fragment is retrieved his soul will become a separate entity. As Karm moves on towards the last fragment, he meets Alco again who tells him that Mr. Nag intends to trick Karm by assimilating Karm's Split-Soul and leaving him behind as a Half-Soul. Alco had been tracking Karm and Mr. Nag hoping to help Karm in the process. However, Karm ignores Alco and moves on.

After getting the final fragment, a portal to a new world opens up through which Karma is accompanied by Mr. Nag. Mr. Nag says that this area has the device which will help him complete his soul. A particular area requires Karm to split his soul and drop the Soul-Splitter. Mr Nag tricks Karm by trapping him in a room and taking the Soul-Splitter. Alco helps him by letting him out of the room. Karm then races toward his split soul before Mr. Nag reaches it. Karm, not having the Soul Splitter decides to stop Mr. Nag by coming in contact with his split soul, hence shattering it into pieces. As a result, both Mr. Nag and Karm are now 'incomplete'.

Mr. Nag is shocked by Karm's act and breaks down crying, telling the story of how he was similarly tricked by someone and how much he wanted to go back to support his poor family - a wife and child. Karm forgives him due to their similar problems. They both realize that they must accept their destiny and decide to go to the Gods who will decide the fates of their half-souls. However, Alco arrives and offers to give his souls(half each) to both of them, redeeming himself in the process. The story ending depends on options as given above. Accepting Alco's, offer however will keep the ending open as it is not certain whether they succeed in using Alco's soul.

Paradox follows Karm's journey, who attempts to change his fate. He is a classic tragic hero. However his character may not be as 'noble' as most heroes are. He is willing to do anything to live again, including trying to change his fate. In fact, in the end his 'nobility' is determined by the player. The other characters are equally engaging - there is no pure good or evil characters, each character has his own flaws.

What really makes this story engaging is how the fate of these characters is decided. It also questions the morality and ethics of each character, whether they are doing the right thing, e.g, helping their family, or just being selfish and not following the path the 'God's' have set for them - for the 'greater good'.


3.2 Character Descriptions, Background


3.2.1 Main Characters


Since characters are souls, they have a slightly transparent look to them. Half Souls will be more transparent.


3.2.1.1 Karm


Karm is a 24 year old, ordinary looking Indian. He is not very athletic or acrobatic. He dies while coming back from a formal party so he wears semi-formal clothes throughout the game. Karm's old Split Soul will be darker then the new one, making it easy to differentiate between them. As the fragments are absorbed, the dark soul starts changing into a murky brown color.

Karm has just graduated and has recently got a high paying job as an Executive Manager in a marketing firm. His family consists of a Father, Mother and two younger siblings - a brother and sister. They are not very well off, with his father being the only working member. His mother is an invalid and an operation is needed to cure her, for which the family is short of funds.

Karm is a brilliant student and his parents invest a lot of money in paying for his education. This results in him getting a good education and ultimately a job with a good salary to cover his family’s expenses.

Karm finally feels the burden lighten off his shoulders and thinks that he will be able to support his family easily now. He is returning home from his welcome party when he is suddenly hit by car. The main cause of Karm’s frustration is how much his family needs him and he has let them down. He needs to get back and help his family which is the main desire that drives him towards accepting Mr. Nag’s offer.


3.2.1.2 Alco


Alco is a 27 year old orphan. He is an alcoholic and is sorry for killing Karm, realizing the responsibilities he had and the people who would be affected by his death. He dies in party attire, hence his appearance.

Alco is quite wealthy. He hated his life at the orphanage and worked extremely hard to be successful. In the process, he loses his social life. He has difficulty in 'connecting with people.' He has no close friends and usually spends most of his nights drinking and partying. He is easy-going and cares for no one except for himself. Once dead, he accepts his fate because he has no one to go back to in the real world. But his outlook towards life changes when he realizes the mistake he has committed by killing Karm. He realizes how people's lives are affected by each another, and how much Karm's family depended on him. This leads to Alco helping Karm. He tracks Karm's activities and finds out the real truth about Mr. Nag. In the end, he is willing to sacrifice his soul for both of them, hence finding the true meaning of friendship and responsibility.


