Game Design Document Vale Visions

Transcription

Game Design Document Vale Visions
Game Design
Document
Version 1.9
Vale Visions
Version History
Version
Number
1.0
Edited By
Date
Revision Details
Ryan Schmidt
14/03/14
1.1
Ryan Schmidt
15/03/14
1.2
Ryan Schmidt
16/03/14
Imported additional concept art and reference
images from Diego Henriquez and Sean Toomey
respectively, and performed numerous
modifications throughout the document to reflect
new information.
1.3
Ryan Schmidt
18/03/14
Completed and integrated an initial draft of the
story overview.
1.4
Ryan Schmidt
24/03/14
Heavily modified and revised the Boss Design
Document prepared by Sean Toomey, and
integrated it into the document. Pompilus and
Silstrum vessels have been named, and now need
their details fleshed out.
1.5
Ryan Schmidt
25/03/14
Added placeholder enemy descriptions and
integrated the typography logo produced by
Diego Henriquez.
1.6
Ryan Schmidt
30/03/14
Prepared an initial draft of Provectus’ second level,
added new landmarks to the locations section, and
touched on what its boss battle will entail.
1.7
Ryan Schmidt
31/03/14
Prepared an initial draft of Provectus’ third level,
added a new landmark to the locations section,
and applied changes requested by the team.
1.8
Ryan Schmidt
10/04/14
Brought in new pictures to populate the
document, rewrote how health works to match its
implementation, introduced another Pompulis
vessel to cover new model, fixed unsightly typos
that were shamefully overlooked, and completed
the initial design for the second level’s boss battle.
Imported contents of the original Game Design
Document into the template for better
organization.
Imported Diego’s reference images and rough
concept art, added William Lewis’ audio assets list,
and made modifications to a number of areas to
reflect group decisions and enhance overall
document readability.
1.9
Ryan Schmidt
11/04/14
Made a series of minor modifications, setting up
for a major overhaul: among the adjustments,
health details have been refined, the menu section
has been reworked, a boss section has been
introduced, and general highlighting has begun.
Contents
Game Concept............................................................................................................................................... 1
High Concept ............................................................................................................................................. 1
Genre ........................................................................................................................................................ 1
Target Platform ......................................................................................................................................... 1
Target Customer ....................................................................................................................................... 1
Unique Selling Points ................................................................................................................................ 1
Project Scope ................................................................................................................................................ 1
User Interface ............................................................................................................................................... 2
Screen Flow ............................................................................................................................................... 2
Screen Presentation .................................................................................................................................. 2
Menu Contents ......................................................................................................................................... 2
Main Menu............................................................................................................................................ 2
HUD ............................................................................................................................................................... 4
HUD Presentation ..................................................................................................................................... 4
Health ........................................................................................................................................................ 4
Energy Shield......................................................................................................................................... 4
Hull Integrity ......................................................................................................................................... 4
Ammunition .............................................................................................................................................. 5
Stance Indicator ........................................................................................................................................ 5
Audio Waves ............................................................................................................................................. 6
Traditional Waves ................................................................................................................................. 6
Water Waves......................................................................................................................................... 6
Vine Waves............................................................................................................................................ 6
Score ......................................................................................................................................................... 6
Reticle ....................................................................................................................................................... 6
Controls ......................................................................................................................................................... 7
Controller Configuration ........................................................................................................................... 7
Keyboard and Mouse Configuration ......................................................................................................... 7
Camera Controls ....................................................................................................................................... 8
Mechanics ..................................................................................................................................................... 8
Player Movement...................................................................................................................................... 8
Movement Restrictions............................................................................................................................. 8
Primary Weapon ....................................................................................................................................... 8
Stance Shifting .......................................................................................................................................... 8
Braking ...................................................................................................................................................... 9
Boosting .................................................................................................................................................... 9
Secondary Weapons ................................................................................................................................. 9
Normal Stance....................................................................................................................................... 9
Offensive Stance ................................................................................................................................... 9
Defensive Stance ................................................................................................................................... 9
Upgrades ....................................................................................................................................................... 9
Primary Weapon Upgrades ....................................................................................................................... 9
Secondary Weapon Upgrades................................................................................................................. 10
Normal Stance..................................................................................................................................... 10
Offensive Stance ................................................................................................................................. 10
Defensive Stance ................................................................................................................................. 10
Defensive Upgrades ................................................................................................................................ 10
Energy Shield....................................................................................................................................... 10
Hull Integrity ....................................................................................................................................... 11
Resources ................................................................................................................................................ 11
Story ............................................................................................................................................................ 11
Premise ................................................................................................................................................... 11
Overview ................................................................................................................................................. 11
Cutscenes ............................................................................................................................................ 13
Dialogue .............................................................................................................................................. 13
Locations ................................................................................................................................................. 14
The Casarian System ........................................................................................................................... 14
Hyperion Belt ...................................................................................................................................... 14
Aurus Prime......................................................................................................................................... 14
Caldon ................................................................................................................................................. 15
Hydrayda ............................................................................................................................................. 15
Cetros .................................................................................................................................................. 16
Virentia................................................................................................................................................ 16
Arbustos .............................................................................................................................................. 17
Backstory................................................................................................................................................. 17
First Contact ........................................................................................................................................ 17
Exile ..................................................................................................................................................... 17
Galactic Society 90XX .......................................................................................................................... 17
Characters ............................................................................................................................................... 18
The Emissary, Protagonist ................................................................................................................... 18
S.L.I.C.K., AI Unit .................................................................................................................................. 18
Silstrum, Plant Race ............................................................................................................................ 18
Pompilus, Fish Race............................................................................................................................. 19
Provectus ................................................................................................................................................ 19
Provectus, Ship.................................................................................................................................... 19
Normal Stance..................................................................................................................................... 20
Attack Stance ...................................................................................................................................... 20
Defense Stance ................................................................................................................................... 20
Weapon System .................................................................................................................................. 21
Opposition................................................................................................................................................... 21
Obstacles ................................................................................................................................................. 21
Enemies ................................................................................................................................................... 21
Shot Colours ........................................................................................................................................ 21
Automated Defenses .......................................................................................................................... 21
Silstrum Ships ...................................................................................................................................... 22
Pompilus Ships .................................................................................................................................... 23
Bosses...................................................................................................................................................... 26
B.O.S.S. ................................................................................................................................................ 26
Belonus................................................................................................................................................ 26
Vindexus .............................................................................................................................................. 26
Levels........................................................................................................................................................... 26
Progression ............................................................................................................................................. 26
Level Design ............................................................................................................................................ 26
Ammunition Pickups ............................................................................................................................... 27
Aurus Prime Level One, Tutorial Stage ...................................................................................................... 27
Premise ................................................................................................................................................... 27
Key Concepts ........................................................................................................................................... 27
Movement........................................................................................................................................... 27
Shooting .............................................................................................................................................. 27
Damage ............................................................................................................................................... 28
Stances ................................................................................................................................................ 28
Level Flow ............................................................................................................................................... 28
Prologue – Provectus Problems .......................................................................................................... 28
Section 1 – Origo Co. Assembly Line ................................................................................................... 28
Section 2 – Origo Co. Hangar Bay ....................................................................................................... 29
Section 3 – Missuno Canyon ............................................................................................................... 29
Section 4 – Boss Battle ........................................................................................................................ 30
Checkpoints ......................................................................................................................................... 31
Cetros Level Two ........................................................................................................................................ 31
Premise ................................................................................................................................................... 31
Level Flow ............................................................................................................................................... 31
Section 1 – The Aecorian Line ............................................................................................................. 32
Section 2 – Island Altitude .................................................................................................................. 32
Section 3 – Stalactite Heights.............................................................................................................. 32
Section 4 – Salamari Outpost .............................................................................................................. 33
Section 5 – Boss Battle ........................................................................................................................ 33
Checkpoints ......................................................................................................................................... 34
Hyperion Belt Level Three ........................................................................................................................... 35
Premise ................................................................................................................................................... 35
Level Flow ............................................................................................................................................... 35
Section 1 – The Hyperion Belt ............................................................................................................. 35
Section 2 – Armada Assault ................................................................................................................ 35
Section 3 – The Silexian Strip .............................................................................................................. 35
Section 3 – Fleet Flurry ....................................................................................................................... 35
Section 4 – Final Boss Battle ............................................................................................................... 36
Checkpoints ......................................................................................................................................... 36
Art ............................................................................................................................................................... 36
Art Assets List .......................................................................................................................................... 36
Audio ........................................................................................................................................................... 37
Audio Assets List ..................................................................................................................................... 37
Voice-Overs ............................................................................................................................................. 38
References .................................................................................................................................................. 38
Provectus
Vale Visions
Game Concept
High Concept
Provectus is a fast-paced and quirky on-rails shooter, inspired by the gameplay of Nintendo’s early “Star
Fox” game series (“Star Fox” (1993) & “Star Fox 64” (1997)), and coupled with the polarity-shifting
mechanics of the classic arcade shoot-em-up “Ikaruga” (2001).
