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Dying of heat in the desert is bad. Being eaten by sand monsters is worse.
Written by Clinton Ma
Version # 1.30
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
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:
To-Do:
Version 1.20
Received second round of peer feedback.
Updates:
To-Do:
Version 1.30
Final formatting and polish before submission to the Design Head.
Updates:
To-Do:
1. Proofread and spell check
2. Remove all feedback comments
3. Finalize formatting: spacing and line breaks
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
Weapon Pairings and Catch, Then Kill. (Refer to I. Weapon Variety & Tandem Weapon Effects and II. Catch,
Then Kill)
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.
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.
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!
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
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!
Feature Details
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.
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
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.).
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 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?
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
Stun weapons cannot kill any vampire enemies, even when a target's Hit Points has been reduced to
zero or below.
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.
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.
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
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.
Usable Items
Usable items appear in the environment and typically explode when they are fired upon.
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.
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.
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.
The following table summarizes the general strategies required to defeat the different types of enemies in
Desert Blood:
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:
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
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:
The following table outlines the bonus effects conferred by the different types of special ammo.
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.
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:
There are 5 types of commands that you can issue to your Teammates:
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.
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.
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.
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.
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.
Clinton Ma Page 29 2/9/2011
Desert Blood
Copyright (C) 2010-2011 Vancouver Film School – All rights reserved
Example:
Exposed Variables: Stun stagger Distance, Stun Duration, Effective Range (meters)
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:
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.
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.
Example:
Exposed Variables: LDD Window Length (seconds), Animation Speed (frames/sec.), Probability of Enemy
performing a Killing Blow
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.
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
.
For specific beat and walkthrough details, please refer to the Act Four gameplay walkthroughGameplay
Walkthrough
.
Locations
There are specific play environments beyond the endless expanse of desert:
Mercenary Compound
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
Exposed Variables: Probability of the player witnessing a simple NPC death animation at set distances
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.
There are other situations when dying results in a more elaborate animation sequence:
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.
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.
Further details about the user interface and the mechanics of harvesting and special ammo crafting can be
found in III. Special Ammo Types.
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.
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.
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.
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.
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.
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
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.
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.
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 --
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.
Gameplay Details
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:
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:
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.
Control Diagram
Combat System
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.
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.
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:
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.
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.
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.
Gameplay Walkthrough
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
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
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
Crossing the Threshold - Amid Thirsts for Revenge, Leaves to Rejoin Tribe mates
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
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
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
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
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.
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
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
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
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
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
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, Bahij, Lana and what's left of the mercs battles Vol'suth in a climactic battle
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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
Beat Chart
Intensity Level
12
10
4
Intensity Level
2
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.
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.
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.
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.
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.
This is the hero of the game and is the default character under the player's direct control.
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.
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.
Brock Volkmann
Lana Crosby
A mercenary in Brock's group. The "unofficial leader" of the mercs. Resourceful and brave. Some
romantic chemistry between her and Amid.
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
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.
* 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.
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.
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.
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
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.
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.
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
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.
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.
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
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.
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.
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 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
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.
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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Desert Blood
Copyright (C) 2010-2011 Vancouver Film School – All rights reserved
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.
Under these circumstances, there is license to portray the Arabian Desert as a much harsher environment than
it actually is in reality.
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.
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
Act IV
Ruined Military Base
Act V
Desert Cave System
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.
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.
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.
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)
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.
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.
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.
The Front End Menu System flow diagram is also available as a separate document.
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
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
1. Game logo
2. Loading text & graphics animations
3. Randomly generated quote or game play tip
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Desert Blood
Copyright (C) 2010-2011 Vancouver Film School – All rights reserved
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
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
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
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
Story Appendix
Vision: Two rival nomadic tribes must work together during a pilgrimage across the desert when they are
attacked by ancient sand vampires.
Three Complications:
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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Copyright (C) 2010-2011 Vancouver Film School – All rights reserved
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:
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...
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.
“Resource/Research” Appendix
Websites:
Bedouin Facts:
http://en.wikipedia.org/wiki/Bedouin
Vampire mythology:
http://en.wikipedia.org/wiki/Vampire
Movies:
Games:
Books: