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Game Design Document for:

Dying of heat in the desert is bad. Being eaten by sand monsters is worse.

All work Copyright ©2010-2011 Vancouver Film School

Written by Clinton Ma

Version # 1.30

Last Update: Wednesday, February 09, 2011


Copyright (C) 2010-2011 Vancouver Film School – All rights reserved

Table of Contents
DESIGN HISTORY __________________________________________________________________ 4 
GAME OVERVIEW _________________________________________________________________ 6 
HIGH CONCEPT ____________________________________________________________________ 6 
PHILOSOPHY _______________________________________________________________________ 6 
COMMON QUESTIONS _______________________________________________________________ 8 
FEATURE SET _____________________________________________________________________ 10 
FEATURE HIGHLIGHTS ______________________________________________________________ 10 
FEATURE DETAILS _________________________________________________________________ 12 
GAMEPLAY DETAILS ______________________________________________________________ 44 
MOVEMENT & NAVIGATION __________________________________________________________ 44 
COMBAT SYSTEM __________________________________________________________________ 46 
USABLE ITEMS ____________________________________________________________________ 48 
GAME MODES ____________________________________________________________________ 49 
SINGLE PLAYER GAME ______________________________________________________________ 49 
GAMEPLAY WALKTHROUGH ______________________________________________________ 52 
WALKTHROUGH & CINEMATIC DESCRIPTIONS __________________________________________ 52 
CAMERA _________________________________________________________________________ 61 
HEADS UP DISPLAY (HUD) _________________________________________________________ 62 
DEFAULT CAMERA VIEW ____________________________________________________________ 62 
AIMING THROUGH GUN SIGHTS VIEW ________________________________________________ 63 
MELEE ATTACKS VIEW _____________________________________________________________ 63 
LOOKING AT ONE'S SELF ___________________________________________________________ 64 
PLAYER DEATH VIEW _______________________________________________________________ 64 
CINEMATIC VIEW __________________________________________________________________ 65 
GAME CHARACTERS ______________________________________________________________ 66 
ENEMIES & OBSTACLES ___________________________________________________________ 69 
THE GAME WORLD _______________________________________________________________ 76 
THE WORLD LAYOUT _______________________________________________________________ 78 
THE PHYSICAL WORLD _____________________________________________________________ 79 
USER INTERFACE - CONTROLS ____________________________________________________ 82 
MUSICAL SCORES & SOUND EFFECTS______________________________________________ 83 
EXTRA MISCELLANEOUS STUFF ___________________________________________________ 84 
APPENDICES ______________________________________________________________________ 85 
OVERVIEW _______________________________________________________________________ 85 
FAQ APPENDIX ___________________________________________________________________ 85 
GAME INTERFACE – MENUS APPENDIX ________________________________________________ 86 
GAME INTERFACE – WIREFRAMES APPENDIX ___________________________________________ 87 
HUD/ON SCREEN DISPLAYS APPENDIX _______________________________________________ 92 
OBJECTS APPENDIX ________________________________________________________________ 94 
STORY APPENDIX __________________________________________________________________ 94 
COMPETITIVE ANALYSIS APPENDIX ___________________________________________________ 96 

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“RESOURCE/RESEARCH” APPENDIX ___________________________________________________ 98 

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Design History

Version 1.00
Initial pass at design. Establish High Concept, Feature Highlights and Game Overview.

Concept Document feature #7 (VII. Keep your Tribe Alive and Motivated) has cut from the design
document.

Version 1.10
Received peer and instructor feedback on Version 1.00.

Updates:

1. Added Game World - Overview & map


2. Added details to Game Camera section
3. Added controller diagram to Game Movement

To-Do:

1. Add flow diagrams to Feature Details & reduce text clutter


2. Reformat Wireframes to better fit layouts and callouts on a single page
3. Adjust stats table for Direct Damage Weapons - split into 2 tables to fit
4. Condense the Feature Highlights descriptions
5. Reorganize Gameplay Details section - remove redundancies
6. Complete Enemies & Obstacles section
7. Complete Game World section
8. Complete 1st draft of Game Walkthrough section

Version 1.20
Received second round of peer feedback.

Updates:

1. Added flow diagrams to Feature Details


2. Condensed Feature Highlights
3. Completed Enemies & Obstacles descriptions
4. Completed Game World section
5. Completed Game Walkthrough

To-Do:

1. Finish World Details


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2. Add legend to world layout image


3. Fill out Appendices
4. Add NPC images & Enemy
5. Add all interface wireframes
6. Add Beat Chart
7. Complete Weapon Details
8. Add weapon crosshairs & bullet spread data
9. Add Enemy attacks probabilities & details

Version 1.30
Final formatting and polish before submission to the Design Head.

Updates:

1. Minor revisions throughout entire document.


2. Added “User Interface Appendix”.
3. Added “Game Object Properties Appendix”.
4. Fill out FAQ Appendix

To-Do:
1. Proofread and spell check
2. Remove all feedback comments
3. Finalize formatting: spacing and line breaks

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Copyright (C) 2010-2011 Vancouver Film School – All rights reserved

Game Overview

High Concept
Live by the Heat. Die by the Flesh.

"Me against my brother, my brothers and I against my cousins, then my cousins and I against strangers" --
widely quoted Bedouin saying

In this first-person shooter, the player is Amid Jezhar, the leader of a tribe of futuristic desert nomads
embarking on a personal journey when they are attacked by a rival bedouin tribe. Once locked in mortal
combat, the two parties soon realize there is a greater danger lurking beneath the sands. An ancient race of
vampire-like monstrosities has awoken and they hunger for human flesh. Now Amid's tribe and their sworn
enemies must work together if they are to survive their treacherous trek across the desert. Their destination: a
sacred pilgrimage spot where Amid is to return a sacred family heirloom. Players use a blend of traditional and
hi-tech ranged and melee weaponry to combat the sand vampires, including glaives, grenade launchers,
crossbows, sand torpedoes and spear rifles. Players can also harvest vampire corpses (by cutting out their
black hearts) and fashion special ammo types to improve their chances of survival.

Philosophy

Building Excitement, Terror and Tension in a FPS


With Desert Blood I am bringing over some of the conventions of Survival Horror games to the First-Person
Shooter. In traditional FPS games, the player is typically well-armed and empowered and I'm trying to limit that
sense of power in the context of horror. I want to make the player feel vulnerable, tense and terrified yet still
provide those moments of high action and catharsis that you would find in the best first-person shooters.

Vampires Like They've Never Been Seen Before


The overall design and game mechanics flowed naturally out of my desire to portray vampires in a new light
and to use a setting less familiar to video game players. The idea of returning vampires to their more savage
and vile states, revising them as feral monsters instead of romantic creatures of the night, seemed like a good
place to start. The desert setting also provided a license to explore a different type of protagonist than we're
used to: your typically square-jawed soldier or vampire hunter has been replaced by a nomad tribe leader of
Arabic descent.

It's Not (Always) About the Head Shot


With the mandate to instill vulnerability and tension within the player comes the goal of giving them all the tools
they need to defeat their vampire foes without making it too easy. Methods used to dispatch normal, human
enemies do not apply here and that philosophy is best shown with Desert Blood's two key combat features:

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Weapon Pairings and Catch, Then Kill. (Refer to I. Weapon Variety & Tandem Weapon Effects and II. Catch,
Then Kill)

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Common Questions
What is Desert Blood?
Desert Blood is a first-person shooter & survival horror game set in a post-apocalyptic Arabian Desert roughly
55 years in the future. Using melee, ranged and specialized weapons, the player must learn and perfect
"catch, then kill" techniques against the monstrous, sand-dwelling vampires.

What do I Control/ Who Am I?


You are Amid Jezhar, leader of a nomadic tribe based in the Arabian Desert. You lead your tribe and a rag-tag
group of rival tribesmen and mercenaries through the desert on your quest to reach your father's burial tomb.
During combat you can issue simple orders to two of your traveling companions who will be controlled by AI.

The Premise & Story?


The player takes on the role of a nomadic tribe leader who is on a journey to bring his family heirloom to his
father's burial place when his party is attacked by re-awoken sand vampires. The player joins forces with a
rival tribe and a fracture band of mercenaries to fend off the vampires while continuing on the journey towards
the burial site.

How many characters do I control?


As the player, you have direct control over ONE character, Amid Jezhar. In most levels you will also be able to
issue tactical orders to 2 of your teammates. Who these teammates are will change with the development of
the plot and the current stage or level.

Where does the game take place?


Desert Blood takes place in the Arabian Desert in the year 2065. Much of the world is in environmental decline
but the bedouin tribes of the Middle East have been largely unaffected. The nomads still largely adhere to a
traditional lifestyle but have incorporated advanced technology when needed.

What are the Goals/Objectives of the game?


Short Term Goals -
 Battle blood-hungry vampires using a variety of weapons at your disposal. Weapons may incapacitate
targets or do direct damage.
 Avoid taking damage from the sand vampires.
 Destroy the vampires and emerge victorious in every combat encounter you have against the
creatures.
 Manage your ammo effectively.
 Keep your teammates alive.
 Harvest fallen vampires by cutting out their hearts to use as materials for creating special ammo types.

Medium Term Goals –


 Navigate the desert in a linear series of campaign scenarios. There are 5 scenarios.
 Each scenario consists of 3 - 5 smaller levels designed around a certain theme, whether it be surviving
an ambush attack by vampires, navigating a forgotten tomb or finding shelter from a giant sand storm.

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 Each level has its own unique set of objectives that need to be completed before the player can
progress to the next level and advance the story.

Long Term Goals -


 Traverse the desert to reunite your family’s sacred heirloom with your father’s burial site located deep
within an ancient tomb.
 Learn the fate of your long-lost father.
 Destroy the sand vampires once and for all.
 Destroy Vol'suth, the most powerful vampire

The Main Focus


Your main focus is to reach your father’s sacred burial place while surviving the rigors of the Arabian Desert
and the sand vampires. You will kill many vampires, gain more weapons and items to kill them more
effectively the farther you progress in the game. Weapons can be picked up from defeated human enemies or
found in specific locations in each level.

What’s Different About Desert Blood


Desert Blood is about capturing the tension and suspense of traditional survival horror games while
maintaining the tight controls and action-oriented focus of a first-person shooter. This is empowered, action-
horror much like in the vein of classic movies such as Aliens, Predator, From Dusk Till Dawn and Tremors.
You will rarely feel helpless with an arsenal at your disposal and a small group of comrade-in-arms to
command, however the danger posed by your enemies must be elevated that much more to compensate.

The game also presents a fresh, unique spin on a universally known monster such as the vampire. A different
kind of monster means new, innovative weapons and techniques for killing them with!

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Feature Set

Feature Highlights
I. Weapon Variety & Tandem Weapon Effects
You have access to a host of melee and ranged weapons in the course of playing Desert Blood. Fighting sand
vampires is a bit different from fighting humans, since you cannot simply shoot a vampire to death. Certain
weapon pairings are more effective in eliminating a vampire target and with the limitation of only being able to
carry two weapons at a time, you’ll want to make wise tactical choices when arming yourself for each scenario

II. Catch, Then Kill


As suggested above, blasting away at a vampire is a sure way to waste ammunition and easy way to get
yourself eaten. You need to use your brains, as well as the right tools for the job. While there are different
enemy types that require different strategies, a common formula for survival involves first stunning or
incapacitating a vampire before going in for the kill.

III. Special Ammo Types


Improve your odds against the sand vampires by switching out conventional bullets for some of these:

 Vampire blood-coated ammo


 Bullets & spears coated in vampire heart fluid
 Silver and gold plated bullets and stakes
 Quality wood for fashioning spears and stakes

IV. Survive as a Team or Die as a Team


You’ll traverse the deserts with your tribe, your former enemies and later, a band of mercenaries, all of them
controlled by very competent artificial intelligence. You’ll always have 2 teammates to give direct tactical
orders to:

 Attack - teammate uses Direct Damage attacks on the designated target


 Incapacitate - teammate tries to stun or incapacitate the designated target
 Help Me Out - teammate will attempt to heal you when you are bleeding out
 Defend - teammate adopts a defensive posture (will always stay close to the player)

V. Enhanced Melee Maneuvers


You can’t match the physical strength or speed of a sand vampire, but you can even the odds by weakening
them with your traps and direct damage weapons. When sufficiently weakened, you can pin down your target
with your boot, long enough to deliver the killing blow. Conversely, when a vampire has pounced on you, save
your life by sacrificing your weapon: jam your gun into their gaping, hungry mouths before kicking them off!

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VI. A Brutal Landscape Beyond the Sand


In the desert, you’ll need to contend with merciless Mother Nature as well as the vicious sand vampires. Sand
storms will slow down your pace and reduce visibility, with the largest storm requiring you to find alternate
paths through ancient tombs and crypts below the surface.

Back above ground, you’ll also visit mercenary encampments, military compounds, bedouin villages, ancient
temples, supply outposts and a breathtaking oasis... so it’s not just an endless expanse of sand dunes and
valleys!

VII. Nail-Biting Vehicle Action Sequences


You gain access to 3 different vehicles during your quest but not even these modern conveyance tools offer
you respite from the vampire horde. Drive a battle-ready dune buggy on a tense solo mission before manning
the turret of a modified passenger truck in a hectic escape sequence. Finally, ride into battle against the
monsters with your Sand Panther, a mechanized four-legged beast capable of running at blazing speeds.

VIII. Uncompromising Gore & Terror


A full skeletal modeling and physics system helps to portray the vampire menace with alarming brutality.
These are the savage, feral breed of vampires in the vein of From Dusk Till Dawn and the subterranean
creatures of The Descent. Expect blood, dismemberment and shocking death animations, both scripted within
cut scenes and during real-time game play sequences. Desert Blood is a shooter intended for mature
audiences and is definitely not for the squeamish.