3.2.1.3 Mr. Nag


Mr. Nag is a Half-Soul. The pieces of his other half are scattered all over YamLok. He wants to retrieve his other half, but is unable to since it is not possible for his Half Soul to retrieve the fragments. He died in his late 30's and is short, plump, balding and has a jovial look.

Mr. Nag used to do work for a drug lord. He has a wife and child. He decides to quit his job and start a 'clean' life. But he is murdered by the drug lord's men in the process. Once in YamLok, Mr Nag wants to go back to protect his family. Just like Karm, he helps another 'Half-Soul' get his soul fragments back only to be tricked. His desire to live again coupled with anger at being tricked makes him selfish and insensitive towards others feelings. He is prepared to do anything to get back, even if it means tricking Karm and leaving him Half-Souled.

Once Karm destroys his own Half-Soul to stop him, Nag is devastated. He feels remorseful of his act and realizes that if he had succeeded, he would have transformed Karm into a Half-Soul just like him, who in turn, would have tricked another poor soul. Nag is a classic example of a Trickster and Shapshifter archetype.


3.2.1.4 Gatekeeper


The gatekeeper is Old Wise Man with a walking stick. He stays at the gates of YamLok, informing the newly dead souls where they have to go. He also guards the 'Soul-Splitter' but does not stop anyone once stealon, believing that the individual will eventually learn from his mistakes. He is not transparent since he a 'permanent being' in YamLok.

The Gatekeeper is not really a human and has no past, present or future. He just exists to perform his duties at YamLok. He guides the souls towards D.D., for Gods to decide their fates, but does not know what happens there. He is the first character Karm meets who informs him of his death. He is depicted as a wise man with only limited, but deep knowledge.


3.2.2 Others


3.2.2.1 Friendly NPC's


There are several other inhabitants in YamLok. Some of them are also Half-Souls, who have been punished by the Gods, wandering aimlessly until there sentence is completed. There are also other complete Souls haven't moved on to D.D., since they are afraid of their fate. The world also keeps introducing new souls(people who just died) who are moving towards D.D.

Additionally there may be NPC's in the levels who give the players useful tips on how to solve puzzles or defeat the Soul Guardian. Some NPC's may ask Karma for help. These miniquests may be:

  1. Rescuing a Soul, or helping it

  2. Retrieving an Item for a Soul

  1. Killing the Anti-Souls at a place specified by the NPC

In return for help they NPC's may reward Karm with items like health and stamina boosts or weapon enhancements and ammunition.


3.2.2.2 Anti-Souls


There are various kinds of Anti-Souls, each having different characteristics according to the level the player is in. All of them have the same intention- to destroy any soul that enters their world.

Anti-Souls give an opportunity to design the various kinds of obstacles the players encounter in Paradox's levels. A few basic categories could be:

  1. Grounded Anti-Soul: The basic enemy, who simply charges towards to player, attacking with its soul killing fangs. They only attack when they detect the player, giving the player an opportunity for 'stealth kills'. A normal Sword attack would suffice.

  2. Anti-Soul by Air: Same enemy, only with the ability to fly. A projectile weapon like guns or spells would be more effective, as they can be taken down from a distance

  3. Splitter Anti-Soul: Come in both the above variants, and are slightly larger. When hit, they break up into smaller versions of themselves, which need to be picked off individually

These enemy types may be mixed up by giving them weapons, both hand and projectile. Also each level changes the characteristics and appearance of the Anti-Souls. For example, if there is a 'Fire-based' level, the Anti-Souls will take less damage from weapons like guns and fire-based spells. Special weapons will be available which will be more effective on certain Anti-Soul types. The enemy descriptions are given in the Level Structure explained above.