Genre
First-Person, On-Rails Shooter
Developing an on-rails system that players can experience from the cockpit is our first priority. If time
constraints aren’t an obstacle, free-roam dogfights will be introduced and a third-person camera will be
incorporated as an optional perspective.
Target Platform
In production for PC with Oculus Rift VR headset support.
Target Customer
• In development with the intention of securing an ESRB of ‘T’ for “Teen”.
• For audiences that enjoy aerial space combat, immersion, and VR technology.
• Designed to appeal to a demographic of men and women aged sixteen to forty.
Unique Selling Points
• Pilot an advanced combat vessel and break through the Casarian System’s defenses.
• Experience the thrills of occupying a dynamic cockpit with an incredible field of view.
• Phase between dimensional planes to buff up your abilities and exploit enemy weaknesses.
• Customize your ship’s primary weapon system to suit your combat style.
• Immerse yourself in the action with Oculus Rift headset support.
Project Scope
Preproduction
• One level
• One boss
• Three stances
• One weapon
• Two enemies
(1)
(1)
(3)
(1)
(2)
Production
• Three levels
• Three bosses
• Three stances
• Four weapons
• Nine enemies
(3)
(3)
(3)
(4)
(9)
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User Interface
Screen Flow
1) Splash Screen
2) Main Menu
3) Level Select
4) Game
5) Victory
6) Failure
7) Upgrades
After upgrades have been applied, the
game will transition back to the Level
Select screen.
To be updated to reflect menu contents in a later iteration.
Screen Presentation
When the game loads in, the player immediately begins stationed in the cockpit. All of the screens are
displayed from a fixed position in front of the camera, allowing the player to look around and see their
contents from slightly skewed angles.
Each of the screens, with the exception of the game screen, are presented as a collection of hexagonal
buttons. These buttons are blue and flicker occasionally to accentuate their artificiality. The deeper into
the menus the player digs, the farther back the screens are displayed.
Menu Contents
The menus display a vertical selection of buttons and relevant information.
Main Menu
The main menu is the first screen
displayed when the user starts a
session. At the top left of the
screen, the title of the game is
displayed. Four buttons at half
its size are also listed: Start
Game, Settings, Credits, and Exit
Game, in that order.
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Start Game
No saving feature is presently planned, as the game can be completed in a single session.
Until additional levels are developed, the button will direct players to the tutorial level,
instead of to the level select screen.
Settings
Audio settings can be adjusted from the settings screen.
These elements will be denoted by symbols and have sliders next to them to change their values.
Music Icon
Sound Icon
Voice-Over Icon
Adjustments Slider
Credits
Credits for the Vale Visions team are listed vertically down the center of the screen, followed by a back
button to return to the main menu to its left.
Exit Game
Exits the game and ends the session.
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HUD
All of the HUD elements will be presented on the camera and guised as the protagonist’s helmet display.
By showcasing the information in this fashion, everything the player needs to know is available to them
regardless of the direction they’re facing.
HUD Presentation
Information will be
presented through a
holographic interface,
giving the impression of
a holographic overlay
on the helmet’s visor.
A Lerping effect will also
be administered to its
sides to present an
illusion of convexity.
Health: Top-Middle
Ammo: Top-Right
Stance: Top-Left
Waves: Bottom-Middle
Score: Bottom-Right
Every element of the
HUD possesses a blue
tint, including the visor’s
stylized edge designs.
Health
Located at the top-middle of the screen, health is divided into two categories: energy shield and hull
integrity. Once registered, neither measurement can be influenced by the player, as no recovery pickups
are found during gameplay.
Energy Shield
Denoted by a navy blue, horizontal bar across the top of the screen, the energy shield decrements
relative to the damage the player receives. When a hit is registered, the bar drops from right to left to
reflect the damage amassed, remains at that position for a brief moment, and then proceeds to
regenerate back up to full again. When the energy shield’s bar depletes completely, the player’s hull
integrity is exposed, and the bar delays for a longer duration before regenerating.
Hull Integrity
Positioned directly below the energy shield bar, hull integrity is represented by a horizontal string of six
light blue blocks. From the center to the outermost blocks, their length extends until they reach the
bottom edges of the energy shield bar.
These blocks decrement in a mirrored fashion, with the outermost blocks vanishing after twenty-five
points of damage are received, followed by the next pair of blocks once fifty points of damage amass.
The blocks change their operation after they’ve accumulated seventy-five points, however; instead of
vanishing like their predecessors, the blocks change to an orange colour to denote the ship’s critical
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condition. Once the last remaining twenty-five points are tallied, the player is defeated, at which point a
life is lost and they’re either brought back to a checkpoint or are given a game over depending on if they
have any lives remaining.
Each hit while hull integrity is exposed delays the return of the energy shield’s bar. And while the energy
bar is replenished, the blocks are faint, so not to be a distraction to the player.
Damage
When the player receives damage, the helmet’s display will become distorted to reflect the force of
impact. A light hit—resulting from weak enemy fire or lightly grazing obstacles—is demonstrated with
slight distortion to the UI elements along the screen’s perimeter, while a devastating blow—denoted by
heavy enemy fire or crashing directly into obstacles—will coat the entire screen, obscuring the player’s
view of the scene in a brief blizzard of static.
Light Damage Effect
Heavy Damage Effect
Ammunition
Although each of the secondary weapons vary in execution, the ammunition counter operates the same
across the board—one of five horizontally-aligned blocks depletes every time a secondary weapon is
activated, fading out from right to left. The ammunition blocks will be listed at the top-right corner of
the screen.
Stance Indicator
Since stances may be difficult to differentiate from one another when observed through a first-person
perspective, the top-left corner of the screen will play host to a stance indicator. The three stances—
normal, offensive, and defensive—will be visually distinct, ensuring that even colour-blind players will be
able to identify which stance they’re using at a glance.
Normal Stance Icon
Offensive Stance Icon
Defensive Stance Icon
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Audio Waves
Situated at the bottom-middle of the screen, audio waves are presented to notify that a voice-over is
playing. This UI element is strictly aesthetic and doesn’t influence the gameplay in any way.
Traditional Waves
Displayed when S.L.I.C.K. is
Communicating with the player.
Water Waves
Displayed when transmissions from
Pompilus vessels are detected.
Vine Waves
Displayed when transmissions from
Silstrum vessels are detected.
Score
Score is recorded by five star icons located at the bottom-right corner of the screen. When the player
doesn’t have any defeats registered, the icons appear transparent, but with each dispelled enemy, one
star—from left to right—is filled in to reflect an increase in score.
Players will never go over the threshold of five, as the amount of points they can earn per level is
capped at a maximum.