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Feature Details

I. Weapon Variety & Tandem Weapon Effects


All weapons are divided broadly into ranged and melee weapons but each is sub-divided more meaningfully
into the categories of Direct Damage, Area of Effect and Stun.

Direct Damage - Overview


Direct Damage (DD) weapons do just that: deplete a target'`s Hit Point total when it makes contact. To
improve combat balance, DD weapons will also have a small chance to Stun their targets.

DD weapons are governed by the following attributes:

 Range - melee, short, medium & long


 Accuracy – chance to hit target at set distances
 Scoping/Sights – is there a scope or iron sights view?
 Reload Time – the time it takes to load a new clip of ammo
 Rate of Fire – the number of rounds fired per second
 Ammo Capacity – the number of rounds per clip & the number of clips that can be carried
 Spike Damage - initial damage inflicted based on a direct hit
 Aggravated Damage – damage sustained by the target over time
 Guiding/Lock-On Mechanisms – manual aim or lock-on aim or electronic guidance systems
 Kill Potential - true/false: either a weapon is capable of killing an enemy or merely to damage and
slow down an enemy
 Special Ammo – does the weapon support special ammo types?
 Chance to Stun - probability per projectile or melee strike to Stun the target

Direct Damage Weapon Stats

Melee

Name Accuracy Scoping Reload Fire Rate Ammo Spike Aggravated Guidance Kill Special
Time Capac. Damage Damage Potential Ammo
Kukri 2
High N/A N/A N/A 8 per hit None Manual Yes Yes
Knives attacks/sec.
1
Scimitar High N/A N/A N/A 22 None Manual Yes Yes
attack/sec.
1.5
Stakes High N/A N/A N/A 9 per hit None Manual Yes No
attacks/sec.
1 attack/1.5
Spear High N/A N/A N/A 26 None Manual Yes Yes
sec.

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Ranged

Name Range Accuracy Scoping Reload Fire Rate Ammo Spike Aggravated Guidance Kill Special
Time Capac. Damage Damage Potential Ammo
Avg. 1
Glaive 100m 80% N/A N/A attacks/ 3 1 18 None Manual No Yes
sec.
12
2
Pistol 250m 90% None 1.2 sec. rounds 22 None Manual No Yes
rounds/sec.
per clip
25
Machine 14
300m 65% None 1.7 sec. rounds 20 None Manual No Yes
Pistols rounds/sec.
per clip
35
Assault 12
500m 75% Red Dot 2 sec. rounds 26 None Manual Yes Yes
Rifle rounds/sec.
per clip
1 bolt/1.5
Crossbow 600m 85% 2x 2.4 sec. 12 bolts 40 None Manual Yes Yes
sec.
Ghost 1 8 rounds
Shotgun 30m 60% 2.7 sec. 45 None Manual Yes Yes
ring round/sec. per clip
Stake 1 stake/2
300m 80% 2x 2.6 sec. 4 stakes 60 None Manual Yes Yes
Rifle sec.
Sniper Telescopic 1 round/3.2 5 rounds
800m 95% 3 sec. 75 None Manual Yes Yes
Rifle 4x sec. per clip

* All Direct Damage weapon stats should be stored as exposed variables

Chance to Stun
To balance the difficulty and ease the learning curve of using weapon combos, each DD weapon has a small
chance to stun on their own without the use of Stun Weapons. The probability is calculated for each attack
(i.e., each swipe of dual-wielded kukri knives) or each projectile that strikes the target (bullet, bolt, stake,
shotgun pellet, etc.).

Name % Chance to Stun Stun Strength Stun Duration (sec.)


Kukri Knives 14 Low 1.2
Scimitar 10 Medium 2
Stakes 9 Medium 2.2
Spear 9 Medium 2
Glaive 16 Medium 3
Pistol 12 Low 1.2
Machine Pistols 10 Low 1
Assault Rifle 8 Medium 2
Crossbow 6 High 3
Shotgun 5.5 High 3.3
Stake Rifle 5 High 3.5
Sniper Rifle 4.5 High 4

* All Chance to Stun stats should be stored as exposed variables

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Direct Damage Weapons Crosshairs & Bullet Spread (Ranged)


These samples show the bullet spread on DD weapons based on their maximum range. Automatic weapon
spread is based on a 3-second burst of fire. Semi-automatic weapon spread is based on a successive 5 pulls
of the trigger. Shotgun is based on a single shot of buck.

Stun
Stun weapons inflict slight damage on contact but the main purpose is to temporarily incapacitate or ensnare
the target. A DD weapon will inflict much more damage to a target after it has been successfully stunned. In
many cases, a stunned target will be vulnerable to a critical blow -- such as a stake shot directly into the heart
– that kills it instantly.

Stun weapons are governed by the following attributes:

 Range - melee, short, medium & long


 Accuracy – chance to hit target at set distances
 Scoping/Sights – is there a scope or iron sights view?
 Guiding/Lock-On Mechanisms – manual aim or lock-on aim or electronic guidance systems
 Reload Time – the time it takes to load a new clip of ammo
 Rate of Fire – the number of rounds fired per second
 Ammo Capacity – the number of rounds per clip & the number of clips that can be carried

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 Stun Strength – determines the class or grade of enemy the weapon is effective against
 Stun Duration – how long the target is stunned for (in seconds)
 Spike Damage – initial damage inflicted based on a direct hit (much lower than DD weapons)
 Special Ammo – does the weapon support special ammo types?

Stun Weapon Stats

Name Range Accuracy Scoping Reload Fire Rate Ammo Stun Stun Spike Guidance Special
Time Strength Duration Damage Ammo
Net 400m 85% None 2 sec. 1 net/1.5 12 nets Medium 4 sec. 2 None Yes
Launcher sec. total
inventory
Taser 150m 75% Red Dot 1.7 sec. 1 bolt/sec. 8 bolts Low - 3.2 sec. 4 Low No
Rifle per clip Medium
Caltrop 60m 60% 2x 2 sec. 1 30 total Low 2 sec. 2 None Yes
Gun caltrop/sec. inventory
Bear 2m Variable None N/A N/A 5 traps High 5.5 sec. 6 None No
Trap total
inventory

* All Stun Weapon stats should be stored as exposed variables

Stun weapons cannot kill any vampire enemies, even when a target's Hit Points has been reduced to
zero or below.

Stun Weapons Crosshairs

There is no visible crosshair for the Net Launcher & Bear Trap weapons.

Area of Effect
This is a catch-all categorization that includes any weapon that effects an area of the game beyond a single
target. These are the power and "big boom" weapons of Desert Blood. This would include grenades, mines
and other explosive ordnance. Area of Effect (AoE) weapons can possess characteristics of both DD and Stun
weapons.

AoE weapons are governed by the following attributes:

 Range - Short, medium & long.


 Accuracy – Chance to hit target at set distances.
 Blast Radius - Upon contact, the radius area of the weapon's damage effect.
 Reload Time – The time it takes to load a new clip of ammo.
 Rate of Fire – The number of rounds fired per second.
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 Reload Time (if applicable) – tThe time it takes to load a new clip of ammo.
 Ammo Capacity – The number of rounds per clip & the number of clips that can be carried.
 Guiding/Lock-On Mechanisms – Manual aim or lock-on aim or electronic guidance systems.
 Spike Damage - Initial damage inflicted based on a direct hit.
 Aggravated Damage - Damage over time.
 Kill Potential - true/false: Either a weapon is capable of killing an enemy or it serves as a suppression
fire tool.
 Stun Strength – The higher the strength, the stronger the enemy that is stunned.
 Stun Duration – How long the target is stunned for (in seconds).
 Special Ammo - Compatible.

Area of Effect Weapon Stats

Name Range Accuracy Blast Reload Fire Rate Ammo Spike Aggravated
Radius Time Damage Damage
Grenade 400m 70% 8m 4 sec. 3 rounds/sec. 6 rounds per mag 55 None
Launcher
Mine Layer 5m Variable 10m 4.5 sec. 1 mine/2 sec. 8 mines total inventory 85 None
Sand Spike 80m 80% 20m 5 sec. 5 shots/6 sec. 10 spikes total inventory 150 5/sec. for 4
seconds
Flamer 12m 65% 3m 4.2 sec. 2 gas 20 gas units per tank 45 8/sec. for 6
units/sec. seconds
Guided Missile 800m 90% 20m 5.5 sec. 1 missile/7 2 missiles total inventory 200 None
sec.
Grenade 10 - Variable 12m N/A 1 toss/3 sec. 5 grenades (all types) 40 None
20m total inventory
Stun Grenade 10 - Variable 15m N/A 1 toss/3sec. 5 grenades (all types) High Stun None
20m total inventory

AoE Weapon Stats continued...


Name Guidance Kill Potential Special Ammo Stun Strength Stun Duration
Grenade Launcher None Yes No Low - Medium 2 sec.
Mine Layer None Yes No Medium 3 sec.
Sand Spike Auto-targeting Yes No High 4.5 sec.
Flamer None No Yes Medium 3 sec.
Guided Missile Hybrid auto-targeting Yes No High 5 sec.
Grenade None No No Low 2 sec.
Stun Grenade None No No Medium 3 sec.
* Grenade range based on a 45-degree angle throw
* All Stun Weapon stats should be stored as exposed variables

These basic weapon interactions between damage, area of effect and stun allow the player to discover
effective combinations of their own. A fast-moving vampire can be slowed down in a variety of ways, whether
it be tangled by a net or crippled in the legs by a well-placed double-shotgun blast.

This opens up the vampire to be more effectively damaged by a slower but more precise weapon such as the
crossbow repeater. A stronger breed of vampire can be "softened up" by a flame thrower and subsequent
attacks by more standard weapons will receive a damage bonus.

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Area of Effect Weapons Crosshairs


There is no bullet spread for AoE weapons due to the nature of the projectiles and damage delivered.

Usable Items
Usable items appear in the environment and typically explode when they are fired upon.

Name Blast Radius Spike Damage Aggravated Damage Kill Potential


Gas Can 20m 75 12 HP/sec.(3 seconds) Yes
Fuel Tank 40m 100 14 HP/sec (5 seconds) Yes

Gas cans and fuel tanks are not affected by melee weapons.

Damage - Spike damage numbers based on a target proximity beginning at 2 meters. Any target caught within
2 meters of a Gas Can or Fuel Tank explosion suffers Damage x 2. This will kill most targets outright,
including the player.

Friendly Fire - Allies can be harmed by exploding Gas Cans and Fuel Tanks.

Please refer to III. Special Ammo Types for a table outlining the specific details on how special ammo
can alter the effects of Direct Damage, Stun and Area of Effect weapons.

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II. Catch, Then Kill


Example #1:
A vampire lunges at you. You first fire your net launcher to ensnare the beast, buying yourself time to equip
your spear gun and fire a pinpoint shot to the vampire’s heart for an instant kill.

Example #2:
You and your tribe are surrounded by a mob of vampires who are burrowing around you beneath the sand.
You plant your Sand Spike into the ground, which launches a series of torpedoes underground. These kill
some of the vampires and flushes out the others. You throw a stun grenade on the exposed fiends, allowing
you the time to close in with your silver sword for a quick decapitation.

The "Catch, Then Kill" combat system flows directly from the tandem weapon effects. This system dictates
that a vampire enemy can be destroyed outright with DD weapons but it is far from the most efficient method
as it takes additional time and ammunition. While DD weapons inflict damage and deplete hit points, these hit
points regenerate over time, so a vampire that has been peppered with rifle fire only will very rapidly heal itself
to full health.

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Catch, Then Kill Flowchart

A DD weapon will inflict much more damage to a target after it has been successfully stunned. Sustained
attack on a target after it has been stunned and its Hit Points reduced to zero will kill it once an additional 50
points of damage has been inflicted. In many cases, a stunned target will be vulnerable to a critical blow --
such as a stake shot directly into the heart – that kills it instantly. See V. Enhanced Melee Maneuvers for more
on this.

Non-vampire enemies can be dispatched normally by inflicting enough direct damage to deplete their hit points
to 0 or less.

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The following table summarizes the general strategies required to defeat the different types of enemies in
Desert Blood:

Enemy Type Method Stun First with... Kill with...


Thrall (Enemies & Any DD or AoE
Direct Damage N/A
Obstacles) weapon
Djinn (Enemies & Any Stun or AoE Any DD weapon and
Stun, then DD
Obstacles) weapon most AoE weapons
Fastback (Enemies Any Stun or AoE Any DD weapon and
Stun, then DD
& Obstacles) weapon most AoE weapons
AoE weapons or Stun
Troll (Enemies &
Large Stun, then DD weapons equipped Specific DD weapons
Obstacles) with special ammo

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III. Special Ammo Types


Several weapons - particularly Direct Damage weapons - can be loaded with various ammunition types. These
different ammo types can be found at various points in the single-player campaign or they can be crafted by
the player provided they have found the necessary materials. These ammo crafting materials are either found
as a pick-up or harvested from fallen enemies.

Harvesting

A menu overlay will appear after the player presses B button to harvest:

When equipped, special ammo confers one or more of the following bonuses:

 Increased (Spike) damage power.


 Stun or crippling effects.
 Confer Kill Potential to a weapon otherwise incapable of such an effect.
 Add Aggravated damage.

Crafting Special Ammo

The player can equip special ammo to their currently selected weapon by pressing any one of the directions on
the controller's Directional Pad. Before special ammo can be applied and used it must first be crafted by the

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player. Ammo types can be crafted and custom mapped to specific directional pad buttons by pressing the
Back button.