3.2.2.3 Soul Guardians


Each level of Paradox ends in a fight with the Soul Guardian. All Guardians hold the soul fragments of the several Half-Souls in YamLok. On defeat they will return the fragment required and allow the player to go back to YamLok. Each Guardian also gives the key to the next level and warns Karm of his fruitless endeavor and tell him to be careful while assimilating souls.

Each level's Soul Guardian has its own unique abilities and appearance. One Soul Guardian is from the depths of a Volcano, hence having Lava and Fire elements in its appearance.

Some Guardians need to be defeated using the Soul-Splitting mechanics. For example, a huge Soul Guardian who is very large, spanning over 3-4 levels in size(floors). It has two weak spots, one at the bottom and one at the top. To be defeated it needs to be alternatively hit on each spot, with a different weapon. The player could either traverse up and down each level each time and hit the enemy at each weak spot. An easier method however, would be to use the 'concurrency' mechanic, placing Karm's Half-Soul at each level and hitting the enemy's weak spots by swapping between the souls.



4. Section IV - Level Description


4.1 Lava Overflow


This is the first level after Nag gives Karm training on combat and soul splitting mechanics. This level primarily focuses on combat with only a few places where Soul-Splitting is required.

The objective of this level is to defeat the Soul Guardian and retrieve Mr. Nag's soul fragment from it.

Karm's is transported to a volcano opening. There is nothing around the volcano and the only way is to enter its opening. It is a spiraling path towards the bottom. The path has breaks in between and also frequently breaks down. The player's platforming skills are tested. On reaching the bottom, the volcano floor has several cracks filled with lava which the player must avoid. There is a door which leads to the rest of the level. Before entering, there is a chest hidden in this area which the player may open to retrieve a Baretta enhancement, for fighting against the Anti Souls in this level.

On entering the door, the level is revealed as a series of intricate caves and convoluted paths. There are two types of Anti Souls in this level. Flying bats which shoot fireballs, and Lava monsters which spring from the lava floor and attack the player. Both can be dispatched using both ranges and melee weapons.

If the player chooses to explore each and every cave he is rewarded with extra ammo and the lighting spell which can used to make the fight against the Soul Guardian a bit simpler. The player knows which path leads to the Soul Guardian by paintings/murals made on the cave walls, which hint the direction in which the cave guardian resides. Also the player is given a map of this area by Mr. Nag before entering the level.

The final cave to reach the door is locked and can only be opened by a standing on a switch. There is a similar switch on the other side of the door. The player must use the concurrency mechanic, using one soul to stand on the switch and let the new soul enter and stand on the switch on the other side. Eventually the player must combine Karm's souls again enter the final cave where the Soul Guardian is.

This final area is a huge round cave with a lava pit in the middle. There are four height levels in this cave. A soul on the lower level cannot see a soul on the level above it. Each height level can be reached by teleporters.

The Soul Guardian is Lava God on a chariot of fire horses. He shoots fire arrows at the player which must be avoided. In between, he also jumps out of the chariot to engage in melee combat. The Lava God, continuous keeps changing its height level, alternating between two height levels each time. The player may defeat the the God by attacking him using both ranged and melee weapons. To make the battle easier, the player can split Karm's soul, keeping one at each level and attacking the Guardian concurrently.

On defeat, the Soul Guardian falls and floats on the lava pit. Nag's soul fragment pops out from the Guardian. Once retrieved, the Guardian stirs and warns Karm about the dangers ahead and then opens a portal for him to go through, back to YamLok



4.2 Haunt It


This a classic haunted house with ghost and monsters that people have nightmares about. The Soul Guardian of this level is a the 'Giant Anomaly', huge hairy beast with a club.

Again the objective of this game is to retrieve the soul fragment from the Giant. But before the starting of the level, Karm is informed by Nag that he must perform seven rituals to wake up the Giant. The player may obtain additional information from the NPC's about the rituals and also the map of the level.