Reticle
The only UI element not locked to the camera, the reticle
will be displayed at the center of the screen when facing
forward. It will have a clearly defined area of mobility,
ensuring players aren’t confused with where they can
fire their shots. For the preproduction build, the reticle
will be locked at the center of the screen, moving relative
to the player.
By default, the reticle is displayed as blue (left). When overtop an enemy, however, its colour shifts to
red and it begins to pulsate to indicate that damage will be dealt if a shot is fired (right).
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Controls
The game supports two control schemes, which can both be coupled with the Oculus Rift headset.
When the Oculus Rift headset is enabled, the way in which the camera operates changes (see Camera
Controls).
Controller Configuration
Right Trigger: Primary Weapon
Left Trigger: Secondary Weapon
Left Bumper: Defensive Stance *
Right Bumper: Offensive Stance *
Both Bumpers: Normal Stance *
Left Stick: Player Navigation
Right Stick: Camera Navigation
X Button: Boost
A Button: Brake
Start Button: Pause
* Stance shifts are registered once the bumper or bumpers being held down are released. This ensures
the player never encounters difficulty pressing both bumpers together to return to the normal stance.
Keyboard and Mouse Configuration
1 Key: Defensive Stance
2 Key: Normal Stance
3 Key: Offensive Stance
A Key: Leftward Navigation
W Key: Upward Navigation
D Key: Rightward Navigation
S Key: Downward Navigation
Left Arrow Key: Leftward Navigation
Up Arrow Key: Upward Navigation
Right Arrow Key: Rightward Navigation
Down Arrow Key: Downward Navigation
Space Key: Primary Weapon
Esc Key: Pause
Left Click: Primary Weapon
Right Click: Secondary Weapon
Mouse Movement: Camera Navigation
Shift Key: Boost
Control Key: Brake
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Camera Controls
With the Oculus Rift headset, the player directs the camera by moving their head around, and faces no
restraint on where they can look. When playing with a controller or mouse, however, movement is
restricted to a one-hundred and eighty degree field of view.
Without the Oculus Rift headset, the camera’s movement slows down when approaching its limits, with
quick movements enabled when returning to the center of the cockpit. If the right stick is released while
using a controller, the camera will automatically return to the center with “slerping” effect.
Mechanics
Player Movement
The player moves along a two-dimension plane: left, right, up, and down are their directional inputs.
They cannot move backwards, but are pushed forward by an on-rails node system.
Movement Restrictions
The levels have enclosed environments and offer visual boundaries like canyons and factory walls. These
obstructions damage the player when a collision occurs.
In situations where there are no clear boundaries, like the sky above a canyon or an open space,
invisible barriers will be presented, preventing the player from straying from the playfield. Instead of
receiving damage when a collision is registered, an arrow pointing away from the barrier will be
displayed on the HUD to indicate the direction the player should head back towards.
Primary Weapon
The main means of combat, the Provectus possesses a laser cannon that fires small, concentrated blasts
of energy that deals damage against enemy vessels. It has three attributes—fire rate, speed, and
power—that can be modified with upgrades when resources are spent.
Attribute
Fire Rate
Fire Speed
Fire Power
Statistic
0.5 Seconds
Average
Weak
Description
How quickly shots can be fired.
How quickly a shot reaches its destination.
How much damage can be dealt against an enemy.
Stance Shifting
When the player performs a stance shift, the Provectus promptly changes its shape and gains the
appropriate buffs—there’s a strong emphasis on speed here. At the time of this transition, a filter coats
the screen in a colour reflecting the current dimension being occupied. For preproduction,
Stance
Normal
Offensive
Defensive
Power
Average
Strong
Weak
Defense
Average
Weak
Strong
Secondary Weapon
Homing
Laser
Reflector
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Braking
When the player wants to delay their progression to combat enemies or avoid an obstacle, they can
activate a brake to slow their movement down for a limited time. The speed at which the player brakes
is set at a flat value—it isn’t pressure sensitive.
Boosting
When the player is met with an obstacle that is difficult to overcome, they can activate a momentary
boost to decrease their exposure to the situation. The speed at which the player boosts is set at a flat
value—it isn’t pressure sensitive.
Secondary Weapons
Each stance boasts its own unique tool to complement the primary weapon. When a stance shift is
performed, the secondary weapon changes to the appropriate attack. The same button is used to
control all three secondary weapons.
Normal Stance
The normal stance enables the player to launch homing missiles.
These shots track enemies within their vicinity and explode in small bursts upon impact.
Offensive Stance
The offensive stance releases a laser stream that eviscerates any targets in its path upon activation.
Defensive Stance
The defense stance permits the use of the reflector. When initiated, this weapon makes the player
momentarily invincible, while also enabling them to take fire in and release it all in one burst to inflict
damage on enemies.
Upgrades
Using the resources accumulated from each completed level, players are able to customize their
armaments: the primary weapon, secondary weapons, and defenses can all be augmented.
Upgrades are performed in sequence, meaning that player cannot perform “Upgrade Three” until the
two previous upgrades in the corresponding tier have been made.
Primary Weapon Upgrades
Players are given the option to upgrade the rate, speed, and power of their primary weapon’s shots.
Fire Rate
Fire Rate -0.2 Seconds
Fire Rate -0.3 Seconds
Fire Rate -0.4 Seconds
Fire Rate -0.5 Seconds
Fire Rate -0.6 Seconds
Fire Rate -0.8 Seconds
Fire Rate -1.0 Seconds
Fire Speed
Fire Speed + 10%
Fire Speed + 20%
Fire Speed + 30%
Fire Speed + 40%
Fire Speed + 50%
Fire Speed + 60%
Fire Speed + 80%
Fire Power
Fire Power + 10%
Fire Power + 20%
Fire Power + 30%
Fire Power + 40%
Fire Power + 50%
Fire Power + 60%
Fire Power + 80%
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Secondary Weapon Upgrades
Unlike the primary weapon, secondary weapons have a far more simplified upgrade system. They have
one branch to pursue, which only influences one attribute of their functionality.
Normal Stance
The accuracy range of the normal stance’s secondary
weapon increases with each successive upgrade.
Upgrade
First Upgrade
Second Upgrade
Third Upgrade
Effect
Accuracy Range +25%
Accuracy Range +50%
Accuracy Range +75%
Resources
10
20
30
Offensive Stance
The strength of the offensive stance’s secondary weapon
increases its fire power with each successive upgrade.
Upgrade
First Upgrade
Second Upgrade
Third Upgrade
Effect
Fire Power +25%
Fire Power +50%
Fire Power +75%
Resources
10
20
30
Defensive Stance
The holding duration of the defensive stance’s secondary
weapon increases with each successive upgrade.
Upgrade
First Upgrade
Second Upgrade
Third Upgrade
Effect
Holding Duration +25%
Holding Duration +50%
Holding Duration +75%
Resources
10
20
30
Defensive Upgrades
Players are given the option to upgrade the Provectus’ defenses energy shield and hull integrity in order
to sustain damage longer. This is organized in a similar fashion to secondary weapons, in that they have
a linear presentation and only augment one attribute.
Energy Shield
The delay duration enforced after damage is received
can be decreased with each successive upgrade.
Upgrade
First Upgrade
Second Upgrade
Third Upgrade
Effect
Delay Duration -25%
Delay Duration -50%
Delay Duration -75%
Resources
30
30
30
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Hull Integrity
Each upgrade performed on hull integrity
introduces an additional block to the chain.
Upgrade
First Upgrade
Second Upgrade
Third Upgrade
Effect
+1 Hull Integrity Block
+1 Hull Integrity Block
+1 Hull Integrity Block
Resources
50
50
50
Resources
Resources are given to the player based on the total enemies defeated at the end of a level. There are
no different classifications of resources: we’re employing a “one-size-fits-all” approach, in which
resources can be applied to any upgradeable system.
There is a maximum total of resources that the player can earn, so there will never be a situation in
which they can upgrade all elements of their primary weapon to full capacity—maxing out is impossible.