The game pauses when the Ammo Crafting Menu is activated. In the above example, the player has selected
Fuel. They highlight the crafting material of their choice with the Left Thumb Stick then press the A button to
confirm their choice. Each press of the A button adds one additional unit of crafting material to be converted
into special ammo. All compatible weapons will appear in the slots of the second column. Again the player
highlights their choice using the thumb stick and presses the A button to confirm. A final confirmation will
appear, at which point the player presses the A button again to confirm the ammo crafting. A final confirmation
will be displayed, informing the player how many rounds of ammunition have been upgraded to the improved
ammo type.

The player can also press the B button to move back one step in the crafting process. Press the Back button
to exit the Ammo Crafting Menu and return to the game.

Below are the crafting materials available in the game, the associated weapons they are made for, levels in
the game they are encountered, amount found and the unit-to-ammunition ratio yield from crafting:

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Crafting Materials Stats

Material Harvested or Act & Level Quantity Applicable Unit-to-Ammo


Found Found Weapons Ratio
Most levels 1 unit per 1:1
Vampire Heart Stakes, Spears,
Harvested featuring vampire harvest
Fluid Knives, Scimitars
enemies
2-1, 2-3, 3-3, 5-1, 12 units per 1:4
Gold Found Pistols, Sniper
5-2 encounter
1-3, 2-1, 2-3, 3-3, 16 units per 1:6
Silver Found Pistols, Sniper
3-4, 5-2 encounter
Most levels 4 units per 1:8
Stakes, Spears,
Vampire Blood Harvested featuring vampire harvest
Knives, Scimitars
enemies
2-2, 2-3, 3-5, 4-1, 2 units per 2:1
Metal Wire Found Net Launcher
5-1 encounter
3-1, 3-3, 4-4, 5-1 5 units per 1:1
Explosives Found Crossbow
encounter
2-3, 3-3, 3-5, 4-4 10 units per 1:1
Fuel Found Crossbow, Flamer
encounter
Quality Stake 1-3, 2-1, 2-3, 3-3, 12 units per 1:2
Found Stake Rifle
Wood 4-1 encounter

Special Ammo - Equip Flowchart

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The following table outlines the bonus effects conferred by the different types of special ammo.

Special Ammo Bonus Effects

Material Spike Damage Aggravated Damage Stun Special Bonuses


Vampire Heart Fluid Adds Kill Potential to
+ 25-30 None + 2 seconds
Stakes & Spears weapon
Pierces up to 3
Golden Bullets + 50 None + 2.5 seconds targets & Adds Kill
Potential to weapon
Adds Kill Potential to
Silver Bullets + 40 None + 1 second
weapon
Adds Kill Potential to
Vampire Blood + 15 + 2/sec. for 5 seconds + 1.5 seconds
weapon
Ensnared target can
Wire None + 4/sec. for 5 seconds + 5 seconds be tasered for 30
damage
Easier to register hit
Explosive Bolts + 50 None + 4 seconds to enemy`s head or
heart
Adds Aggravated
Fuel soaked Bolts + 20 + 6/sec. for 6 seconds + 3 seconds
Damage & Stun
Combine with heart
Quality Stake Wood + 70 None + 2 seconds fluid or blood for
extreme damage

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IV. Survive as a Team or Die as a Team


Types of NPCs

You encounter 3 types of friendly NPCs in this game:

 Fodder: Fodder NPCs have no bearing on the player's performance during the game. Similar to
extras filmed for a movie, fodder characters are purely there for window dressing and their fate is
determined entirely by the level scripting and story scripting. The actual number of Fodder NPCs is
indeterminate and will ebb and flow depending on the needs of the current level.

 Key Characters: These NPCs are not part of your traveling team of nomads or mercenaries but rather
special characters whom you will encounter as part of the main story and campaign. The wise hermit,
Khalid, is one example of a key character. You have no direct control over these NPCs.

 Teammates: These are your AI-controlled companions that will also take orders issued to them from
your Teammate Command Menu (activated by holding down the Left Trigger). In any given level or
mission you will either have 2 companions, 1 companion or no companions to give orders to.

Teammates can be killed, leading to a fail state requiring the player to restart from the most recent
checkpoint. Teammates will call out to the player for help if they are downed by an enemy, at which
point the player is expected to come to the Teammate's aid within a 5 - 10 second window. This should
be an exposed variable. If the player takes too long to rescue the Teammate, they will die.

Reviving Teammates is done simply by getting within range (1 meter or less) and pressing the "X"
button. An on-screen prompt will also appear when the player is within range of a Teammate that
requires reviving. This process takes 5 seconds -- make the animation speed for this an exposed
variable. The player cannot be interrupted during a Teammate revival and is invulnerable to damage.

The teammates characters in Desert Blood are:

- Bahij Muhammed: Amid’s brother-in-law.


- Brock Volkmann: Mistrustful leader of the mercenaries.
- Rhasha al-Moudin: Leader of a rival nomadic tribe.
- Lana Crosby: Love interest & second-in-command of the mercenary band.
- Jenkins: Eccentric wanderer and master mechanic.

By default, all Teammates operate in Auto Mode. This dictates a general behaviour pattern for the AI which
puts it in a moderately aggressive posture:

 Attack the closest enemy within range.


 Attempt to kill the nearest stunned or downed enemy.
 Retreat when down to 25% health.
 Use Direct Damage weapons exclusively.
 Pursue a fleeing enemy target.
 Give the player an appropriate weapon if they are lacking one (Example: give the player a Stun
weapon if they have just lost a Stun weapon)

Teammate Command Orders & Menu


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There are 5 types of commands that you can issue to your Teammates:

 Attack - Teammate uses Direct Damage attacks on the designated target.


 Stun - Teammate tries to stun or incapacitate the designated target.
 Help Me Out - Teammate will attempt to heal you when you are bleeding out.
 Defend - Teammate adopts a defensive posture (will always stay close to the player).
 Form on Me - All teammates converge on the player's current position. This is the only command that
affects both Teammates at once.

The Teammate Command menu overlay is activated by holding down the Left-Trigger on the controller. While
the Teammate Command menu is active, the game speed will slow to 50% of normal speed. This affects the
in-game progress of time, so everything from entity movement, projectile speeds and explosions will be slowed
down to half speed. This is done to minimize stress on the player as they issue their orders to teammates.

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A visual representation of the Teammate Command Menu as it is seen in-game:

Each of these commands dictates a specific set of instructions to your Teammates:

Attack
When an attack order is given to a Teammate, he will attack the target nearest to your aiming reticule when the
command was issued. He will respond with a verbal confirmation before stopping his current action, moving in
range of the target and opening fire with a Direct Damage weapon. He will attack until the target is dead,
downed or until he himself has suffered enough damage (25% of total health) that he needs to retreat.
Teammate will refuse an Attack order (verbally & functionally) if his/her health is 25% or below total health.

Stun
As with Attack, except that your Teammate will switch to a Stun weapon (if not already selected) and attempt
to incapacitate the target. Once the target has been successfully stunned, the Teammate will give a verbal
confirmation before returning to Auto Mode. This will be the player's cue to locate the stunned enemy so that
they can finish it off.

There is a 15% chance that your Teammate will take the initiative to attempt a kill after they have successfully
stunned an enemy.

Help Me Out
This command only registers if you have taken enough damage to be Downed. The Teammate will stop what
they are doing and take the shortest path to your current location. Upon their arrival, the Teammate will initiate
the Revival Process.

The Revival Process takes 5 seconds to complete and cannot be interrupted.

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After revival, the player will be given a replacement weapon if they had previously dropped or sacrificed a
weapon. This is a default weapon depending on the category of weapon that is missing:
 Direct Damage: Assault Rifle replacement
 Stun Weapon: Net Launcher replacement

The player regains 40% of their total Hit Points after being revived.

Defend
A Defend order will cause a Teammate to move within 10 meters of your position and attempt to always stay
within that range. They will continue to attack enemy targets only when they cross over into the range of their
currently equipped weapon. They will not pursue targets beyond the 10 meter defensive perimeter formed
around your location.

Form on Me
This command is always issued to both of your AI Teammates. It is a quick way to call them back to your
position before issuing them further orders.

Teammates will continue firing on enemies within their range en route to your location. They will not focus fire
on any one target.

Once both Teammates have formed on your position, they will adopt Defend behaviour for 5 seconds before
returning to Auto Mode.

Teammate Weapon Loadout

All Teammates come fully equipped with their own weapons and equipment. They never run out of
ammunition except in case of Special Weapons such as grenades.

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V. Enhanced Melee Maneuvers


You can perform a context-sensitive melee attack by pressing the "B" button. The type of attack and its
effectiveness is determined by the situation in which it is used.

Melee Attacks Summary

Type of Melee Offense or Defense Enemy State Enemies Affected Special Notes
This stuns human &
Most effective on
Gun Butt Both Alive & in range Thrall enemies for1.5
human enemies
seconds upon contact
Executing this move
All except Bosses and prolongs the target’s
Kick Roll / Foot Pin Offense Stunned or Downed
Feeders stun state by 1 - 2
seconds
Shows up as a QTE
Deflect Grab Defense Alive & in range All when game played on
Easy difficulty
QTE button call outs
Has grabbed player &
All Vampires & are only shown on
Last-Ditch Defense Defense about to deliver killing
Feeders Easy and Normal
blow
difficulty

Gun Butt
This is the default melee action when you press the B button. It is nearly identical to the kind of “keep away”
melee pushes seen in games like Left 4 Dead. It is best used on human targets and Thralls. It is ineffective on
all other vampire enemies, including the stationary Feeder. Gun butting a human or Thrall will push them back
2 meters and stun them for up to 2 seconds.
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Example:

Exposed Variables: Stun stagger Distance, Stun Duration, Effective Range (meters)

Kick Roll / Foot Pin


If an applicable enemy has been stunned AND they are lying face-down on the ground, the player may execute
a KR/FP. When initiated, the camera and game objects lock into a brief canned animated sequence that
shows the player character pinning the target down with his left foot or delivering a swift kick that rolls the
target over on the ground before pinning them down with his left foot.

This move is of mostly superficial value when used on human targets. The real value of the KR/FP is when it
is used on a stunned vampire that has been taken off its feet. The player wants to either separate the
vampire’s head or destroy its heart and the best way to get a clean shot at both areas is to execute a KR/FP

If an enemy target is not killed during a KR/FP move sequence, they will get back to their feet once the stun
effects have expired.

Example:

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OR

Exposed Variables: Stun Duration, Effective Range (meters), Speed of Animation (frames/sec.)

Deflect Grab
Any humanoid enemy has the ability to lunge at the player and grab them. Each type of enemy has its own
animation that telegraphs when they are going in for a grab. There is a small window of time (0.5 – 1 second)
between the telegraph and grab contact when the player can deflect the grab attempt. On the Easy difficulty
the game will display a QTE-style button prompt that will assist the player on the exact time to press the B
button. This prompt should appear centered and closer to the bottom of the screen.

Multiple button presses are possible during this deflection window but only 1 button press will be registered.

When an enemy successfully grabs a player, they can immediately follow up with a melee attack. Once
grabbed, the player must rapidly press the B button to break free of the enemy’s hold.

Deflecting or breaking a hold will stagger both the enemy and player 1 meter away from each other.

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Example:

Exposed Variables: Deflection Window Length (seconds), Stagger Distance (meters), Button Press Rate (for
breaking free of a grab)

Last-Ditch Defense
Once a vampire has grabbed the player, they may attempt a killing blow, usually rearing up to deliver a bite to
the player’s face or neck. The Feeder will have its own tell-tale animation to telegraph to the player when they
are going to try a killing blow, as will each type of vampire enemy. The last –ditch defense melee is intended
to counter this attack by doing something drastic, like jamming the player’s currently equipped weapon into the
vampire’s open mouth.

As with the grab deflections, there is a small window of time to properly execute a LDD counter-melee. There
should be a visual QTE button call out on both Easy and Normal difficulty because the consequence of failing a
LDD is the player’s death.

To make it more challenging, the QTE window for executing a LDD does NOT support button-mashing. The
player must learn to recognize the enemy animations and/or the QTE prompts and learn to time their single B
button press to pull of the LDD. There will be sufficient training in the tutorial and early levels of the game to
acclimate the player to this style of play.

Since the player sacrifices their equipped weapon by jamming it into the enemy’s mouth, they will be short 1
weapon after they have performed a LDD and broken free from the enemy’s grasp.

Note: A LDD is only possible if the player is armed with a suitable weapon, which is any weapon that requires
two hands to hold. If an unarmed player is grabbed, they are helpless to block any killing blows.

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Example:

Exposed Variables: LDD Window Length (seconds), Animation Speed (frames/sec.), Probability of Enemy
performing a Killing Blow

VI. A Brutal Landscape Beyond the Sand


The desert setting provides the game with specific obstacles outside of combat with enemies:

 Movement in Sand
 Sandstorms

Movement in Sand
Player and enemy walk and run speeds are affected when traversing sand environments. Movement speed is
reduced by 5 – 10%. Default Player and enemy movement speeds are listed in the Enemies & Obstacles
(Section Enemies & Obstacles
) of this document.

Sand Movement - Exposed Variables:


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 Movement Speed Modifier when on sand (meters/sec.)


Sandstorms
The player will face two sandstorms in the course of Desert Blood’s campaign. The first is planned to appear
in Act 4 and the second storm is planned for later in the act.

Act 4 Sandstorm
This encounter is broken up into two parts:

1. The player must traverse a level during a sandstorm. They have reduced movement and visibility.
During this level the player will battle vampires and attempt to find their way in the confusion of the
storm. For specific beat and walkthrough details, please refer to the Act Four gameplay
walkthrough.Gameplay Walkthrough

2. The sandstorm picks up to a dangerous intensity level. This provides a scripted turn of events that
leads the player into a cave for refuge. The cave is actually a gateway into an ancient tomb comprised
of intricate tunnels and chambers. For specific beat and walkthrough details, please refer to the Act
Four gameplay walkthroughGameplay Walkthrough
.