Karm is dropped outside the house. It is surrounded by fog, hence the only way is inside. The whole area is eerie and desolate. There are seven floors in this house. A ritual needs to be perform on each level. Each ritual unlocks monsters of a certain type.

The seven rituals are analogous to the seven deadly sins – Lust, Gluttony, Greed, Sloth, Wrath, Envy and Pride. Each ritual will require the player to use the soul splitting mechanics.

The first ritual requires Karm to kiss an vampiress's statue as a Half-Soul. This causes vampires to appear. The second ritual requires Karm's Half Soul to enter the mouth of a gargoyle. This spawns gargoyles. For the third ritual Karm must be steal a precious stone from an old lady in a secluded room. This spawn several werewolves, from inside the old lady. The fourth ritual requires Karm to enter a room and interact with a bed and sleep. This unlocks boogie-man like monsters. Karm needs to kill an mirror version of Mr Nag for the fifth ritual. This hints on Mr. Nag's intent later on in the game. This causes flying ghouls to appear. In the sixth ritual, Karm must kill a mirror version of his office boss and this spawns an army of skeletons. Finally, to show pride Karm must indulge in a dialog with a wise old man on the top floor of the building. Karm must give boisterous answers to annoy the man. This unleashes the Soul Guardian within the man.

The man jumps from the top floor and crashes right in the middle of the ground floor. He then transforms into 'The Giant Anomaly', spanning all seven floors. The impact causes Karm to fall to the ground floor as well.

To defeat the Soul Guardian, the Reversal mechanic must be used. The Giant attack the player with both eye beams and club swings, which the player must avoid. There are two weak spots on the Giant, both visible from different floors. One weak point is at the ground floor and hitting it reveals the other. However, once the second weak point is revealed the path for attacking the weak point on that level above is blocked. For overcoming this, the 'Reversal' mechanic needs to be used.

Again, on defeat the Soul Guardian gives Nag's soul fragment, warns Karm of his fate and opens a portal to return back to YamLok



5. Section V – Interface


5.1 HUD


The Heads Up Display(HUD) is be very minimalistic with a health bar, stamina bar, current mechanic, weapon and minimap. The map can be expanded to see the whole YamLok area. As the player progresses several new points of interest appear on the map. The various levels have there own map, obtained inside or by helping other Souls or Half-Souls in YamLok.

When the player is in combat mode the health bar is visible and becomes transparent when not required. The stamina bar is always visible and regenerates. Both bars start flashing when they get low. The current splitting mechanic appears as a letter 'R' or 'C' next to the stamina bar. When using the splitting-mechanics, the map highlights appropriate locations,e.g., Location Specifier and End Position of previous soul.

A rough sketch of the HUD


5.2 Camera


The camera is always positioned behind Karm, a third person perspective. The camera can be controlled by the player to look around the environment. A first person perspective is also available when the player is standing still, to have a free look around the environment and also for precision aiming.

During in-game cinematic, the camera zooms out and also switches between the characters involved in dialogs, to give a better view of the objects being considered, and the character's emotions respectively.


5.3 Audio - Music and Sound Effects


Paradox requires orchestral music for the cinematics, both in-game and cutscenes, e.g., the title music in Hitman 2.

Ambient music is required for YamLok which changes depending on its weather conditions. The Metal Gear Solid 2 title track is a perfect example.

Each level has its own unique music track and the final fight with the Soul Guardian changes the pace a bit to give the player a sense of urgency and increased excitement. An good example is the Halo title screen music.

Finally the menu screen has 'haunting' and 'mysterious' type music, like the title track in Max Payne.