Story
The story will unfold in a linear fashion, told through dialogue delivered by S.L.I.C.K., the Provectus’
onboard AI unit, over the course of three levels. To correspond with the frenetic arcade action of the
game, it’ll be presented with a quirky tone.
Premise
The Provectus, a vessel capable of shifting between combative forms through dimensional exploitation,
was lost after humanity had been ostracized from the Casarian System centuries ago. As the crown jewel
of human achievement, and humankind’s only chance to fight their way back to their former civilization,
you’ve been hired as an emissary to reclaim the ship for research and mass production. With the vessel
attained, you must pilot through enemy space and return it beyond the galaxy’s border: take to the
cockpit, engage the enemy in aerial combat, and help humanity seize control of the Casarian System!
Overview
Aurus Prime
Piloting a small, battered ship, a nameless emissary arrives at the inner sanctums of Origo Co. on Aurus
Prime, a research facility abandoned during the planet’s exile decades ago. The emissary was tasked
with infiltrating the Casarian System and locating a ship, the Provectus, for humankind.
With its return, the ship will stand as a conduit for change; one that a struggling humanity is in
desperate need of after its banishment. Thankfully, their need may be met—the emissary has
successfully located the ship and is ready to return a hero.
Immediately upon its activation, the vessel’s AI unit, S.L.I.C.K., makes an address. It informs the emissary
that the Provectus hasn’t been in operation for over a century, and that booting up its auxiliary systems
will take some time. It also notes that the launch tube doors are inactive, but it’s capable of
manipulating the system by way of wireless hacking.
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Shortly thereafter, S.L.I.C.K. successfully opens the launch tube doors, but in doing so restores power to
the facility. Not only does the machinery boot back up and introduce a slew of obstacles, but Origo Co.’s
security systems activate and register them as a threat. In response, the emissary abandons his old
vessel, buckles in, and launches into action aboard the Provectus.
As they maneuver through the chaos, Silstrum survey patrollers in the surrounding Missuno Canyon
notice the commotion and move in to investigate. They promptly ascertain the Provectus’ location and
blast a hole ahead of its position to arrange an ambush.
Although the distant detonation sets a chilling atmosphere on their approach, with S.L.I.C.K. stating that
the boisterous boom didn’t originate from any machinery, the move soon proves to be of service to
them. They pilot the Provectus through the explosion site, and escape into the Missuno Canyon.
Although they’re free of the facility, the swarms of Silstrum ships besieging the Provectus makes
launching off-world impossible. In order to depart from Aurus Prime, they must endure the onslaught
and seek refuge. Fortunately for them, the Provectus’ advanced dimensional shifting capabilities allow
the ship to hold up well against a legion of foes.
As they continue to evade Silstrum ships, S.L.I.C.K. notices an area with minimal occupancy and guides
them towards it. When they arrive, however, they discover that a Bellipotent Origo Security System, or
B.O.S.S., had been activated by the surge of ships that had passed overhead. The man-made machine
clears the scene of all pursuing ships, but the emissary must take it out before they can ascend safely.
The monstrous machine shows its mettle in combat, but falls after its skirmish with the Provectus.
As the dust begins to settle, they take advantage of the Silstrums’ momentary retreat and launch up into
the Hyperion Belt overhead.
Cetros
As they make their way through the Hyperion Belt, S.L.I.C.K. notifies the emissary that the Provectus
hasn’t had any trail runs in the vacuum of space, and its firmware for interplanetary travel is lacking. It
then goes onto say that a former research facility on Cetros had developed a solution based on data
derived from Pompilus navigational practices, but the exile prevented its application to the Provectus.
The research facility in question had been lost after humanity’s departure, but the technology remains
intact and active somewhere beneath the Cetrosian waves. Fortunately for the emissary, S.L.I.C.K. can
scan for its signal and download its contents from anywhere on the planet. They need only stall for time
within its atmosphere until S.L.I.C.K. identifies the source and completes the download.
After the incident on Aurus Prime, however, the planet’s denizens, the Pompilus, are armed and ready
to retaliate. They bombard the vessel with an onslaught of swarm ships, and use the oceans to their
advantage; diving and springing ambushes upon them.
Upon their first sighting of a Pompilus vessel, S.L.I.C.K. remarks that it’s his first encounter with a
member of their race. As they continue to launch their attacks on the Provectus, however, S.L.I.C.K.
begins to share observations on their attack patterns and strategies.
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As the download nears its completion, they are set upon by a massive Belonus warship. Revered as one
of the Pompilus’ greatest weapons—and an instrumental tool in the exile of humanity—the vessel
proves to be a powerful foe, but the Provectus manages to best it in battle. As luck would have it,
S.L.I.C.K.’s download completes in tandem with the machine’s defeat, allowing them to launch back into
the Hyperion Belt with haste.
Hyperion Belt
On the last leg of their journey, Silstrum and Pompilus ships desperately pursue the Provectus through a
crowded asteroid field. The battle is fierce, with both races throwing everything they have to halt the
vessel’s advances, but their efforts bare no fruit.
Curiously, S.L.I.C.K. is divulging information on the Pompulis and Silstrums in equal doses, sharing
knowledge it previously hadn’t appeared to know. This stream of intelligence is cut short, however, as
the Provectus enters a ferocious cosmic storm.
Besieged by asteroids, the conditions quickly become their greatest threat. The storm doesn’t linger
long, though. It lets up after a few minutes, but in doing so offers an opportunity for the Pompilus and
Silstrums to regroup and return to the assault.
As they reach the edge of the Casarian System, they’re met with one last challenge to overcome—the
races launch their trump card. A gargantuan warship, designed as a precautionary measure in the event
humankind ever returned to the galaxy, emerges swiftly from the void ahead. The massive machine was
devised of Silstrum and Pompilus ingenuity, boasting the properties of their greatest vessels.
As the battle between vessels unfolds, S.L.I.C.K. explains the truth about why the emissary had been
sent to the Casarian System. Though they had been told the mission was to retrieve the Provectus to aid
humanity in its return to form, the real reason was to bring back its AI, S.L.I.C.K., and use the intelligence
it amassed over the last century to exploit the weaknesses of the Pompilus and Silstrums, concluding in
their eradication and the seizing of the galaxy. The interplanetary propulsion system was fine—the
excursion to Cetros was simply to download the data from a spy node similar to S.L.I.C.K.
With this revelation revealed, the emissary is put into a difficult position. S.L.I.C.K. controls the path the
Provectus follows, and is the only means of communication to the other races to negotiate a ceasefire.
It’s either fight back and follow through with the mission, or be destroyed by their defense.
With S.L.I.C.K.’s help, the emissary will persevere, survive, and return to humanity… a hero.
Cutscenes
No cutscenes are planned to be produced for this project.
Dialogue
Dialogue will only be presented with voice-overs: no subtitles will be displayed.
This decision reflects the team’s desire to incorporate the Oculus Rift headset,
as text does not display well in VR.
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Locations
The Casarian System
The setting of Provectus, the Casarian System is currently host to five planets and two races. A black
hole of human design once occupied one of its corners, but has since dissipated. Its denizens, Silstrums
and the Pompilus, once lived in harmony with humanity here, but have become their enemies after the
black hole they unleashed ravaged their galaxy.
Hyperion Belt
Hyperion: a Titan in Greek mythology, known as “the High-One”.
Stretching through the Casarian System is an asteroid field known as the Hyperion Belt. It’s the most
dangerous region to travel through, passing alongside the volatile Caldon and Hydrayda planets, and
leading to the edge of the galaxy.
Silexian Strip
Silexian: derived from the Latin word “silex”, meaning “hard stone”.
Wedged between Caldon and Hydrayda space, the Hyperion Belt slips into a territory referred to as the
Silexian Strip. This region stands as the most dangerous subdivision of the belt, frequently experiencing
volatile cosmic storms. Due to the conditions, no vessels are permitted to enter without authorization.