Act 4 Sandstorm - Sand Panther


The player gains access to a Sand Panther in Scenario 5 and uses the robotic mount to get through the last
sandstorm encounter of the game. This will be a chase sequence followed by a combat sequence

For specific beat and walkthrough details, please refer to the Act Four gameplay walkthroughGameplay
Walkthrough
.

Sandstorm Exposed Variables:


 Overall View Distance (meters)
 Field of View
 Blur Distance (meters)
 Movement Speed Modifier when on sand (meters/sec.)

Locations
There are specific play environments beyond the endless expanse of desert:

 Nomad Tribe Village - Starting Position

 Camel Slaughter Area

 Mercenary Compound

 Mercenary Encampment (smaller)

 Ruined Military Base

 Desert Cave System

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 Ancient Burial Tomb

 Tomb - Inner Sanctum - End Game

VII. Uncompromising Gore & Terror


The player’s own death will often be accompanied by a gory animated sequence, as will the death of many
NPCs during the in-engine cut scenes and the pre-rendered cinematics. This is done to enhance the danger
and threat of the vampire creatures as well as to provide a visceral thrill to the player.

Animated Death Sequences

Death of NPCs – In-Game


Death animations will look slightly different depending on what type of NPC is dying and the type of enemy that
did the killing. They will all fall into one of the following broad categories:

 Decapitation: Fast
 Decapitation: Slow
 Arm torn off
 Leg torn off
 Torso skewered: from the front
 Torso skewered: from behind
 Skull bitten
 Throat torn out
 Body ripped in half
 Drops dead
 Bleeds out

NPC death animations during real-time play will be randomized. For the sake of performance, many Fodder
NPCs will be seen simply dropping dead or bleeding out on the ground. The probability of seeing a more
elaborate NPC death animation increases the closer the player is to an NPC when they die:

120%
100%
80%
Simple Death 
60% Animation
40%
20%
0%
25 meters …

15m ‐ 19m

5m ‐ 9m

Probability of Detailed NPC Death

Exposed Variables: Probability of the player witnessing a simple NPC death animation at set distances

Death of NPCs – Pre-rendered Cinematics

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Deaths portrayed during the cinematics in between levels and scenarios will also be gruesome. I will use the
Media Bible and the Walkthrough & Cinematic Descriptions section to work with the art team to determine
the best artistic direction of these scenes.

The Player’s Death in First-Person View


When the player dies from simply reaching 0 Hit Points, their character simply falls to the ground and the first-
person camera will accurately reflect the new viewing angle (e.g., a low angle shot from the ground, looking up
at the sky). A visual reference for this can be found in the Player Death View section.

There are other situations when dying results in a more elaborate animation sequence:

 Being grabbed and melee attacked by a vampire


 Being hit by a Killing Blow
 Being killed while bleeding out
 Being hit by a Boss Special Attack

The types of player death animations are almost as varied as the ones for NPCs:

 Decapitation: Fast
 Decapitation: Slow
 Arm torn off
 Leg torn off
 Torso skewered: from the front
 Torso skewered: from behind
 Skull bitten
 Throat torn out
 Body ripped in half

Unlike NPC deaths, the probability of seeing a particular player death animation depends greatly on the
player’s performance, the difficulty setting and the enemy types encountered.

Exposed Variables: Death animation speed, enemy attack patterns

Vampire Corpse Harvesting


Harvesting vampire corpses for special ammo crafting materials is an important feature of the game. After
almost every battle, the player will have the opportunity to harvest the bodies of the vampires they have slain.

There are 2 types of harvesting animations:

1. Cutting out a vampire’s heart


2. Draining their blood

The state of the vampire’s corpse determines what harvesting options are available to the player. If the
vampire has been decapitated, then the player has a choice of draining the blood or cutting out the heart. (An
overlay menu will appear to present this choice to the player).

If the vampire’s heart has been destroyed, then obviously the only option is to drain their blood.

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Further details about the user interface and the mechanics of harvesting and special ammo crafting can be
found in III. Special Ammo Types.

VIII. Nail-Biting Vehicle Action Sequences


There are 3 controllable vehicles in Desert Blood:

1. Dune Buggy
2. Armoured Truck (gun turret)
3. Sand Panther (robotic mount)

Dune Buggy
The dune buggy is introduced in Scenario 3 when the player is tasked with driving the buggy through a
vampire-infested tract of desert in order to reach and activate a beacon.

The buggy has a few properties that can be edited by way of


exposed variables:

 Acceleration (meters/sec.)
 Top Speed (meters/sec.)
 Turn Radius
 Center of Gravity
 Weight (kg)
 # of collisions possible before it wrecks or Hit Points
 Suspension/Shocks

The standard controller map is altered slightly to accommodate the dune buggy sequence.

Dune Buggy Controller Layout

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Note: there is no need for the player to manually enter or exit the buggy

When the buggy is at a full stop, the Left Trigger will engage reverse acceleration. Pressing Right Trigger
decelerates reverse motion. The feel of driving the dune buggy should be geared towards providing a level of
“arcade realism” with a focus on responsive control over an accurate driving simulation.

Combat and Buggy Damage


There is no combat during this sequence in the way of firing weapons or avoiding direct damage from vampire
attacks. The buggy does not have armaments. Instead the player is expected to avoid collisions with both
enemies and natural obstacles such as rocks, trees and buildings.

Collision damage is determined by two key factors: WHAT the buggy is colliding with and the SPEED at which
it collides. The following table will break down the damage numbers based on the objects involved and the
general speed at which the collision takes place.

Object / Enemy Slow Speed Medium Speed Top Speed Destroyable by


Buggy Collision?
Thrall No Damage No Damage No Damage Yes
Djinn No Damage No Damage No Damage Yes
Troll No Damage 35 45 Yes
Medium Rock No Damage 20 30 No
Large Rock 10 35 45 No
Trees 10 30 40 No
Structures 15 40 60 No

The above damage table is based on the dune buggy having a Hit Point total of 100. These numbers are also
based on play balancing on the Normal (default) difficulty setting.

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Armoured Truck Gun Turret


This sequence takes place during Scenario 4. It does not feature any driving controls, rather it is a fixed turret
shooting sequence where the player must fend off a marauding pack of Fastback vampires while an AI
Teammates drives the truck through the desert.

Fastbacks are one of the more animalistic breed of vampires, loping about on all four limbs and they are also
the fastest moving enemies in the game, hence their name. They are outlined in greater detail in the
Vampires section of this document. Here are some brief stats on them:

Enemy Type Hit Points Movement Attack Range Attack Power Attack Rate Special
Speed Abilities
15 2x /sec. 20-meter
Fastback 350 16m/sec. Melee - Short
lunge attack

The controls during the turret sequence are greatly simplified.

Turret Controller Layout

Gun Turret Sequence - Success & Failure


The sequence is played like an endurance run. It lasts for 8 minutes and ends when the truck reaches the
“finish line” or if the player fails. There will be checkpoints every 2 minutes (4 in total) to save the player's
progress.

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Failure is caused by:

 Player loses all Hit Points


 Player receives a Killing Blow
 Truck loses all Hit Points

Object Hit Points Defensive


Bonus
Player 100 0
Turret 100 +20 armour
Truck 400 +40 armour

Note that the turret serves as a layer of armour for the player, effectively doubling the number of Hit Points the
player has during this sequence.

Turret Properties

Name Range Accuracy Scoping Reload Fire Ammo Spike Aggravated Guidance Kill Special
Time Rate Damage Damage Potential Ammo
Fixed
Gun 1500m Medium N/A N/A 500rpm Unlimited 4HP/round None Manual Yes No
Turret

The turret has unlimited ammunition and does not need to be reloaded. The player will still be limited by how
often they can fire because the turret is prone to over-heating.

Overheating occurs after roughly 6 seconds of non-stop firing. To cool down the gun the player must let off the
trigger for 0.5 seconds to stop the heating, then wait another 3 seconds for the gun to completely cool down.
During the cool down process, the player can resume firing the gun and it will begin heating up again from the
most recent point in the cool down phase.

The heat status of the gun turret will be clearly indicated on the player’s HUD, along with the player’s health
and the truck’s health.

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Visual representation of turret sequence 1

Scripted Actions and Killing Blows


If a Fastback manages to reach the truck, there is a probability randomized between the range of 15% and
25% they will clamber up to the turret nest and begin attacking the player directly. When this happens it is
similar to a Grab attack when on foot. A set animation will play that shows the Fastback directly in the player’s
camera view. The player will be unable to shoot and they will be called upon to complete a timed button press
sequence in order to push the Fastback off the truck or in some cases avoid a Killing Blow. There will be a
button prompt displayed on the screen to assist the player with their timing (on all difficulty levels except for
Deadly).

Button-mashing will ruin the timing and fail the QTE. Failing the QTE will result in damage to the player at 30
Hit Points (regular 15 points damage x 2). Once this damage is done, the Fastback will be automatically
"shaken off" the player.

Sand Panther
The Sand Panther sequence occurs in Act Four and it is the last vehicle-style sequence in the game. It is a
prototype model created by Jenkins, the brilliant mechanic introduced in the same act. The dune buggy
sequence was about driving. The truck turret sequence was about shooting. The Sand Panther sequence
melds elements of driving and shooting.

Concept image for the Sand Panther:

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Sand Panther Statistics

Name Hit Points Max. Movement Attack Range Attack Power Attack Rate Special
Speed Abilities
Sand Panther 200 40m/sec. N/A N/A N/A --

Sand Panther Controller Layout


The control scheme when riding the panther is very similar to the default controller layout.

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Play Mechanics
The sand panther is not a combat vehicle but it does provide an extra layer of protection for the player. When
taking damage from enemies, the player splits the damage evenly with the sand panther.

The player cannot use melee attacks while riding the sand panther. (If the player begins this sequence without
a ranged weapon, they will be equipped with an Assault Rifle for this sequence only. Any melee weapon will be
temporarily hidden and disabled). The B button is used to dismount the panther. If it is still moving, the
panther will rapidly decelerate to a stop before the player is allowed to dismount.

To mount the sand panther, the player simply comes within 1 meter distance of the panther, faces it and holds
the X button. There will be an onscreen button prompt once the player is within mounting range.

It takes 1 second to mount or dismount the panther, during which time the player is temporarily invulnerable to
damage.

While riding the panther, the player is vulnerable to damage but grabs and killing blows cannot be performed
on the player. Once dismounted and on foot, the player is vulnerable to all regular and special attacks.

If the sand panther’s Hit Points reach 0 during this sequence, it is destroyed. The game ends and the
player must restart from their last checkpoint.

Weapon Usage
The player may use almost any weapon while riding the Sand Panther with some notable exceptions:

 Sand Spike
 Mine Layer
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 Guided Missile
 Flamer

For the Sand Panther sequence’s detailed level layout, please refer to the Gameplay Walkthrough
gameplay walkthrough section.

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Gameplay Details

Movement & Navigation

Movement Controls
Walking
Moving Amid is done with the Left Thumbstick and should take advantage of the analog nature of the
thumbstick design on both console platforms. A small movement of the stick will result in a slow walk whereas
pushing the stick all the way in a direction will result in a steady trot.

Sprinting
To sprint, the player clicks in the Left Thumbstick while still maintaining forward movement of any speed.
The spring is engaged so long as the thumbstick is held forward. Sprinting will disengage under 3 conditions:

1. The left thumbstick is returned to neutral position


2. The player-character runs out of Stamina
3. The player-character is hit by an enemy attack

The player cannot attack while sprinting. There will be no feedback onscreen if the player presses the Right-
Trigger, B button, or Right Bumper buttons.

Sprinting Stamina
The player can spring for as long as they have stamina. Sprinting depletes stamina but stamina can be
regained by not sprinting for a short period of time:

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Jumping
Press the "A" button to jump. The player can jump while in motion in any direction or from a standing start.
This is not a game about jumping over many obstacles so the jump height is capped to a realistic level.

Type of Jump Height Distance Air Time (sec.) Expose Variable


(meters) (meters)
Standing Start 0.75 0 1.6 Yes
Walking/Sprinting 1.1 2.4 1.9 Yes

Control Diagram

Head Movement & Aiming


Player head movements are linked to the aim direction of their equipped weapon or targeting reticule as is the
standard for a first-person shooter. Please refer to Combat System for more details on aiming.

Crouching & Misc.


The player does not initiate crouching in Desert Blood. The combat mechanics and level design do not
necessitate a manual crouch. In cases when the level design requires the player to move into a cramped
space, the game will automatically move them into and out of a crouched stance.

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Combat System

Shooting & Attacking


To attack with their currently equipped weapon, the player presses the Right-Trigger button.

Attack (Right-Trigger)
This can be pressed once or held down for automatic-firing weapons. Melee weapons such as kukri knives
can be equipped as primary weapons and attacks with these types of weapons is also done by pressing the
Right-Trigger.

Switch Weapon / Pick-Up Weapon (Y button)


Pressing Y will switch between the 2 primary weapons the player can carry at any one time. Typically they will
be carrying one Direct Damage and one Stun weapon and switch between the two during a combat encounter.
In addition to showing an animation of the weapons being swapped, there will also be a HUD indicator to
reflect the change in weapons.

Weapon Switching Speeds:


Switch to Single-Handed Weapons = 1.25 seconds
Switch to Two-Handed Weapons = 2 seconds

The player can pick up a weapon from the ground and swap it with their currently held weapon by standing
within 0.5 meters of the grounded weapon and holding the Y button. A visual prompt will appear on the HUD
to alert the player of when they are in proper range to pick up a weapon from the ground.

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Select Grenades & Special Weapons (Left Bumper)


Pressing Left Bumper will toggle between all the grenades and special weapons the player has in their
inventory. There will be a visual indicator on the HUD to show which grenade/special weapon is currently
active.