Each main character has a distinct voice. Karm always has a sense of urgency and despair in his voice. Alco 'don't care' attitude is reflected in his slow and nonchalant dialog. The wise Gatekeeper has a drone like voice, proving him to be non-human and having no feelings. Mr. Nag has a regular voice, with some sense of despair, like in Karm's voice. However, his voice does not reflect his trickery, to keep the player from suspecting. The Soul-Guardians also have a drone-like voice, but with different pitches. The NPC's have no special characteristic voices.

The sound effects in the game mainly come from the game's weapons, the Soul-Splitter and the objects the player interacts with. For weapons and objects the effects sound like they do in real-life. The Soul-Splitter sounds change according to the action being performed with it(the 8 functions)



6. Section VI – Game Art


6.1 Characters

6.1.1 Karm

Figure 1: Karm, looks similar to the character above. Transparency and semi-formal clothing needs to be added – a Shirt, Tie and Trousers




6.1.2 Alco


Figure 2: Alco would look like this, but slightly younger and with sunken eyes.



6.1.3 Mr. Nag

Figure 3: Mr. Nag,but a bit more thinner, transparent and darker(since he is a half soul). Also not as realistic, a more cartoon-like appearance


6.1.4 Gatekeeper


Figure 4: An almost accurate portrayal of the Gatekeeper, minus the bird. Also, the Gatekeeper will look more realistic and have a grey robe instead of an orange one



6.1.5 Lava God


Figure 5: For this soul guardian, there will be only one person on the chariot. The horses will be shaped out of Lava and breath fire. Additionally the chariot rider will shoot fire arrows.


6.1.6 The Giant Anomaly



Figure 6: A massive Soul Guardian. It will look a bit more hairier though


6.1.7 Other NPC's

Figure 7: How a few NPC's would look like in the Ghost World. They will generally be human beings with a transparent look as shown above


6.1.8 Anti-Soul Samples

Figure 8: A type of Anti-Soul. But less scarier and having a cartoon-like look

Figure 9: A vampire Anti-Soul



6.2 Environments


6.2.1 YamLok



Figures 10 and 11: Not an accurate depiction of YamLok, but these pictures describe the artwork and color palette that can be used in Paradox


Figure 12: Another depiction of YamLok. Though the buildings won't be so transparent and 'dotted', it does show how a city in the sky would look. This is the 'thunderstorm' appearance


6.2.2 Levels



Figure 13 and 14: 'Haunt it' level looks like this from the outside and inside



Figure 15 and 16: 'Lava Overflow' level samples,the lava filled floors and the cave network

Figure 17: 'Natural Habitat' level, a bit more trees needed







6.3 Cutscene and Script Samples


The game uses in-game cinematics to tell the Karm's story. However, at certain points cutscenes are required - the introduction and the endings. There are also short cutscenes before and after fighting each Soul Guardian.

The following is an example where both FMV's and In-game cutscenes are being used. It is the opening scene of Paradox. It also shows how the hint messages pop up and the first tutorial in the game.


SCENE 1: Opening Sequence



START GAME

Trigger: Player Starts a Single Player Game

Loading Screen

Fade in to:

Opening Cutscene:

Close shot of a Full Moon. Camera Pans out, turns towards the city's skyline. It zooms in on a fairly empty street. Karm, the protagonist is walking home. He's a bit drunk, so is walking with 'shaky legs'. Camera zooms in on his face, showing a happy and content face. Camera zooms behind Karm, showing him turn at a corner of the street.

Screen fades to black

Sudden images and flashes are shown - from a car's headlights, to Alco's face and back to the car's headlights again.

Screen fades to black. A loud screeching sound of a car's brakes is heard, followed by complete silence


Transition to:

In - Game Cutscene:

Thunderstorm sounds. Camera zooms just outside the YamLok's Gate. YamLok is a city in the sky. The ground is made up of black thunderstorm-like clouds. An old man, the Gatekeeper is standing by the gate. There is a sudden flash of light - Karm 'pops' out of nowhere, falling on the ground.