Aurus Prime
Aurus: derived from the Latin word “auroros”, meaning “dawn”.
Home to human civilization many centuries ago, this planet has a similar composition to Earth. It’s
presently home to a few Silstrum colonies, with a few jungles peppered throughout its now ravaged and
dry canyons and deserts. There are many research facilities stationed throughout the planet, and they
hold all sorts of experimental human creations, the Provectus formerly among them.
Aurus Prime is host to the tutorial level in development for the preproduction prototype.
Origo Co.
Origo: a Latin word for “source”.
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Once revered as an institution for scientific development on Aurus Prime, Origo Co. was abandoned
during humanity’s exile from the Casarian System. Experimental military weaponry and dimensional
devices were chiefly produced there, with the Provectus being one of their last projects.
As an apex of technological advancement, the facility was heavily fortified. Turrets and drone ships were
stationed throughout Origo Co. to ensure no unauthorized personnel infiltrated and raided the facility’s
prototypes and experimental data.
Missuno Canyon
Missuno: derived from the Latin words “amissa” and “mundo”, meaning “lost world”.
All regions once home to human civilization have been stripped of life during the exile. Having played
host to Origo Co., the Missuno Canyon was heavily radiated to ensure no humans held occupancy in the
surrounding area.
The environment is currently subject to terraforming, as the Silstrums are looking to expand their
territory now that their population has begun to climb back up to its former height. As a result, Silstrum
patrols are frequently surveying the area.
Caldon
Caldon: based on the Latin word “caldor”, meaning “heat”.
Inhospitable, Caldon is a cauldron of heat. Its geography is littered with molten metal, plasma, and
deserts. The only planet never occupied by Pompilus, Silstrums, or humanity, Caldon is also seldom
visited. Pompilus are unable to bring their ships near the planet’s surface, but Silstrums are working
steadily to find a means to bring and promote organic life on the planet.
Hydrayda
Hydrayda: derived for the word “hydro”, which is the production of electricity using water.
An oceanic planet, Hydrayda was once home to a prosperous Pompilus civilization, but has since been
abandoned due to its intensifying electrical storms. Its conditions became impossible to support the
Pompilus after they developed industries run with unstable electrical energies. Few vessels land on its
surface today, with the only exception being salvagers looking to collect its rich, natural resources: coral,
algae, and kelp.
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Cetros
Cetros: derived from the Latin word “cetos”, meaning “whales”.
The current homeworld of the Pompilus, Cetros is the largest planet in the Casarian System. Having
learned from the Silstrums, the Pompilus have not abused industrial production of electricity, and have
instead produced their energy through safe, natural practices. The planet is also the chief source for
exported harbour products, as it’s almost entirely comprised of oceans.
The Aecorian Line
Aecorian: derived from the Latin word “aecor”, meaning “ocean”. It’s pronounced “e-core-ian”.
The Aecorian Line is one of many Cetrosian oceans. It’s home to the planet’s most unusual landmarks,
Stalactite Heights, and has many islands strewn across its surface. Three human research facilities where
stationed in this region, which resulted in the ocean becoming a hotspot for conflict during the exile of
humanity.
Salamari Outpost
Salamari: derived from the Latin words “sal” and “mare”, meaning “salt” and “sea” respectively.
The name is also a play on the word “Calamari”, which is cooked squid.
Though an amiable race, the Pompilus began erecting outposts across their planet when the exile of
humanity was declared. Human colonies were scattered across the planet and operating numerous
research facilities at the time, similar to the one that had launched the black hole that decimated
Virentia, so the Pompilus saw fit to set defenses in order to ensure they’re removal from Cetros went
without incident.
Now that the Provectus has been spotted on their planet, the Pompilus have revisited the Salamari
Outpost in an attempt to stop the ship and its human pilot from escaping. Being comprised of a variety
of stone towers that can abruptly rise from the ocean floor, the outpost boasts the element of surprise
and proves to be a solid impediment.
Stalactite Heights
A natural phenomenon on Cetros, Stalactite Heights is a field of massive stalactites whose origins are
shrouded in mystery. Most Pompilus believe the formations were the result of erosion caused when
floating islands once populated the skies of Cetros, although, outside of ancient carvings on the seafloor,
no proof of their existence remains today to back up those theories.
With how concentrated, sharp, and fragile the stalactites appear to be, few vessels pass through the
region in fear of colliding with the columns and being crushed by debris. Though many of these fields are
peppered throughout the planet, Stalactite Heights is regarded as the largest and most lethal. It’s known
by the local populace as the “Stone Pike Forest”.
Virentia
Virentia: a Latin word for “plant”.
Once home to a colony of Silstrums, Virentia was decimated when humanity foolishly triggered a black
hole in its vicinity. The loss of the planet prompted the exile of humanity from the Casarian System, and
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the void of space now occupying its position stands as a symbol of humanity’s darkness and the
emptiness it creates.
Arbustos
Arbustos: derived from the Latin word “arbusto”, meaning “bush”.
Arbustos is the most advanced civilization in the Casarian System, and the only one to be comprised
exclusively of Silstrums. With the destruction of Virentia at the hands of humanity, Arbustos is now the
central hub for all Silstrum related affairs and galactic peace enforcement.
Backstory
First Contact
The humans of Aurus Prime were fortunate. While they were struggling to develop their early societal
structure, they were visited by the Silstrums. A race of brilliant beings, the Silstrums promoted
accelerated advancement and conditioned them for easier integration into the Casarian System.
Before space-travel had been achieved, humanity had already been inducted into galactic society. A
Peace Treaty was decreed between the two races and the denizens of the neighbouring Cetros planet,
the Pompilus. Interstellar trade quickly took off and the years following their union were prosperous for
all three parties.
Exile
Humanity proved itself incapable of maintaining the peace for long, however. As they gained a deeper
understanding of the universe and the worlds around them, their thirst for knowledge grew stronger.
Unquenched, they began experimenting with unstable energies to try satisfying their curiosities:
manipulating dark matter, exploiting dimensional rifts, and colliding particles.
As a result of their meddling, a black hole larger than what they could control was launched, decimating
the Silstrum’s planet of Virentia. In response to the destruction, the Silstrums and Pompilus rendered
their Peace Treaty void and exiled humanity from the galaxy.
Galactic Society 90XX
Present day, humanity occupies a desolate region of uncharted space just outside of the Casarian
System. They want to return to Aurus Prime, but the disdain held by the Silstrums and the Pompilus
makes returning without confrontation impossible.
Humanity wishes to reclaim the Provectus, an experimental vessel that was left behind during the exile,
for the advanced military might it holds. Retrieving the ship and putting it through mass production
would provide them with the means to fight their way back into the Casarian System.
In order to meet this end, humanity has sent a lone emissary—you—to perform the deed. You start out
successful in locating and commandeering the craft from Origo Co. on Aurus Prime, but escaping the
Casarian System will prove difficult.
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Characters
The Emissary, Protagonist
To support the immersive experience Provectus is poised to present, the protagonist is a blank slate.
They’re a gender-neutral emissary for humanity, sent on a mission to reclaim the Provectus, but they
possess no personality; they’re a faceless canvas for player’s to project themselves onto.
S.L.I.C.K., AI Unit
The Synthetic Language Interface & Component Keeper—known as S.L.I.C.K. for short—is your partner
and navigator aboard the Provectus. As its title suggests, the AI unit was developed for cross-species
communication and managing the vessel’s components, running the gamut from damage gauges to
onboard weaponry.
S.L.I.C.K. has a penchant for anecdotes, frequently telling you about the last human that attempted to
commandeer the Provectus and deliver it back to humanity. Additionally, S.L.I.C.K. also shares feedback
on the ship’s condition, to which any sustained damage is frowned upon, and relevant lore pertaining to
the Casarian System.
Normal
Angry
Cautious
Silstrum, Plant Race
Sil: derived from the Latin word “silva”, meaning “forest”.