Throw Grenade / Use Special Weapon (Right Bumper)


Throw distance on grenades is based on angle only; the length of time that the bumper button is held has not
affect on the force of the throw. The grenade will simply release immediately once the bumper has been
pressed.

Aim (Right Thumb Stick)


The Right Thumb Stick moves the camera view and also aims player's currently selected weapon. An aiming
reticule is displayed in the center of the screen for all weapons.

Melee
Melee attacks are contextual and performed by pressing the B button. All melee attacks are valid within 1
meter range of the target. Note that primary melee weapon attacks (kukri knives, spears, etc.) are performed
by pressing the Right Trigger button. These are considered to be normal primary weapon attacks.

Full details on melee attacks can be found in the V. Enhanced Melee Maneuvers section of this document.

Health System
Desert Blood uses a hybrid regenerating health system similar to the one found in Chronicles of Riddick:
Assault on Dark Athena. The player's health bar is divided into 4 segments. Each of these segments is
capable of self-regenerating Hit Points unless it has been completely depleted of Hit Points:

Each segment represents 25 points of health for a total of 100 Hit Points. Each segment of the health bar
regenerates Hit Points at different rates. The player must not take any damage for a certain amount of time
before regeneration initiates. This is known as Cooldown. Below is a table showing cooldown and
regeneration rates for each health bar segment:

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Health Bar - Cooldown & Regeneration Rates

Segment Cooldown (sec.) Regeneration Rate


(sec.)
1 4 4
2 3.5 2
3 2.5 1.8
4 2.0 1.5

Armour
Certain enemies have Armour that is also measured in the same way as Hit Points. Unlike hit points, armour
does not regenerate. Armour must be fully depleted on an enemy before the hit points can be depleted.

Stun
Different weapons will have differing stun effects, particularly the specialized Stun weapons. For specific
numbers on weapon stun effects, please consult I. Weapon Variety & Tandem Weapon Effects.

Usable Items
Ammunition (including Special Ammo) pick-ups are acquired automatically when a player walks over them.
Any other items are acquired by getting in range (0.5 meter) and holding the Y button.

There are game objects that can be destroyed to create damaging explosions. Two such object types are Gas
Cans and Fuel Tanks. They are discussed in greater detail in the I. Weapon Variety & Tandem Weapon Effects.

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Game Modes

Overview
Desert Blood is a single-player only game. The campaign is made up of 5 acts with 3 to 5 levels in each act.
There are no other modes of play.

Single Player Game

Achievements and Trophies


Desert Blood supports Xbox Live Achievements and Playstation 3 Trophies.

Xbox Live Achievement List


Name Gamerscore Points Description
The Long Road Ahead 10 Begin your Quest to Find your Father
Grudge Match 15 Defeat Rhasha in a Duel
Gain Your Footing 10 Complete the Tutorial
You Are the Prey 20 Survive Your First Vampire Attack
Damage 50% of Vol'suth's Health on
The Great Beatdown 10
your First Meeting
I'm Not Yoda 10 Meet Khalid
Renewed Motivation 20 Complete Act Two
The Mercs are Jerks 5 Meet Brock and his Mercs
There's Sand in my Roadkill 10 Run Over 10 Sand Vampires with Buggy
Roadkill with Style 15 Sideswipe 10 Sand Vampires with Buggy
Buggy Barbarian 20 Complete the Dune Buggy Sequence
Troll Bashing 20 Defeat the Troll & Save the Mercs
Master Blaster 10 Kill 20 Fastbacks with the Truck Turret
Complete Turret Sequence without
Rear Guard Perfection 30
taking any Damage
Get Them Off Our Tail 20 Complete the Turret Sequence
Defeat 50 Thralls While Defending the
It's EnThralling Isn't It? 30
Merc Compound
Defend the Compound without ever
Master Tactician 30 losing a Weapon or Running Out of
Ammo
That's Thrall, Folks! 20 Complete Act Three
Not Brock Lesnar 20 Defeat Brock Volkmann in a Fist Fight

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Sandstorm Blues 20 Survive the Sandstorm Ambush


Boys and their Toys 10 Meet Jenkins
Fire and Forget 20 Kill 5 Vampires with 1 Sand Spike shot
Shelter from the Sand 50 Complete Act Four
Sins of the Father 30 Discover your Father's Remains
Find the Hidden Ammo Cache within the
Tomb Raider 25
Tomb
Well Done! 20 Blast 10 Vampires into the Well
Revenge for the Fallen 80 Defeat Vol'suth
Defeat Vol'suth without having to Reload
Flawless Revenge 50
from a Checkpoint
Lana Hangs On 20 Save Lana from the Well
Old Rivalries 50 Defeat Rhasha the Vampire
Bahij's Time 100 Finish the Game on Any Difficulty
A Hard Time Well Spent 50 Finish the Game on Hard Difficulty
Hardcore Vampire Hunter 50 Finish the Game on Deadly Difficulty

Playstation 3 Trophies List

Name Trophy Type Description


The Long Road Ahead Bronze Begin your Quest to Find your Father
Grudge Match Silver Defeat Rhasha in a Duel
Gain Your Footing Bronze Complete the Tutorial
You Are the Prey Bronze Survive Your First Vampire Attack
Damage 50% of Vol'suth's Health on
The Great Beatdown Gold
your First Meeting
I'm Not Yoda Bronze Meet Khalid
Renewed Motivation Bronze Complete Act Two
The Mercs are Jerks Bronze Meet Brock and his Mercs
There's Sand in my Roadkill Silver Run Over 10 Sand Vampires with Buggy
Roadkill with Style Gold Sideswipe 10 Sand Vampires with Buggy
Buggy Barbarian Silver Complete the Dune Buggy Sequence
Troll Bashing Silver Defeat the Troll & Save the Mercs
Master Blaster Silver Kill 30 Fastbacks with the Truck Turret
Complete Turret Sequence without
Rear Guard Perfection Gold
taking any Damage
Get Them Off Our Tail Bronze Complete the Turret Sequence
Defeat 50 Thralls While Defending the
It's EnThralling Isn't It? Silver
Merc Compound
Defend the Compound without ever
Master Tactician Gold losing a Weapon or Running Out of
Ammo
That's Thrall, Folks! Bronze Complete Act Three

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Not Brock Lesnar Silver Defeat Brock Volkmann in a Fist Fight


Sandstorm Blues Silver Survive the Sandstorm Ambush
Boys and their Toys Bronze Meet Jenkins
Fire and Forget Silver Kill 5 Vampires with 1 Sand Spike shot
Shelter from the Sand Silver Complete Act Four
Sins of the Father Silver Discover your Father's Remains
Find the Hidden Ammo Cache within the
Tomb Raider Gold
Tomb
Well Done! Silver Blast 10 Vampires into the Well
Revenge for the Fallen Gold Defeat Vol'suth
Defeat Vol'suth without having to Reload
Flawless Revenge Gold
from a Checkpoint
Lana Hangs On Silver Save Lana from the Well
Old Rivalries Gold Defeat Rhasha the Vampire
Bahij's Time Gold Finish the Game on Any Difficulty
A Hard Time Well Spent Gold Finish the Game on Hard Difficulty
Hardcore Vampire Hunter Gold Finish the Game on Deadly Difficulty
Amid Jezhar, Vampire Slayer Platinum Collect All Trophies in the Game

Saving and Loading


The player's progress is saved automatically as they progress through the game. Checkpoints are placed
throughout each level. The pacing of all checkpoints can be found in the descriptions and level layouts of the
Beat Chart.

There will be 1 save slot per player account (i.e., Xbox Live Gamertag). Every time a player beings a New
Game from the Main Menu, they will overwrite any existing save game data. A menu prompt to warn the
player of any save game overwrites will be displayed with two options: Continue or Cancel.

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Gameplay Walkthrough

Walkthrough & Cinematic Descriptions

Act One
Introduction & Tutorial - Meet Amid Jezhar and his Tribe

 CINEMATIC: Short credit sequence. Introduce the nomads, including Amid Jezhar, Bahij and Amid's
mother. The nomads have traveled a fair distance and have settled into their temporary village
settlement. We are also introduced to Amid's wife, Kahlea and their young daughter.
 Checkpoint
 Amid Jezhar explores his tribe's village
 Amid speaks to his wife & daughter
 Amid speaks to Bahij
 Amid speaks to his mother
 Amid's mother reveals the Amulet to him
 Short tutorial sequence
 Checkpoint

The Quest - Amid Tasked with Seeking out his Father / Amulet

 Amid initially refuses to answer the call to adventure


 Mother convinces Amid to go
 Amid accepts the quest to seek out his long-lost father.
 Amid announces his quest to the tribe
 Amid gathers up a traveling group, including Bahij
 CINEMATIC: Amid and his party set off on their journey
 Checkpoint

First Act Turning Point Part 1 - Dead Camels & Rival Tribe

 CINEMATIC: Amid and his tribe come upon a disturbing scene after the first day of their journey. They
find a string of severely mutilated camels. It was not caused by a man and the savagery of the attacks
is not recognizable by any other living creature. The nomads are troubled by this and the more
superstitious of the tribe suggest turning back. Amid silences their fear and urges everyone to press
onward.
 Checkpoint
 CINEMATIC: Amid is confronted by rival tribe and their leader, Rhasha al-Moudin. Rhasha has heard
about Amid's quest and rushed out here to intercept him. He claims the Amulet left to Amid by his
father was stolen. It is actually a family heirloom belonging to Rhasha's tribe. Amid spits into the sand.
He will not simply turn over the Amulet to his sworn enemy. Rhasha proposes a "gentleman's
challenge": defeat him in hand-to-hand combat and they can continue on their quest in peace.
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 Checkpoint
 Amid duels Rhasha al-Moudin with knives and spears
 Short tutorial sequence during the duel
 Amid wins the duel
 The tribes engage in battle
 Checkpoint

First Act Turning Point Part 2 - Vampires Attack!

 CINEMATIC: The Sand Vampires attack. This is a high impact introduction to the vampires. The
nomads are taken completely by surprise. A couple nomads from each of the rival tribes is gruesomely
killed by the vampires. A couple are dragged beneath the sand and re-emerge in pieces while the
others are torn apart on the surface.
 Checkpoint
 The 2 tribes are attacked by a group of 5 vampires
 Amid and his tribe mates defeat the vampires after taking a few casualties
 Short tutorial sequence during combat
 Checkpoint

Act Two
The Refusal - Amid Goes Back Home to Warn Them

 The rival tribes decide to band together & put aside differences
 Amid is desperate to warn his family and tribe about the vampires
 Tribe mates continue onward while Amid and Bahij hurry back home
 CINEMATIC: Amid returns to the tribe's village to find it in ruins and everyone dead. He rushes to the
body of his wife and cries in anguish.
 Checkpoint

The Beatdown - First (Unsuccessful) Encounter with Vol'suth

 The culprit is a large, powerful vampire, Vol'suth. He is the main villain.


 Vol'suth first seen tearing apart and eating one of Amid's tribesman.
 Amid & Bahij attack Vol'suth but are beaten badly
 Both Amid & Bahij too exhausted and injured to fight any more. They prepare to die.
 Checkpoint

Meet the Mentor - Khalid Saves Amid

 Khalid - the mentor - saves Amid & Bahij from Vol'suth


 Khalid attacks Vol'suth with a hi-tech crossbow loaded with explosive bolts
 Vol'suth flees into the desert
 Checkpoint
 Khalid introduces himself and provides healing to Amid & Bahij
 Khalid recognizes something special about Amid's Amulet. Tells him to hang on to it.
 Khalid teaches Amid some techniques on handling the vampires

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 Short tutorial sequence


 Checkpoint

Crossing the Threshold - Amid Thirsts for Revenge, Leaves to Rejoin Tribe mates

 Amid and Bahij take a couple days to fully heal


 Amid asks Khalid to join them on their quest but he declines... he is a wanderer and loner
 Amid's motivation to complete his quest is renewed... it's personal now.
 Amid & Bahij set off to rejoin their tribe
 Checkpoint

Act Three
The Mercenary Compound - Rejoin Tribe and Meet Brock Volkmann

 Amid & Bahij track their tribe mates by heading to the nearest oasis
 They find the other nomads at a heavily fortified mercenary compound
 The nomads seeking entrance into the compound to resupply
 The mercs, lead by Brock Volkmann, have just been attacked by vampires and are not willing to help
 Checkpoint

Amid's Solo Mission to Find 2nd Camp - Dune Buggy Sequence

 Brock strikes a deal with Amid


 Mercs have lost contact with their second camp & want to find out what happened to them. Too
cowardly to risk their own men to find out.
 If Amid drives Brock's battered dune buggy to the 2nd camp & bring back any news and/or survivors,
Brock will offer shelter and aid to the nomads.
 Amid doesn't like the arrangement but agrees to the deal
 Checkpoint
 CINEMATIC: The mercs brings out the dune buggy for Amid & get it started for him. Amid bids a
solemn farewell to Bahij and his tribe mates, straps in and rides off in the direction of the 2nd
mercenary camp.
 Checkpoint
 Dune Buggy Sequence: Amid takes Brock's directions and drives out 5 kilometers to find the 2nd
camp.
 Amid encounters some Sand Vampires along the way but either outruns them or runs them over in the
buggy.
 Checkpoint

Battle the Troll - Meet Lana Crosby and Mercenary Team B

 CINEMATIC: Amid finds the second mercenary camp under attack by vampires and a vampire troll.
After getting the buggy to full speed, Amid ejects and crashes the buggy into the Troll. Amid regains
his footing and joins the battle.
 Checkpoint
 Amid fights the Troll with the help of Mercenary Team B and their leader, Lana Crosby

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 Amid defeats the Troll


 CINEMATIC: Amid explains why he has come to find the mercenaries. Lana tells them Amid their
communications equipment has been working fine, revealing Brock's treachery to abandon Mercenary
Team B to the vampire hordes. Amid stresses his need to return to his comrades and Lana decides to
join him on his journey back to the mercenary compound. They both have a score to settle with Brock.
The group gathers their equipment and pack into 2 of their remaining vehicles, two gigantic deuce and
a half trucks.
 Checkpoint

Reunite the Mercs - Truck Gun Turret Sequence

 Amid and the mercenaries begin their journey back to the compound and their convoy is immediately
set upon by a large pack of hyena-like vampires known as Fastbacks. Each truck is equipped with a
defensive gun turret, each manned by a mercenary.
 Amid and the other mercenaries begin firing on the Fastbacks with their guns
 The gunner on Amid and Lana's truck is soon overwhelmed and killed. Amid takes control of the turret
and we begin the Gun Turret Sequence
 Checkpoint
 Amid guns down dozens of Fastbacks as they make their escape through the desert.
 The mercenaries suffer some casualties but they manage to fend off the Fastbacks and arrive back at
Brock's compound.
 Checkpoint

Reunite the Mercs - Amid and Lana's Confrontation with Brock

 CINEMATIC: The deuce and a half convoy arrives at the compound to find the nomads being harassed
at gunpoint by Brock's mercs sheltered in the compound. They have laid down their guns and are
kneeling on the ground. It looks like Brock means to rob them, kill them or both.