KARM

(groans) what the ...? (stands up and looks around)(shocked) what is this place? (looking at the gatekeeper ) Who are you?

GATEKEEPER

(in a drone-like voice. It remains like this throughout) Welcome Mr. Karm, to YamLok. I am the Gatekeeper,your guide to..

KARM

(cutting him short) YamLok? What do you mean? (suddenly realizing) Hey... isn't YamLok is supposed to be the place where.. (voice trails off)

GATEKEEPER

Yes, Karm, YamLok IS that place. Unfortunately, you just died in the accident..

KARM

What accident? All I remember was going home after the party and then..

GATEKEEPER

(cutting him short)..there were flashes of light.. and here you are.

KARM

I don't understand..(looking bewildered, a brief pause) (Suddenly realizes his situation and breaks down - falling to his knees) This can't be.. everything was just starting to work out.. It was going to be okay.. (voice lowers, almost inaudible).. would have gotten the money for the operation.. what now?....(completely breaks down)

GATEKEEPER

You cannot affect anything down there now, Karm. Your life there is over. However, your soul still exists here. Come, let me guide you to your fate..



KARM

No! Leave me alone..(still sobbing)

Transition to:

Camera is now in third person position. Player is now in control of Karm

On Screen Help Message: Press T to help Karm recover

Trigger: Player presses T

KARM

(thinking straight, wiping his eyes) OK, what do I do now?

GATEKEEPER

Wise choice Mr. Karm. This is YamLok, where all the souls congregate. The gate over there will lead you inside.



On Screen Help Message: Use mouse to look around



Trigger: Player may look around the area, for 5 seconds. Cutscene is triggered



In-Game Cutscene:

Camera focuses on the gate as it opens. Music build up followed by a crescendo . A clearly marked path is shown. Control comes back to player.

GATEKEEPER

This path here leads you to the Gods... your Destiny's Destination. They.. will decide you fate.



On Screen Help Message: Use Arrow keys to to move around. Go to the gate



Trigger: Player reaches the gate

In - Game Cutscene:

Suddenly, another flash occurs, Alco 'pops' out at the same spot. Karm looks at him, with a puzzled look.

ALCO

(groans) Damn hangover.. gotta get clean now..(looks around) What the.. am I tripping again?

KARM

Hey.. haven't I seen you..??

Alco ignores him. Karm is interrupted by the Gatekeeper

GATEKEEPER

Welcome to YamLok Mr. Alco. Unfortunately, you finally died in the accident..

ALCO

(mildly amused) Died? .. (slightly confuse) YamLok.. hmm.. (looks around) Not a bad place.. (finally looks at Karm)umm..Hi? (suddenly recognizes him)...Uhh Ohh.. I think I just saw you...

KARM

(angrily)Of course!! You were in the car..You %#$#

beep sound

Do you realize what you've done?

Karm runs towards Alco. He tries to punch him, but his fist goes right through Alco's face. Karm and Alco are both startled by this fact.

GATEKEEPER

It's no use my friends. Your souls cannot hurt each other.

KARM

(still angrily at Alco, start moving in circles flailing his arms around) Why ?? Do you know how much I need to be down there? How can you be so reckless?

ALCO

(nonchalantly)Chill dude, you can't do anything now. It's over. Let the people down there take care of themselves. (shrugs)They can all go to hell for all I care.

KARM

You stupid fool !! I was supposed to take care of my people, down there..(clears his throat, thinking out aloud) I had just got the job..We would have had enough to get by now..(looking at Alco again) It all gone now, all because of you.

ALCO

(in a serious mood)Hey look, I'm sorry about it. I didn't do it on purpose, I was heavily sedated(cracks a smile on his own joke). (Karm looks up and sighs at Alco's behavior) Really, I'm sorry. (looks at the Gatekeeper) What happens now?

GATEKEEPER

You both must now follow this path. It will take you to Destiny's Destination, where the God's will decide you fate.