Strum: derived from the Latin word “ligustrum”, meaning “pivet; evergreen shrub”.
The most advanced of the three races, Silstrums are the dominant force in the Casarian System and
were the first to visit space. They have an anatomy similar to that of humans, but boast many plantlike
features: shrubs, vines, and leaves.
They’re capable of communicating with both humans and Pompilus fluently, and aggressively seek out
developing life-forms in order to condition them into societal constructs that reflect their values and
principles; namely, peaceful trade, mutual expansion, and the conservation of plant-life.
Silstrum Vessel Inspiration
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Pompilus, Fish Race
Pompilus: a Latin word that directly translates to “pilot-fish”, a fish that pursues vessels or sharks.
The Pompilus are a race of finned, fishlike aliens. Much like their namesake, they’re unable to breathe
oxygen and must remain in moist environments in order to function. They are close with the Silstrums
and prefer to live under their creed rather than branching off to follow their own path.
They drove their former homeworld, Hydrayda, into an uninhabitable state through independent
industrial development. After learning safe practices for energy development from the Silstrums, the
Pompilus relocated all of their kind to the Cetros planet in order to prevent the same mistake and get
things right. Their ships, devised of these new practices, are designed well for surprise ambushes from
beneath the waves, and are the fastest, most efficient vessels for interplanetary travel.
Pompilus Armada Inspiration
Provectus
Provectus, Ship
Provectus: a Latin word for “advanced”.
The vessel of fortune, the Provectus is the target of
your mission and the most advanced piece of human
ingenuity crafted to date. It boasts the ability to change
its “stance” via dimensional phasing, allowing the ship
to amplify its defensive and offensive capabilities. As a
result of its versatility, the Provectus is difficult for
Pompilus and Silstrum armadas to defeat in aerial
combat.
The dated navigation software it holds allows enemies to identify its route and pursue its path with
perfect accuracy, enabling ambushes to be arranged with ease. To make up for this shortcoming,
however, the Provectus is able to launch dimensional rifts to claim resources from defeated enemy
crafts.
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Normal Stance
Normal Stance design under discussion.
Normal Stance (In-Development)
Normal Stance Inspiration
Normal Stance (In-Development)
Attack Stance
When in the attack stance, elements of the cockpit will be simplified and striped down. Its design will
have an aerodynamic look to make it appear more aggressive, as well as compartments that open up to
widen the player’s visibility.
Offensive Stance Inspiration 1
Offensive Stance Inspiration 2
Offensive Stance Inspiration 3
Defense Stance
When in the defense stance, elements of the cockpit will be built up into a heftier frame.
Defensive Stance Inspiration 1
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Weapon System
The weapon is planned to be invisible so not to obstruct the player’s field of view. Every shot, however,
will produce a subtle muzzle flash, outlining the weapon’s barrel and signifying the source of the shot.
Opposition
Obstacles
The environments of each level will present obstacles that the player must avoid. The Hyperion Belt
boasts asteroids, for example, while Origo Co. is littered in fallen debris and collapsed walls.
To be detailed in a later iteration of the GDD.
Enemies
Enemies fall under three categories: Silstrum ships, Pompilus ships, and automated defenses. Each
classification consists of three or four enemies, all of which possess their own unique traits and tricks to
learn. The difficulty of an enemy is depicted by the colour and frequency of their shots, which allows
players to visually assess their opposition and deduce where their dodging priorities should lie.
Shot Colours
• Blue shots are weak.
• Yellow shots are mild.
• Red shots are strong.
Automated Defenses
This classification of enemies is chiefly encountered in Origo Co. on Aurus Prime.
Name
Health
Power
Fire Rate
Accuracy
Score Value
Mobility
Standard Turrets
20
Blue
0.5 Seconds
90%
1
Mobile – None
Rail Turrets
20
Yellow
0.5 Seconds
85%
2
Mobile - Slow
Drone Ships
60
Yellow
0.2 Seconds
85%
3
Mobile - Average
Distinctions
Basic stationary enemy
that sometimes shortcircuits and ceases to
fire.
Follows a set path
clearly accentuated by
the level design.
Pursue the player
closely until they’re
defeated or manage to
take them down.
Standard Turrets
A rudimentary defensive measure, turrets are commonplace in most research facilities. On their own,
they’re not particularly effective at terminating threats, but Origo Co. had invested heavily in their
installation throughout its hangar bay and assembly line, developing a formidable army.
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As a series of weapons, they make for solid security. Although stationary, turrets can fire a rapid stream
of missiles when they lock onto an enemy vessel, and can accurately track their movement until they
drift out of range. When situated in a narrow corridor or enclosed space, turrets make for difficult
obstacles to avoid, but they occasionally short-circuit and permit intruders safe passage.
Turret Inspiration
Turret Rail Gun Inspiration
Rail Turrets
These turrets are much the same as the aforementioned models, only differentiating themselves
through their functionality. Unlike the stationary turrets, these variances follow a path defined by rails—
maneuvering left, right, up, or down depending on their arrangement—and shoot at any suspicious
passersby with more powerful shots.
Drone Ships
Alongside the slew of turrets, Origo Co. heavily invested in an armada of automated drone ships to help
maintain security. As per their programming, they isolate threats and set upon them with a fierce frenzy
of fire.
Unlike the two types of turrets, however, drone ships can traverse through the facility with a modicum
of freedom. They pursue adversaries when they travel within their range of their scripted patrols, and
follow ahead of them until they successfully win or are defeated.
Silstrum Ships
This classification of enemies is slow and defensive, lingering around the scene longer than other types.
Name
Health
Power
Fire Rate
Accuracy
Score Value
Mobility
Cytulso
150
Yellow
2 Seconds
75%
4
Mobile – Average
Serulso
175
Red
4 Seconds
65%
6
Mobile - Slow
Invulso
200
Yellow
3 Seconds
70%
6
Mobile - Average
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Distinctions
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Follows ahead of the
player for a brief
moment, and then
proceeds to fly off.
Follows ahead of the
player, slowly
approaching them with
sporadic movement and
gaining accuracy.
Explodes into a cloud of
damage-inducing
spores if the player fails
to defeat them fast
enough.
Cytulso
Cytulso: derived from the Latin word “cytisus”, meaning “plant”.
Cytulso vessels are versatile, typically functioning as patrol drones and survey ships for the Silstrum.
An influx of them can be found on Aurus Prime, where they’re used for scouting out terrain ripe for
cultivation. As they’re powered through a photosynthetic process, these vessels can remain airborne for
extended periods of time without need of refueling.
When confronted by a threat, Cytulso vessels engage the enemy from ahead and fire shots at them for a
brief period of time. Their fire rate is also fast, allowing them to lay siege to their enemies with a steady
stream of shots. Worse yet, they’re reinforced by a sturdy steel, too, so they can withstand a barrage of
fire before falling.
Serulso
Serulso: derived from the Latin word “sero”, meaning “late”.
Slow and bulky, Serulso are juggernauts. They’re packed with heavy firepower, too, although they were
designed for clearing debris and obstacles while making service deliveries.
When engaged in a skirmish, they tend to meander about in front of their enemies, slowly making their
approach. As they close in, Serulso ships generally see their accuracy and fire rate increase, posing a real
threat after a period of lingering. And since they drift to and fro ahead of their foes, Serulso ships are
also difficult to predict. If they aren’t taken out quickly, Serulso ships can prove to be the most lethal
vessels in combat.
Invulso
Invulso: derived from the Latin word “involutus”, meaning “wrapped up”, and the name of a fungus.
Heavily fortified and intimidating, Invulso ships are difficult to destroy. If left to their own devices, they
will detonate into a toxic mist of spores, corroding any steel structures that pass its field of influence.
What happens to the Silstrums on board during these sudden implosions is unknown, but scans indicate
that they are no longer present at the detonation site.
Pompilus Ships
This classification of enemies is quick and offensive, usually striking in groups.