One of Brock's mercs standing guard sees the convoy and raises his gun to fire before his head is
taken off by a sniper from one of the trucks. Rather than stopping to ask questions, Lana drives her
truck straight through one of the compound's electrified fences.

There is a tense stand-off as Brock and his mercs prepare to battle the new arrivals. The convoy has
both their turrets trained on Brock and they are also ready to fight. Lana accuses Brock of being a
coward and abandoning them. Brock justifies the decision for the greater good and their mission. Amid
checks on his fellow tribe mates before he also accuses Brock of sending him on a suicide mission and
breaking his word.

Just when you think bedlam will break out between the nomads and the two merc factions, a guard on
one of the lookout posts shouts down a warning: a large mass of figures has risen from the sand not a
kilometer away from the compound and they are closing in fast.
 Checkpoint

Defend the Compound - Thrall Assault Set Piece!

 The mercenary compound is about to be attacked by a horde of Thralls, former humans that have been
turned into blood-thirsty, mindless slaves by their vampire-inflicted wounds.

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 CINEMATIC: The mercs grudgingly put aside their grievances in order to hastily prepare for the
impending assault. Amid and his nomads also opt to fight against a common enemy. Preparations are
made for battle!
 Checkpoint
 Amid battles the Thrall horde alongside his nomad and mercenary companions
 Amid can issue orders to his Teammates, Bahij and Lana.
 Lana is in trouble when she falls off her sniper perch and Amid must rescue her.
 Amid is later surprised by two Djinn vampires who are leading the Thrall attack
 It is Lana's time to return the favour and bring Amid to safety: she hits both vampires with crossbow
bolts, buying Amid the time to scramble up to safety.
 Checkpoint
 CINEMATIC: Brock and Rhasha al-Moudin are shown to be cowards during the Thrall assault. They
are capable fighters but are more than willing to sacrifice their comrades if it means saving their own
bacon.

The last Thrall is eventually annihilated. The nomads and mercs regroup. The compound is in
shambles after the attack and is barely useable as a defensive position anymore. All vehicles are
destroyed now. Amid and his tribe press on with their quest. Rhasha's tribe has suffered heavy
casualties up to this point and see no other option but to tag along. Brock and the rest of the mercs
learn more of Amid's quest and decide to follow as well, thinking there may be great treasures to be
found.

Lana delivers a long-overdue right hook to Brock's face as thanks for abandoning them earlier. She
almost shoots him but is stopped by Amid.

Amid is happy to have Lana join his cause but is not so thrilled to have Rhasha, Brock and the other
mercs tagging along. Nonetheless, he is not in any position to stop the hangers-on to his party.
 Checkpoint

Act Four
Merc In-Fighting Part 1

 CINEMATIC: The mercs and nomads begin their foot journey across the desert together. Tensions are
still high and the powder keg eventually explodes, leading to a melee battle between Brock and Amid
 Checkpoint
 Amid battles Brock in hand-to-hand combat
 Amid emerges victorious and spares Brock's life
 The victory is short-lived as a large sandstorm kicks up on the horizon.
 Checkpoint

Sandstorm Trek

 The nomads and mercs begin traveling with great difficulty through the sandstorm.
 To make matters worse, they are attacked by a large pack of Djinn vampires

Sandstorm Vampire Ambush Near the Ruined Military Base

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 Hero and his party retreat to a ruined military base where they make their last stand
 The mercs and nomads begin dropping like flies
 Amid, Lana and Bahij band together and fight the vampires in the limited visibility as best they can.
 The initial wave of vampires is defeated but the heroes are crest fallen when they see a second group
of vampires looming in the distance
 The first line of vampires suddenly explodes in a shower of gore... a new combatant has entered the
arena to save the mercs and nomads from certain destruction.
 Checkpoint

Meet Jenkins - Brings the Weapons & Toys to Even the Odds

 CINEMATIC: Introduction to Jenkins, ex-mercenary, professional wanderer and master mechanic. He


serves as the player's second mentor. Jenkins has been using the abandoned base as a supply
storage. He rides in on a mechanized mount called a Sand Panther and a whole lot of new weapons.

Jenkin's arrival boosts everyone's morale and they renew their battle efforts.
 Checkpoint
 Amid gains new weapons: the Sand Spike, Guided Missile and Grenade Launcher
 Amid has a chance to use any of the new weapons against the vampires
 CINEMATIC: Karma catches up to Rhasha. He is taken down by a couple Fastbacks and dragged off
into the desert screaming.
 Checkpoint
 Amid and his group defeat the vampires. A handful of Fastbacks flee the scene.
 CINEMATIC: Lana's foot get caught on some rope, which is then hitched onto one of the fleeing
Fastbacks. Lana is dragged off into the desert. Amid leaps onto the Sand Panther and chases after
her.
 Checkpoint
 Amid's final vehicle action sequence. He rides the Sand Panther in pursuit of the Fastbacks. He must
kill or disable the vampires while avoiding harm to Lana
 Amid finally catches up to the final Fastback that is dragging Lana.
 CINEMATIC: Lana shows her bravery and resourcefulness by dispatching the final Fastback herself.
Amid offers his hand and hoists Lana onto the Sand Panther before they ride back to rejoin the group.
 Checkpoint

Sandstorm Picks Up - Flee Vampires & Find Shelter

 Amid, the nomads and the mercs minus Rhasha al-Moudin continue on their journey through the
sandstorm
 Jenkins is still with them but he's been injured and is being carried by two nomads
 The sandstorm picks up to dangerous levels
 The group sees a another pack of Djinn vampires on their tail and they start moving faster
 They are impeded by the sandstorm and are about to make their last stand when Lana spots what
looks to be a cave opening in the distance.
 The group makes a run for the cave.
 Checkpoint
 Jenkins knows he is dead weight and volunteers to hold off the vampires as the rest make their escape
into the cave.
 CINEMATIC: Jenkins unfurls a portable gun turret and makes his last stand against the vampires with
the help of one of Amid's tribe mates. As they are about to be overwhelmed, Jenkins detonates his

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turret and creates an explosion that takes out all the vampires and partially collapses the cave
entrance.
 Checkpoint

Act Five
Escape the Sandstorm - Enter the Secret Cave

CINEMATIC: Amid and the group delve into the cave and discover it to be much bigger than it initially seemed.
The cave actually breaks off into a network of man-made tunnels and soon leads them into a small chamber
that appears to be part of a large tomb. Brock and his mercs, hungry for treasure, immediately break off from
the group, stealing a couple of the best weapons on their way out.
 Checkpoint

Enter the Tomb - Explore & Battle the Vampires Underground

 Amid and the rest of the team venture deeper into the ancient tomb.
 They battle more vampires here, including new variants called Feeders
 CINEMATIC: We cut to Brock and his merry band of mercs getting in over their heads. They are
slaughtering vampires left and right on their mission to find tomb treasures when they come upon a
vampire that is far too powerful for all of them (it's the end boss, Vol'suth). Brock and friends are killed
gruesomely.
 Checkpoint

Finding the Father - Amid Finds his Father's Remains & Clues

 Amid stumbles into a deep cavern where he finds evidence of a old camp/excavation site
 It's here Amid finds the remains of his late father and his belongings
 Father's notes, letters and another Amulet that matches the one Amid has
 The Amulet's are actually containers that can be opened, each revealing a small vial of mysterious
liquid inside.
 CINEMATIC: Amid sees his father in a new light. Father knew about the vampires and seemed to be
on a mission to annihilate them before he died. Amid ponders the use of the Amulets. Seems linked to
the vampires in some way
 Checkpoint

The Well

 Amid discovers a well in the heart of the ancient tomb


 It seems bottomless and anguished screams come out from the depths of the well
 Vampires also come out of the well! Is this the source of the vampires?
 Amid and friends battle more of the vampires that come out of the well
 CINEMATIC: In the same area, Vol'suth reveals himself again for the first time since Act One.
 Checkpoint

Battle Vol'suth! - Climax

 Amid, Bahij, Lana and what's left of the mercs battles Vol'suth in a climactic battle
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 Amid is seriously injured during the fight but presses on


 Vol'suth speaks to Amid in a foreign language and starts to target Amid exclusively
 Amid is on the ropes now and is about to be finished off by Vol'suth
 Checkpoint
 Lana and Bahij team up to pull off a surprising comeback
 Amid also gets a second wind and delivers the finishing blow
 CINEMATIC: Vol'suth utters the name of Amid's father before crumpling to the ground, dead.
 Checkpoint

Battle Rhasha al-Moudin - He Comes back as a Vampire

 Amid is barely hanging on but the fight isn't over yet


 CINEMATIC: All seems find after Vol'suth's death until one of the nomads is viciously killed by none
other than Rhasha al-Moudin. Rhasha survived being dragged away by the vampires but has suffered
wounds that turned him into a vampire himself. He is not a mindless Thrall, however, and is as
powerful as a Djinn vampire. He still carries his grudge against Amid and is mad with his new-found
vampiric strength. Rhasha begins to close in for the kill.
 Checkpoint
 Amid, Bahij and Lana battle the vampire, Rhasha.
 Amid is on his last leg. Lana is also seriously wounded by Rhasha
 Lana is pushed to the mouth of the well and is left hanging on for dear life
 Amid lunges in to save Lana from falling
 Rhasha takes this opportunity to attack the vulnerable Amid and Lana
 CINEMATIC: Bahij turns up the heroics. He uses the stake rifle to seriously wound Rhasha. As he is
stunned, Bahij takes a vial from one of the Amulets and crushes it in Rhasha's open mouth. The liquid
inside the vial begins eating away at the vampire at an alarming rate. While Rhasha is in his death
throes, Amid finishes saving Lana from the well then kicks Rhasha down screaming into the well.
Rhasha has been defeated.
 Checkpoint

Resolution

 CINEMATIC: Both Amid and Lana are mortally wounded. The vampires attacks have subsided but the
threat is still out there. Amid is at peace after learning that his father was on a noble mission to destroy
the vampires rather than an irresponsible adventurer who neglected his tribe. Amid bestows his Amulet
to Bahij and asks him to look for any survivors from their tribe. He also tasks Bahij with continuing his
father's legacy by hunting down the remaining vampires and finding a way to destroy them once and for
all.

Bahij accepts Amid's request. Amid and Lana can no longer move and they soon die together. Bahij
says his final farewell & pays his respects before leaving the well chamber.

The final shot: Bahij emerges from the cave entrance, wearing the Amulet around his neck and
carrying an arsenal of salvaged weaponry. The sandstorm has passed but awaiting Bahij is a small
group of Djinn vampires. Bahij is not afraid. With a steely gaze, he pulls a stake rifle from his back and
confidently cocks the barrel. Cut to black & end credits.

Credits

 Play the end game credits


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 Return to the main menu after the credits are complete.


 Unlock the Deadly difficulty setting

Beat Chart

Intensity Level
12

10

4
Intensity Level
2

Beat Chart for Acts 1 - 5

Hours of Gameplay
Desert Blood is expected to take 8 hours to complete on the Normal difficulty setting.

Victory Conditions
The player wins the game by completing Act Five of the single-player campaign.

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Camera

Overview
Desert Blood follows the conventions of most first-person shooters. The attributes of the camera view is as
follows:

 You view the game world through the eyes of a single player-character with the exception of pre-
rendered cinematics or in-engine cut scenes.
 Equipped weapons are partially visible in the player-character's hands. In resting/default state, weapon
models are shown at a slight angle as if held by a right-handed person
 Varying degrees of camera bob when the character walks in any direction
 More pronounced camera bob or shake when the character sprints
 Player-character's body model can be seen (see: Halo). For example, you can see Amid Jezhar's torso
and feet by tilting the camera view all the way down.
 Any scope-equipped weapon allows for a zoomed in view of the game world. This simulates peering
down a gun's iron sights or magnifying scope.
 Camera view auto-tracks in special situations, such as when certain melee attacks are performed
 When killed by a vampire, the camera will stay fixed in the first-person perspective and show the grisly
results of your death

A sampling of the camera views can be seen in the concept image below. From left to right: Melee Attack
View, Default Camera View (holding gun) and Aiming Through Gun Sights view.

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Heads Up Display (HUD)


The basic HUD layout and overlays. Please note the "QTE Notifications" are contextual and only appear on
the screen for a limited time. The "Teammate Commands" overlay is not shown by default and is activated by
holding down the Left-Trigger button.

Default Camera View

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Aiming Through Gun Sights View


Some weapons will be equipped with iron sights, red dot sights or enhanced magnification scopes. The player
can toggle on and look through these aiming sights by clicking the Right-Thumbstick. Telescopic sights do not
"black out" in the periphery to allow the player to see more of their surroundings.