ALCO

(glancing at Karm, thinking of helping him)Is there any way to go back?

GATEKEEPER

Go back? That is not possible Alco. You may choose to stay here for sometime. But your, Destiny was already penned down. Even before you were born... Your fate...

ALCO

(Cuts in, irritated)Yeah, yeah, I know- ITS ALREADY BEEN DECIDED...thats enough...I get the point.. (to Karm)Come on, let's go. By the way, I'm Alco. Its a pleasure to meet you and sorry to have killed you.



Player in control of Karm again.

On Screen Help Message: Enter YamLok. Go through the gate



Trigger: Player enters the gate

Transition to:

Cutscene:

Camera pans out, giving a top view of YamLok, the city of clouds. Various souls are shown wandering around. Karm and Alco enter through the gate. The Gatekeeper follows. The gate closes behind them.



ALCO

(looking around) Who are all these people?



Camera zooms out floating around above YamLok, focusing on the various souls.

The gatekeeper talks as the camera moves around.

GATEKEEPER

Most of them are souls like you – wandering and prolonging their fate. Others are like me. We live here, directing you to the right path. You can tell the difference between us and souls like you quite easily...



Camera switches between a soul and a YamLok dweller. Cutscene ends

Transition to

In Game Cutscene

KARM

(thinking aloud) There's gotta a way back.

Karm starts running left, away from the designated path. Alco watches and follows

ALCO

(shouting)Hey wait up !! Where're you going?

(Karm stops, but doesn't turn)

It's no use, there's nothing we can do here. I vote we follow the path and get this over with. Though I'm not really looking forward to it.

KARM

That's easy for you to say. (earnestly)Don't you have a family? People you care for? (shakes his head)Forget it. Who asked for your advice anyway? Go away..

ALCO

Okay, okay.. but what are you gonna do...Mr. ..umm.. I still don't know your name

KARM

Karm. And right now I am going to look around for a way out of here.. the God's can wait.

ALCO

Fine, don't say I didn't warn you.(starts moving away) And for the record I never had a family.. and I don't care about people.(pauses) Usually.



Alco, moves on, following the path

Player in control of Karm again

HINT: Explore YamLok..press X to talk to people

END SCENE





7. Section VII – Appendices : Asset List


7.1 Art


3D Models, Artwork and Animation needed for:

  1. The main characters:- Karm, Alco, Mr Nag, and Gatekeeper

  2. The NPC's

  3. Each Soul Guardian

  4. The Anti-Souls


Background and Environments design for:

  1. YamLok

  2. The Seven Levels

  3. The city, where Karm dies


Model and Textures needed for

  1. Weapons – Barretas, Machine Guns, Staff and Spells

  2. Change in the textures when weapon enhancements are applied

  3. The interactive objects like switches, boxes, chests, doors, maps, etc

  4. The various buildings, furniture and decorations in each level

    1. Cobwebs, dust, dirty wooden floors for Haunt It

    2. Lava, fire, earth for Lava Overflow



7.2 Sound and Music


Background Music needed for:

  1. Title Screen

  2. Opening Cinematic

  3. When entering YamLok

  4. YamLok, different music for different weather conditions( 3 conditions pleasant, thunderstorm and in-between)

  5. Each Level

  6. During the battle with each Soul Guardian


Ambient Music needed for each level :–

    1. The sounds of birds chirping, water rushing and wind blowing in the Natural Habitat level.

    2. Eerie sounds like screams and creaking wooden floors in the 'Haunt It' level

    3. Eruption sounds in the Lava Overflow level


Voice overs for main characters, NPC's and Soul Guardians. Appropriate sounds for the Anti-Souls, eg, Zombie drones for Anti-Souls in the Lab-Tech level or the several monster voices needed for the Haunt It level