Name
Health
Power
Fire Rate
Accuracy
Trygonus
60
Yellow
1 Second
75%
Pistronus
80
Blue
0.5 Seconds
85%
Cavonus
30
Blue
0.2 Seconds
85%
Caraconus
50
Red
1.2 Seconds
80%
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Score Value
Mobility
3
Mobile – Fast
5
Mobile - Fast
2
Mobile - Average
4
Mobile - Average
Distinctions
Strike with a
barrage of shots
as they quickly
pass by.
Dive-bombs at the
player if they get
close enough.
Ambushes the
player in a school
of seven or eight.
The more units
among them, the
stronger their
power.
Fires a powerful laser
from its core, and
rotates to its back to
release rapid fire
shots depending on
its circumstances.
Trygonus
Trygonus: a Latin word for “stingray”.
The standard Pompilus fare, Trygonus-class vessels
are a common means of transportation on Cetros,
and come in two models. Their sleek and compact
frames are ideal for combat as well, enabling them
to fly in and retreat with haste.
Thanks to the aerodynamic contours of their design,
these vessels are optimized for submersion. When
danger is detected, Trygonus dive beneath the
waves or retreat out of sight, and swiftly emerge
to deliver surprise strikes against their adversaries.
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Pistronus
Pistronus: derived from the Latin word “pistris”, a synonym for “whale”.
The most ostentatious of Pompilus vessels, Pistronus are typically employed for recreational cruises and
low-risk salvage missions during periods of peace. Ironically, however, these ships are comprised of an
inexpensive, light alloy and are quite expendable.
They’re design, although seemingly excessive, has been
optimized for fast offensive strikes when times turn to
conflict—standing out as the fastest combat vessels in
the Casarian System. Their pompous embellishments
serve a strategic purpose, as they’re meant to intimidate
and deter enemies from engaging them in long skirmishes.
Being expendable as they are, though, Pompilus often
perform kamikaze dives at their adversaries when a battle
is looking bleak.
Pistronus Design Reference
Cavonus
Cavonus: derived from the Latin word “caterva”, meaning “gang”.
Cavonus-class vessels are an example of Pompilus ingenuity at work. As a social, spineless race,
Pompilus prefer fading into a crowd. While piloting Cavonus vessels, they tend to gather into schools of
seven or eight, and travel in parallel to build a wall of defense.
Their structural integrity may be weak, but they make up for their paltry defenses with a strong
offensive foundation. The strength of their firepower correlates with how many ships remain in their
school, as the kinetic energy they emit is converted into power that’s fed into their blasters.
Caraconus
Caraconus: derived from the Latin word “carabus”, meaning “crustacean”.
Typically employed as harbor carriers on Cetros, Caraconus-class vessels are competent, lumbering
machines in combat. They boast a versatile design as well, enabling them to switch between its front
and back for different defensive measures.
When threatened by something from a distance, be it an enemy or obstruction of their path, the vessel
can fire concentrated laser blasts from its core. When its opposition comes in close, however, it’ll rotate
to reveal its pincers and begin firing a barrage of weaker shots from both sides. Caraconus vessels don’t
have particularly good accuracy from the back, but they make up for it with formidable defense.
Caraconus (Front)
Caraconus (Back)
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Bosses
B.O.S.S.
B.O.S.S.: an acronym for “Bellipotent Origo Security System”.
Developed as a defense drone for Aurus Prime research
facilities, B.O.S.S. is one of many models stationed
around Origo Co.’s perimeter. They have a humanoid
appearance—boasting two arms, a torso, and a face—
and are an intimidating force.
Although humanity hasn’t occupied Aurus Prime for
many decades, B.O.S.S. units still remain armed and
active. The Silstrum and Pompilus patrol vessels keep
their distance, as they know humanity set the machines
as hostile against them before being ostracized.
Belonus
Belonus: derived from the Latin word “balena”, meaning “whale”.
Vindexus
Vindexus: derived from the Latin word “vindex”, meaning “champion”.
Levels
Progression
Though largely a linear affair, progression is occasionally dynamic, taking the player down routes that
aren’t dead ahead of their trajectory. Whenever these turning points are reached, the ship rotates to
keep the windshield and reticle facing forward. While the length of these levels is yet to be determined,
checkpoints will be featured in order to prevent players from becoming discouraged upon defeat.
Level Design
Enemy placement will be scripted, and each level will culminate with a boss battle.
No procedurally generated content or missions will be developed.
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Ammunition Pickups
When enemies are defeated, there’s a chance that they’ll release a radiated field of particle effects. This
display represents ammunition, which can be collected and added to the player’s ammo counter on
their HUD.
Aurus Prime
Level One, Tutorial Stage
Premise
After locating and boarding the Provectus in Origo Co., the player must now escape Aurus Prime. As they
make their way through the abandoned research facility and into the barren wasteland of Missuno
Canyon, they’re faced with a variety of obstacles and enemies to overcome.
Key Concepts
Aurus Prime largely serves as a tutorial, introducing players to the game’s mechanics and controls.
The list below highlights the key concepts the level must cover.
1) Movement
a. Dodging Obstacles
b. Dodging Enemy Fire
2) Shooting
a. Static Targets
b. Dynamic Targets
3) Damage
a. Hull Damage
b. Shield Damage
4) Ship Stances
a. Defensive
b. Offensive
5) Secondary Weaponry
Movement
Movement is introduced to the player from the onset. They’re encouraged to maneuver their ship
around the playfield to elude enemy fire and environmental hazards, with the difficulty amplifying by
way of enemy types, transitioning from static turrets to mobile drone ships.
Shooting
Shooting is also showcased to the player with a steady learning curve. They begin with stationary targets
to dispel, moving onto mobile enemies with visually defined paths (i.e. on-rail turrets), and culminating
with enemies that fly free of any discernable rhythm for those experiencing the level for their first
session.
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Damage
Hull damage will be introduced first, as the player will be thrust into a situation wherein they must be hit
by an unavoidable obstacle or attack. After this scripted event occurs, S.L.I.C.K. will initiate the
Provectus’ energy shields, which will regenerate and show the player that they have a buffer to exhaust
before hits start to accumulate and lead to their loss.
Stances
Both offensive and defensive stances will be utilized in the latter sections of the level, demonstrating
their statistical benefits as well as the secondary weapons at their disposal.
Level Flow
The level will transition through four sections, each introducing a new mechanic for the player to learn.
Prologue – Provectus Problems
When the level begins, the player finds themselves seated in the Provectus inside Origo Co., but sees
that the launch tube nearby is broken, preventing them from leaving the facility.
The ship’s on-board AI unit, S.L.I.C.K., is awakened upon activation, to which it promptly recognizes the
situation and plots a course through Origo Co. in the hopes of finding an escape route.
Section 1 – Origo Co. Assembly Line
S.L.I.C.K. unseals the launch tube’s loading doors and the Provectus flies out into an old assembly line.
There’s a lot of fallen debris, with the path ahead boasting an enclosed and relatively narrow
passageway that discourages lateral and vertical movement.
The player is tasked with navigating through the onslaught of obstacles cast in their path. Girders,
collapsed walls and old assembly line machinery are all obstacles on display in this section.
(Key Concept 1.a – Duration 10 to 20 seconds)
Although the facility is in rough condition, some automated security systems are still functional, and
begin to come online to impede the player’s progress. The first of these defenses are stationary turrets.
Fortunately for the player, these turrets are just beginning to energize, so their shots don’t deal any
damage to the ship yet if they fail to dodge.
(Key Concept 1.b – Duration 5 to 10 seconds)
After having the opportunity to practice dodging a few harmless shots, the ship’s primary weapons
systems will be activated by S.L.I.C.K., giving the player the chance to start shooting back at the turrets.