Iron Sight or Red Dot Sight Sniper/Long-range Scope

Melee Attacks View

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Looking at One's Self

The player will be able to use the camera controls to look at their avatar's body. This is instrumental in
showing the gruesome results of many of the player death animations.

Player Death View


The player's camera is locked in the first-person when they die in the game. Each death animation will be
done from this perspective. The player will see themselves being impaled on vampire claws or other objects.
Other deaths will involve evisceration, dismemberment and decapitation.

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Cinematic View

The cinematic view in Desert Blood is shown in 3rd-person. The player's character, Amid Jezhar, will be
shown in all cinematics. In-engine cut scenes will remain in first-person perspective. There will be letterboxing
for consoles connected to a standard definition (4:3 ratio) television.

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Game Characters

Overview
The human cast in Desert Blood is divided into the nomads and mercenaries. The nomads are of Arabic
descent while the mercenaries come from a variety of backgrounds. Each of these groups also has a "mentor"
character. There is the nomad survivalist, Khalid and the mechanic/hermit, Jenkins. The player-character,
Amid, and the other NPCs are discussed in greater detail below.

The Main Character (The Player)


The Protagonist

Name: Amid Jezhar


Gender: Male
Age: 27
Ethnicity: Arabic
Role: new tribe leader, warrior
Family Relations: father (Humam), mother (Alima), wife (Kahlea), daughter (Vasini) --

This is the hero of the game and is the default character under the player's direct control.

Visual reference: Oded Fehr from Resident Evil: Extinction

NPC Characters

 Rhasha al-Moudin

The leader of the rival tribe. He is a fine leader and warrior but is very deceitful. He covets Amid’s
sacred family heirloom under the pretense that it was stolen from his tribe. He desires it for its value as
a powerful, mystical artifact of legends.

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 Bahij Muhammed

Amid’s second-in-command and brother-in-law. He is young and impulsive and has trouble following
orders. While he plays the second fiddle for the first half of the game, Bahij really comes into his own
during the mid-point sequence (Thrall assault) and the climax. By the conclusion of Desert Blood, he is
positioned as the hero of the next episode/sequel.

 Khalid

A wise old desert hermit who our tribes meet during their treacherous journey. He is a master
survivalist and is well-versed in the ways of combating the sand vampires. Khalid serves as Amid's
(and Bahij's) first mentor early on in the game.

Visual reference: Ben Kingsley from almost any of his movies.

 Brock Volkmann

The mercenary leader. Cowardly, distrustful of others and self-serving.

Visual reference: Dennis Hopper from Waterworld.

 Lana Crosby

A mercenary in Brock's group. The "unofficial leader" of the mercs. Resourceful and brave. Some
romantic chemistry between her and Amid.

Visual reference: Milla Jovovich from Resident Evil: Extinction

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 Jenkins

A reclusive and brilliant mechanic/ex-mercenary who scavenges mercenary outposts in the wake of
vampire attacks. He rescues Amid and his traveling band from certain destruction during the
sandstorm sequence in Act Four.

Visual reference: Steve Buscemi from almost any of his movies where he's not a villain.

 Vol'suth

The strongest and apparently oldest of the sand vampires. He faces Amid in a climactic battle on the
grounds of his father’s burial site.

Visual reference: Tony Curran as Marcus in vampire form, from Underworld: Evolution.

Character Scale

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Enemies & Obstacles

Overview
Overview of who or what kinds of challenges, enemies or obstacles you might encounter as the player.
Naturally this depends heavily on your game idea but generally games are about trying to kill something or
getting past an obstacle.

Enemies: Basic Stats


Enemy Type Hit Points Movement Attack Range Attack Power Attack Rate
Speed (per hit) (per second)
Weapon-based Weapon-
Nomad 100 5m/sec. Weapon-based
based
Weapon-based Weapon-
Mercenary 100 5m/sec. Weapon-based
based
Djinn 300 9.8m/sec. Melee 30 1
Thrall 150 3.5m/sec. Melee 15 1
Viper 200 12m/sec. 8m 20 2
Fastback 240 16m/sec. Melee 25 2
Troll Boss 550 +100 armor 6m/sec. 2.5m 45 / 55 * 1
Feeder 600 0m/sec. 9m 50 1
Troll (standard) 500 + 50 armor 5.5m/sec. 2m 40 1
Vol'suth 1500 12m/sec. 2m 45 / 65 * 2

* Second damage numbers indicates a special attack that is unique to the boss character and is properly
telegraphed so the player can avoid the attack and taking massive damage.

Humans
Nomads

Most nomads are ally-type characters. They dress in desert robes and cloaks and wear sandals or simple
shoes. Some character designs may sport salvaged body armour. The protagonist, Amid Jezhar and Bahij
Muhammed sport a more distinctive look. They look more modern, wearing more combat armour while still
retaining some traditional nomad garb such as the robe and cloak.

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Preferred Attack Method: Automatic weapons


Chance to Retreat When Hit Points Reach 25% [exposed variable]: 35%

Mercenaries

The mercs from Brock Volkmann's camp look hard-bitten, dirty and slightly villainous. They resemble raiders
from post-apocalyptic movies such as The Road Warrior.

In contrast, the mercs allied with Lana Crosby are cleaner cut and look more formal in the way they are
outfitted. They appear to be more like a well-oiled unit of special operations soldiers than a rag-tag group of
mercs.

Preferred Attack Method: Automatic weapons


Chance to Retreat When Hit Points Reach 25% [exposed variable]: 20%

Vampires
Behaviour Pattern - Overview
Vampire enemies cycle between a series of attacks based on their type and current Hit Point level.

Vampire Types
All Attack Probability stats should be exposed variables.

Djinn

This is the first type of sand vampire encountered in the game and the most prevalent throughout the 5-act
campaign.

The nomads know these vampires as “djinn” for their ability to disappear into the sand and quickly re-emerge
elsewhere for a surprise attack.

Djinn Attacks Probability

Current Hit Point Level (%) % Chance - Standard Attack % Chance Lunge % Chance Grab Attack
100 - 80 75 10 15
79 - 50 60 20 20
49 - 1 40 25 35

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Thrall

A vampire that has bitten into the brain of a man turns its hapless victim into a thrall, a near-mindless undead
slave that knows only the taste of human flesh. They are more akin to the modern "running zombie" than your
average vampire. They make up for their milder strength with their great numbers as they often attack as a
horde.

Thrall Attacks Probability

Current Hit Point Level (%) % Chance - Standard Attack % Chance Lunge % Chance Grab Attack
100 - 80 90 5 5
79 - 50 80 10 10
49 - 1 20 50 30

Viper

Smaller, faster djinns that are experts at burrowing through the sand and performing ambush attacks from
below. Some variations of vipers have two heads, with one head typically attached to a long, retractable neck
and the mouth of a giant sucker fish (see Reapers from Blade 2). Vipers also have longer arms that gives
them an extended attack range. Despite these advantages, Vipers have the lowest Hit Points of all vampire
enemies in the game.

Viper Attacks Probability

Current Hit Point Level (%) % Chance - Standard Attack % Chance Lunge % Chance Grab Attack
100 - 80 80 0 20
79 - 50 80 0 20
49 - 1 60 35 5

Fastbacks

The sprinters of the vampire race. They resemble a cross between a hyena and a Djinn vampire. Fastbacks

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are first encountered in the turret-vehicle sequence. They do not burrow in the sand for sneak attacks but they
hunt in packs and are very persistent hunters. Their speed and enhanced lunge distance allow them to close
the gap with their prey very quickly.

Fastbacks Attacks Probability

Current Hit Point Level (%) % Chance - Standard Attack % Chance Lunge % Chance Grab Attack
100 - 80 40 30 30
79 - 50 30 30 40
49 - 1 20 20 60

Troll

Larger than the largest Djinn, trolls are lumbering monsters all but impervious to the most powerful weapons
and stun methods. Trolls vary in anatomical features although most can be expected to have either an extra
head as with the Vipers or extra limbs extending from their backs. Trolls do not typically create Thralls as their
great mouths are capable of devouring a man in only two or three bites.

Trolls have a layer of armour that must be destroyed before any of their Hit Point can be depleted.

Troll Attacks Probability

Current Hit Point Level (%) % Chance - Standard Attack % Chance Smash % Chance Grab Attack
100 - 80 90 0 10
79 - 50 80 10 10
49 - 1 75 25 0

The Troll's Smash attack is a special attack capable of the following:

 Impact radius of 5 meters


 Knocks player, vampires and NPCs to the ground for 2 seconds.
 Regular damage x 1.5

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Feeder

Largely immobile and limited to the dark, musty interiors of the desert tombs, the Feeders ensnare their prey
with long, powerful tentacles before bringing them in to their voluminous mouths for devouring. It is not clear
whether these things are related to the sand vampires, but they are nonetheless a dangerous foe. Fire-based
attacks should make quick work of them.

Feeder Attacks Probability

Current Hit Point Level (%) % Chance - Standard Attack % Chance Block % Chance Grab Attack
100 - 80 40 10 50
79 - 50 30 10 60
49 - 1 30 50 20

The Feeder's Block attack is not an attack at all. It is a defensive move with these attributes:

 Lasts 3 - 5 seconds
 Provides 60% damage reduction to Feeder
 Fire and Explosive attacks still do +15% bonus damage

Vol’suth

The closest thing to a leader the sand vampires have. He is the oldest, most powerful vampire. Larger than a
Djinn but smaller than a Troll, Vol’suth has amazing strength and agility and will take all of the player’s skill and
wits to defeat.

Vol'suth has a layer of armour that must be destroyed before any of their Hit Point can be depleted.

Vol'suth Attacks Probability

Current Hit Point Level (%) % Chance - Standard Attack % Chance Swoop % Chance Grab Attack
100 - 80 50 15 35
79 - 50 50 25 25
49 - 1 30 60 10

Vol'suth's Swoop attack is a special attack capable of the following:

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 Vol'suth flies into the air & does 1 rotation around the boss arena
 Swoops down to attack player
 If caught, the player will be picked up into the air and dropped back to the ground for 30 damage
 If player is within 2 meters of a Teammate, they will both be picked up by the Swoop

Obstacles

Sandstorms

True to desert form, the player will be faced with a giant sandstorm in Act Four.

Tomb Traps

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Tomb traps are all found in Act Five of the game. They include: spike traps, crushing traps and wall blades.
Any contact made with these traps by the player results in instant death.

Rocks

Desert rocks will be scattered throughout the levels at the discretion of the level designers and the demands of
the story. They play the most important role in the Dune Buggy vehicle sequence since colliding with rocks will
damage the player's vehicle, possibly leading to eventual destruction and death.

Fortifications & Walls

The mercenary compound that is encountered in Act Three is built from a variety of objects that will impede or
limit the player's movement. These will include electric fences, walls, doors and gates.
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The Game World

Overview
Desert Blood is set in the year 2065 and is situated entirely in the Arabian Desert. The game presents a future
where the Earth is beginning a rapid decline into ecological ruin yet the deserts have remained largely
unchanged. The future setting assists with the rationalization of high-tech/fantasy weaponry and taking certain
liberties with traditional bedouin culture.

The theme of environmental decline also ties in with a possible origin story behind the sand vampires. They
are products of the dying planet and scientific tampering.

The Arabian Desert - Year 2065

Under these circumstances, there is license to portray the Arabian Desert as a much harsher environment than
it actually is in reality.

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Sand Terrain
The sandy terrain of the Arabian Desert slows down the movement speed of all land-based entities by
4%. This means that anytime the player or an enemy moves from walking on sand to rock or an interior space,
their movement speed will increase since the penalty has been removed. All movement stats in this document
are based on non-sand terrain.

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The World Layout


Overview
The game world is comprised of outdoor desert levels, semi-interior areas such as the mercenary compound
and underground areas like the cave tunnels and ancient tombs.

Sample Layout - Act Three - Defend the Compound: Thrall


Assault

Other World Layouts


< To be Completed Post-Graduation>
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The Physical World


Overview
Desert Blood takes place in a near-future post-apocalyptic vision of the Arabian Desert. The world is in rapid
ecological decline but the effects are largely implied through exposition offered in cinematics and dialog
between characters. The world that the player is concerned with is a barren, dangerous world of sand and
limited resources.

The following further describes the key components of the game's physical world.

Key Locations
Act I
Nomad Tribe Village - Starting Position

Act II
Camel Slaughter Area

Act III
Mercenary Compound

Mercenary Encampment (smaller)

Act IV
Ruined Military Base

Act V
Desert Cave System

Ancient Burial Tomb

Tomb - Inner Sanctum - End Game

Travel
Transition between major areas is handled by way of the cinematic cut-scenes and an appropriate cut to the
next point of player-controlled action. Travel from the start point of a level to the end point is typically handled
by the player walking, sprinting or a combination of the two. There are 3 major vehicle sections (Dune Buggy,
Deuce and a Half Gun Turret & Sand Panther) and they serve as the only exceptions to the on-foot travel
found in most of the game.

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Scale
Each act is broken up into smaller levels that vary in size from 50 to 100 meters in length. Without having to
circumvent obstacles and engage in combat, the player would take 20 - 30 seconds to traverse one level from
end to end.

Objects
The number of objects that the player can interact with is limited since the game is focused on combat and
survival. The desert setting also precludes the necessity for natural scenery prop dressing. There are rocks to
be found during the Dune Buggy and Sand Panther vehicles sequences. There are also objects appropriate to
mercenary bases such as weapon racks, canisters, parked vehicles, sandbags, electric fences and gates.

In the ancient tombs, additional objects should be created to match the mood of that environment. These
would include tomb relics, shattered artifacts, random debris, bones and skeletal remains.