Sound Effects for:-

  1. Weapons

  2. Interaction with objects, eg, smashing a box, opening an chest, pulling a switch, entering a portal

  3. Walking in different levels. Also depends on the surface



8. Art Credits


Figure 1: Prince of Persia: The Sands of Time, Ubisoft , 2003. Screenshot from TeamXbox.com: http://screenshots.teamxbox.com/screen/19735/Prince-of-Persia-Sands-of-Time/


Figure 2: Grand Theft Auto: Vice City, Rockstar Games, 2002. Screenshot from Gamezone.com : http://ps2.gamezone.com/gamesell/screens/s20506_1.htm


Figure 3: Saurabh Shukla in 'Satya', produced and directed by Ram Gopal Verma, 1998. Screenshot from rediff.com: http://www.rediff.com/entertai/1998/sep/18saur1.htm


Figure 4: 'Brutal Fantasy: Old Wizard', Science Fiction and Fantasy Art, www.elfwood.com. Screenshot from:

http://images.elfwood.com/art/v/i/videoxdrone2/brutal_fantasy_old_wizard_color.jpg


Figure 5: Arjuna and Krishna, A scene from Mahabharata. Screenshot from Mahabharata, A Synopsis by Larry A. Brown:

http://larryavisbrown.homestead.com/files/xeno.mahabsynop.htm


Figure 6: Shadow of Colossus, Sony Computer Entertainment, 2005. Screenshot taken from Gamespot.com

http://www.gamespot.com/ps2/adventure/wandaandthecolossus/images.html?page=3


Figure 7: 'The Frighteners', film by Peter Jackson, 1996. Screenshot from ign.com: http://dvd.ign.com/dor/objects/779006/the-frighteners-unrated-directors-cut/images/the-frighteners-unrated-directors-cut-20051214002440142.html


Figure 8: 'The Frighteners,' a film by Peter Jackson, 1996. Screenshot from: http://www.gipsyland.com/famous.html


Figure 9: BritFilmsTv.com, http://www.britfilms.tv/index.php?id=2832


Figure 10: 'Prince of Persia : Prodigy', Ubisoft, 2008. Screenshot from: http://www.actiontrip.com/rei/scr.phtml?cat=f&platform=pc&pic=princeofpersiaprodigy40


Figure 11: 'Prince of Persia : Prodigy', Ubisoft, 2008. Screenshot from: http://www.actiontrip.com/rei/scr.phtml?cat=f&platform=pc&link=princeofpersiaprodigy&pic=princeofpersiaprodigy38


Figure 12: 'Paradise', an short animation film by Ishu Patel, National Film Board of Canada, 1984. Screenshot taken from: http://www.blinkx.com/video/ishu-patel-paradise-paradis/IUzCzg9GVaT-xAzXsJwAIw


Figure 13: 'Call of Cthulu: Dark Corners of the Earth', Bethesda Softworks, 2005. Screenshot from:

http://www.gamershell.com/pc/call_of_cthulhu_dark_corners_of_the_earth/screenshots.html?id=14624

Figure 14: 'Clive Barker's Undying' Electronic Arts, 2001, http://www.clivebarker.com/images/undying/screens/Manor_Howler16.jpg



Figure 15: Tentonhammer.com, Dungeons & Dragons Online. Screenshot from: http://ddo.tentonhammer.com/files/gallery/albums/album108/Fire_Cave.jpg


Figure 16: http://nickambrose.com/diving/photos/linked-to/gran-cenote-straight-line-may-2007/gran-cenote-straight-line-may-2007-14.jpg

Figure 17:'Uncharted: Drake's Fortune', by Naughty Dog( Publisher: SCE), 2007. Screenshot from:http://ps3.ign.com/dor/objects/812550/naughty-dog-ps3-project/images/uncharted-drakes-fortune-20071107053240937.html


Image of the Gun in Current Weapon HUD: http://www.thesun.co.uk/sol/homepage/news/article1316975.ece


Image on Title Page:

http://www.nytimes.com/2007/06/26/science/26soul.html