See the Objects Appendix for a list of all the objects found in the world.

Weather
The weather in the game will be tightly controlled and will reflect what most people expect of a harsh desert
environment. The desert in the game is arid and there will be no rain at all. In Act Four there will be a giant
sandstorm that the player encounters in 2 stages. In the first phase, the storm will simply be a movement and
visibility impediment. After the vampire ambush, the sandstorm will increase in size and intensity to the point
where the player is forced to take shelter. They will be appropriately funneled to take shelter in the Cave,
which then leads into the Ancient Tomb for Act Five.

Time
Time will be compressed in this game. Each 1 minute of real-time game play is equivalent to 15 minutes of in-
game time.

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Vehicles Overview
There are 3 interactive vehicle sequences in the game: the Dune Buggy, the Deuce and a Half and the Sand
Panther. They are discussed in greater detail in the section, VIII. Nail-Biting Vehicle Action Sequences.

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User Interface - Controls

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Musical Scores & Sound Effects

Overview
The audio design behind Desert Blood should evoke a Middle-Eastern flavour tinged with a pervasive feeling of
dread and foreboding. Combining subtle, horror-inspired sound effects with an effective musical score will be
key to achieving this atmosphere.

Sound Design
Take a shot at what you are going to do for sound design at this early stage. Hey, good to let your reader
know what you are thinking.

SFX
Sound effect design will combine raw weapon reports and other modern combat sounds with mood-building
sounds typical of many action-horror motion pictures. Many sounds will need to be exaggerated to enhance
the impact and severity of the violence on-screen. Post-production techniques should also be applied to make
weapons like the assault rifles sound more futuristic. Foley work may be required to produce original sounds
for further editing.

Voice-Over
Proposed Cast (Main Characters)

Oded Fehr................... Amid Jezhar


Freida Pinto................. Vasini
Dev Patel .................... Bahij
Olivia Wilde.................. Lana Crosby
Ben Kingsley................ Khalid
Steve Buscemi... ......... Jenkins
Arnold Vosloo............... Rhasha al-Moudin
Gary Oldman................ Brock Volkmann
Andy Serkis.................. Vol'suth

Musical Score
The musical score should draw influences from traditional Arabic music, science-fiction and horror-action
movies and blend these disparate pieces into a cohesive whole. The work done by Underworld for the movies
Sunshine and 28 Days Later could be used as a starting point by the composer/producer.

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Extra Miscellaneous Stuff

Overview
There are some follow-up features and episodes that I am considering for future releases as DLC or stand-
alone expansion packs.

 Bahij's Story: With Amid and the rest of his tribe dead, Bahij must still escape the ancient vampire
catacombs back to the surface. The player guides Bahij back through the tombs to the desert, battling
vampires and the remnants of Brock's mercenary group along the way. Since he is alone, this will be a
challenging, high-intensity DLC pack intended for experienced players.

 The Horde: In this multi-player DLC pack, up to 4 players take on the role of mercenaries in Lana
Crosby's camp as they attempt to fend off a massive vampire attack for as long as possible. The best
times and kill streaks will be posted to an online leaderboard. This downloadable package could also
include a new weapons, such as the devastating Scythe melee weapon and Enhanced Spear Rifle.

 PC Version: If Desert Blood succeeds as a console game there is the possibility of developing a PC
port. The ammo crafting and teammate control interfaces can be enhanced to take advantage of the
mouse and keyboard-centric design of the PC platform.

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Appendices

Overview
A list of data and assets can be found in the Appendices. Of note are samples of the game interface flow
diagrams, wireframes, preliminary objects list and more.

FAQ Appendix
What is the target platform for Desert Blood?
Xbox 360 and Playstation 3. A PC version could also be done in the future.

How many players are supported?


Desert Blood is a single-player only game.

What is the genre?


First-person shooter & survival horror.

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Game Interface – Menus Appendix


Screen Flow Diagram - Front End Menu System

The Front End Menu System flow diagram is also available as a separate document.

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Game Interface – Wireframes Appendix


Main Menu

1. Game logo
2. Main image - randomly cycles between 6 pictures
3. Main menu options - Continue Game option greyed out until player begins a new game and reaches
their first checkpoint
4. Rollover text - when each option is highlighted with the selection cursor, it triggers a matching text
description next to it

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New Game Screen

1. Game logo
2. Desert artwork
3. Screen label
4. New game options - Deadly difficulty is greyed out and unavailable until the player completes
the game once

Continue Game Screen

1. Game logo
2. Loading text & graphics animations
3. Randomly generated quote or game play tip
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Options Menu

1. Game logo
2. Looping, randomly selected in-game cut scenes
3. Options title
4. Section heading
5. Option slider
6. Click to enter Edit Controls screen
7. Click to reset options to factory settings
8. Click to return to Main Menu

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Edit Controls Menu

1. Game logo
2. Edit controls title
3. Control presets section heading
4. Controller presets diagrams and selectable options
5. Reset to defaults option
6. Back to main menu option

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Extras Menu

1. Game logo
2. In-game cinematics and concept art slide show
3. Scrolling game credits

Exit Game

1. Game logo
2. Quit to main menu prompt
3. Yes and no options

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HUD/On Screen Displays Appendix

Default HUD Display 1

Ammo Crafting Overlay 1

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Special Ammo Equip Flow Diagram 1

Harvest Ammo Materials Flow Diagram 1

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Objects Appendix
Object Description
Weapon Rack
Canister
Parked Truck
Sandbag
Electric Fence
Gate
Door
Relic
Artifact
Debris
Bones
Skeletal Remains
Small Rock
Medium Rock
Large Rock

< To be Completed Post-Graduation>

Story Appendix
Vision: Two rival nomadic tribes must work together during a pilgrimage across the desert when they are
attacked by ancient sand vampires.

Amid’s Problem or Need:


He is on a pilgrimage across the desert to return a mysterious family heirloom to his father’s burial place.
Amid's father was a wanderer and an adventurer and not much of a part of Amid's life as he was growing up.
Before embarking on his final journey, he left an amulet with Amid's mother to pass on to his son when the
time came. Amid has now more than come of age and he feels obligated to honour his father's final wish. But
this journey is made deadly by the presence of vicious, vampire-like monsters lurking in the sands.

Three Complications:

1. Amid must battle the elements in addition to the monsters


2. The vampires are plentiful and are seemingly impervious to normal weapons.
3. Amid must trust strangers and also tame his own savage nature to survive the journey across the
desert

One-Sentence Premise:
This story is about Amid Jezhar, the leader of a nomadic tribe who is on a family pilgrimage across the desert
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when he and his tribe are hunted by ancient sand vampires.

How will we care about (identify with) Amid?

 Amid is noble and brave but not necessarily a natural leader: loyal to the cause but stubborn and
willing to reach his goals whatever the cost
 Amid’s quest is personal and sentimental: family duty, loyalty and devotion to the tribe
 Amid faces the unknown: his enemies are monsters who have no apparent weaknesses
 Amid and his companions are far from help and must rely on each other to survive
 Man vs. nature; Man vs. Beast

Sub-Plots:

 Fear of Rhasha al-Moudin betraying Amid’s tribe


 Bahij’s insistence on turning back and abandoning the pilgrimage
 Sand vampires have an ulterior motivation for attacking the tribes
 There is a deeper significance to Amid’s family heirloom
 Will Amid and Lana "hook up"?
 What are the mercs' motivation for tagging along for the pilgrimage?
 What is Amid’s plan after he has completed his pilgrimage? How does he get home?

Ending (Spoilers):
Amid and his tribe reach the ancient tombs after suffering many casualties. Amid discovers his father was in
fact a vampire hunter who was working with American scientists on a solution to the vampire plague. He slays
the leader of the sand vampires and defeats his arch-nemesis, Rhasha al-Moudin, before succumbing to his
own wounds. Bahij takes on the quest of bringing Amid’s amulet back home to Amid’s wife, Kahlea. And so
the story continues...

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Copyright (C) 2010-2011 Vancouver Film School – All rights reserved

Competitive Analysis Appendix


Desert Blood's place in the First-Person Shooter genre puts it in competition with some of the most critically-
acclaimed games of the last few years. Rather than compete directly with the popular trend of military-based
war shooters, Desert Blood combines the best game play aspects of the Survival Horror genre with some
unique approaches to first-person action.

Competitor  Their Features  Desert Blood’s Comparative  The Desert Blood Advantage 


Features 
F.E.A.R. 3  +High‐production live action  + Gorgeous pre‐rendered  While two‐player co‐op is a 
http://www.whatisfear.com/  cinematics directed by John  cinematics  popular feature, it has a 
Carpenter    potential to lessen the horror 
  +Tense real‐time combat  & suspense of Desert Blood.  
+Point Man's "Bullet‐time"    The game addresses this 
power  + Give orders to intelligent AI  dichotomy by pitting a single 
  companions  player against the vampires 
+Paxton Fettel can possess    with the aid of AI‐controlled 
enemy soldiers  +Rifle butt & pin down  companions. 
  stunned enemies with your   
+Dramatic melee attacks:  boot before executing them  Desert Blood also strikes the 
jump kicks & slide tackles    right balance of providing 
  +Drive armoured dune  powerful weapons to the  
+Climb into mechanized  buggies & ride robot panther  player while still retaining the 
power suits to battle soldiers    menace and threat of danger 
& robots  +Single‐player campaign  necessary in a horror 
  experience.  F.E.A.R.’s bullet‐
+Two‐player online & couch  time and power suits are 
co‐op.  almost too empowering & 
are at odds with the horror 
atmosphere of the game. 

Singularity  +Two online multiplayer  + Single‐player campaign  Desert Blood dispenses with 


http://www.singularity‐ modes    time manipulation tricks to 
game.com/    +”Catch, then Kill” game  present a clearer story & a 
  +Time Manipulation Device  player promotes unique  more logical flow to the 
(TMD): unique time abilities  weapon interactions  levels. 
like Deadlock, aging, and     
gravity gun  +28 weapon types (including  It is also a faster paced game. 
  grenades & special weapons)  Where Singularity focuses on 
+9 weapon types    mood & exploration, Desert 
  +Unique weapons: sand spike  Blood drives the player 
+Unique weapons: time‐ (shoots torpedoes), net  forward with the threat of 
distorting sniper rifle, guided  launcher, spear rifle  constant danger & escalating 
grenade launcher & seeker    complications. 
explosive bullets  +Non‐combat challenges   
  involving natural elements,  The wide variety of weapons 
+Time manipulation puzzles  such as surviving a sand  in addition to teammate AI 
  storm  lends strategic depth to the 
+Upgradeable weapons &    combat without giving the 
TMD abilities  +Customize weapons with  player too much power over 
  scopes or upgrades & equip  the enemies.  The lack of 

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special ammo types crafted  "TMD‐style" weapons works 
from vampire corpse material to Desert Blood's advantage. 
 
Left 4 Dead 2  + 4‐player co‐op; 2‐player  + Single‐player campaign  Desert Blood and Left 4 Dead 
http://www.l4d.com/  local co‐op    2 share similar design goals 
    +Adjustable difficulty to  and tone but use different 
+8‐player versus modes  encourage replayability  methods to achieve their 
    results. 
+4 playable characters  +1 main protagonist & a cast   
(cosmetic)  of richly drawn supporting  Desert Blood reduces the 
  characters  random elements inherent in 
+31 weapon types, including    multiplayer or co‐op games 
sidearms and grenades  +28 weapon types (including  by presenting tightly scripted 
  grenades & special weapons)  levels and more elaborate 
+3 weapon upgrades    plotting & character 
  +7 customizable ammo types  development.  The absence 
+4 special usable items,    of an unpredictable 
including propane tank  +3 usable items: gas can, fuel  “Director” AI further 
  tank and modified bear trap  reinforces this design 
+up to 3 AI teammates, no    philosophy. 
player control  +2 AI teammates: player can   
  issue 5 types of commands  Scaling difficulty levels 
+Director AI adjusts pace &    challenge the player by 
difficulty of game based on  +Tightly scripted level design  limiting their resources 
player performance  for maximum suspense &  (ammo, weapon pick‐ups) 
play balance  instead of overwhelming 
  them with "uber" enemies or 
using cheap tactics. 

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“Resource/Research” Appendix
Websites:

 Bedouin Facts:
http://en.wikipedia.org/wiki/Bedouin
 Vampire mythology:
http://en.wikipedia.org/wiki/Vampire

Movies:

 30 Days of Night - http://www.sonypictures.com/homevideo/30daysofnight/


 Blade 2 - http://www.newline.com/properties/blade2.html
 From Dusk Till Dawn - http://www.imdb.com/title/tt0116367/
 Tremors - http://www.imdb.com/title/tt0100814/
 Predators - http://www.predators-movie.com/
 John Carpenter’s Vampires - http://www.imdb.com/title/tt0120877/
 Resident Evil: Extinction - http://www.imdb.com/title/tt0432021/
 Dawn of the Dead (2003 remake) - http://www.dawnofthedeadmovie.net/
 The Descent - http://www.thedescentfilm.com/

Games:

 Dead Space - http://www.ea.com/games/dead-space


 Singularity - http://www.singularity-game.com/
 BioShock - http://www.2kgames.com/bioshock/
 Jericho - http://www.codemasters.com/jericho/index.php?territory=EnglishUSA
 Resident Evil 5 - http://www.residentevil.com/agegate.php
 Condemned series - http://www.sega.com/games/condemned-2-bloodshot/
 Fallout 3 - http://fallout.bethsoft.com/index.html
 F.E.A.R. 2 - http://www.whatisfear.com/#/en/
 Zeno Clash - http://www.zenoclash.com/

Books:

 Vampire Earth series, by E.E. Knight - http://www.vampjac.com/vampireearth/


 Cell, by Stephen King - http://www.stephenking.com/library/novel/cell.html

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