(Key Concept 2.a – Duration 15 to 20 seconds)
Unfortunately, however, it doesn’t take long before the facility’s security systems become fully
operational. The player will sustain a small amount of hull damage from a scripted turret shot. S.L.I.C.K.
will then immediately raise the ship’s shields while explaining the difference between shield and hull
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damage. The player will take more damage with their shields up to illustrate the concept more clearly.
(Key Concept 3.a & 3.b – Duration 15 to 30 seconds)
Lastly, as the player approaches the end of the factory room, S.L.I.C.K. express it’s frustration at
somehow being unable to remotely open the door. The player will have to blast their way through by
shooting at the doors until they force them open.
(Section Duration – 45 seconds to 1.5 minutes)
Section 2 – Origo Co. Hangar Bay
The player blasts their way into the abandoned hangar bay of the facility. This area is more spacious, but
still enclosed, allowing for more lateral movement.
Breaching the door sets off more security countermeasures in the facility. As a result, the player will
encounter more turrets, but also see the debut of mobile enemies; on-rail turrets and drone ships.
(Key Concept 2.b – Duration 1 to 1.5 minutes)
As the player fights their way through the hangar bay, they will eventually encounter a large explosion.
The source of the explosion isn’t immediately obvious, but it quickly becomes clear as Silstrum ships
begin to flow in from a gaping hole up ahead.
S.L.I.C.K. will explain that Silstrum patrols nearby must have detected unusual activity in Origo Co., and
have come to investigate. It will then proceed to inform the player that they will likely intercept the
Provectus and attempt to prevent their escape. As anticipated, the Silstrum ships begin their attack.
(Section Duration 1.5 to 2 minutes)
Section 3 – Missuno Canyon
With the Provectus now detected, S.L.I.C.K. suggests that they stay close to the surface to evade the
Silstrum ships in pursuit of them. At this point, the player transitions from Origo Co. to Missuno Canyon,
where they see fallen debris swapped out for rock formations that the player must navigate around.
At this juncture, the player will face off against an assortment of Silstrum ships and automated defenses.
As different enemy waves start making their way towards the player, S.L.I.C.K. will point out weaknesses
and patterns. This will be done in a deliberate fashion as to introduce the offensive and defensive ship
stances.
To elaborate, one particular wave will feature hard-hitting enemies that require the use of the defensive
stance to survive, while another wave will feature tougher, defensive enemies that demand the use of
the offensive stance to bust through their shielding.
(Key Concept 4.a & 4.b)
Another situation will later be set in which the player is faced with seemingly insurmountable odds, only
to have S.L.I.C.K. activate secondary weapons that enable a devastating attack.
(Key Concept 5)
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In this section, the player will also get a chance to put together everything they’ve learned and combine
it with a few more advanced weapon concepts before the final challenge.
(Section Duration – 4 to 5 minutes)
Section 4 – Boss Battle
At this juncture, the waves of enemies will start trickling off until
Missuno Canyon is vacant. After a brief moment of peace, one in
which the level transitions into a looping environment, the Provectus
will suddenly be set upon by a massive man-made security drone—the
Bellipotent Origo Security System, or B.O.S.S. for short—that dives onto
the scene from above.
This section will continue to take place on-rails, with the aforementioned
backdrop repeating until the battle is won. The Provectus, the B.O.S.S.,
and the mountainous boundaries to the east and west are the only
visuals on-screen during this time, with all Silstrum ships and general
obstacles absent.
Initial Concept Art
For the duration of the battle, the B.O.S.S. will be situated a few feet ahead of the player, at a constant
distance from them up until the Final Act, and will be set to a fixed position at the center of the screen.
The B.O.S.S. will start the fight performing the Attack Pattern, which will cycle between itself and the
Retaliation Pattern until the Final Act is triggered.
(Section Duration – 2.5 to 3 minutes)
Attack Pattern
The B.O.S.S. boasts three laser blasters—stationed at the bottom, left, and right of its shell—welded into
position with frail connecting rods, which it will use to fire a barrage of shots, taking brief pauses
between spurts. All three of the rods can be shot by the player, and broken individually when each
reaches a certain threshold of damage.
When any one rod is eviscerated, a sound chimes and the corresponding laser blaster will plummet to
the ground below. A shift into the Retaliation Pattern is triggered when the first rod is destroyed, while
a second shift occurs once a second one is taken out. Upon terminating the third and final rod, however,
the B.O.S.S. will transition into the Final Act.
Retaliation Pattern
With the destruction of either the first or second rods, the B.O.S.S. will initiate a state of invincibility and
enter the Retaliation Pattern. The remaining connecting rods cannot be damaged at this time, which will
be expressed by way of sound effects and visual feedback, leaving the player to switch from an offensive
strategy to a defensive one.
When this pattern is active, the B.O.S.S. will expose its core and fire a large laser beam that will track the
player. In order to avoid the beam, the player must refrain from remaining dormant until the attack is
over. Once the B.O.S.S. exhausts its move, it’ll return to the Attack Pattern. If all its laser blasters are
destroyed, it will instead jump to the Final Act.
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Final Act
After the player wipes out the last connecting rod, whichever one it may be, the B.O.S.S. loses all of its
firepower and enters its Final Act. At this stage, the boss will no longer remain at a fixed distance from
the player, and will instead start moving slowly towards them with its core exposed in a vulnerable
state.
When this event transpires, the player must fire repeatedly at the B.O.S.S.’s core until the vessel is
defeated. In the event that the player does not accomplish this task fast enough, the B.O.S.S. will crash
into them and the failure screen will be displayed. If they manage to fire enough shots at its core and
win the battle, however, the level will be completed and the scene will transition to the victory screen.
Name
Health
Power
Fire Rate
Accuracy
Score Value
Mobility
Connecting Rod (Bottom)
100
Yellow
1 Second
75%
5
Mobile - Average
Connecting Rod (Left)
100
Yellow
0.5 Seconds
85%
5
Mobile - Fast
Connecting Rod (Right)
100
Yellow
0.2 Seconds
85%
5
Mobile - Average
Core
60
0 Seconds
10
Mobility None
Checkpoints
This level will feature checkpoints between each of the aforementioned sections.
An additional checkpoint midway through the third section will also be required,
as it represents a longer section relative to those preceding it.
Cetros
Level Two
Premise
After escaping Aurus Prime, S.L.I.C.K. informs the player that they must take a stop on Cetros, the
Pompilus homeworld. Their mission on the planet is to download firmware that would enable the
Provectus to traverse space easier, as its current system is ostensibly dated. They must navigate a small
expanse of ocean to remotely retrieve the data from a submerged node, while fighting off a legion of
Pompilus ships on the offensive.
Level Flow
The level is set in an open environment, where the player is directed on-rails through three landmarks
spread across five sections. Taking advantage of the ocean setting, the player can see into the distance
and recognize areas they’ll later be visiting (i.e. miscellaneous islands). Areas like Stalactite Heights will
be visible, but they won’t be seen in their entirety to maintain a steady frame rate.
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Since the scenario sees the player buying time for S.L.I.C.K. to perform a download, they may tread
familiar territory over the duration of the level, although they’ll never be taking the exact same path
twice. For example, they may pass by the same island in two separate instances, but their first time may
see them travelling eastward at sea-level while passing through the foliage, while the second time might
have them flying above the island in a different direction.
Section 1 – The Aecorian Line
The player begins with the Provectus arriving on Cetros, flying well above sea-level along the Aecorian
Line. They fly well above sea level, as a variety of small islands can be seen below, and are attacked by
Trygonus and Cavonus ships. The enemy vessels begin by flying in at air-level. At this juncture, the player
is introduced to basic Pompilus attack patterns.
(Section Duration – 1 to 1.5 minutes)
Section 2 – Island Altitude
Pompilus vessels start to appear in mass, so S.L.I.C.K. informs the player that they’ll be attempting to
throw them off by lowering their altitude. In doing so, they’ll be able to use the islands’ foliage as cover
against enemy advances, but this decision also exposes the player to obstacles that they, too, must
avoid.
During this section, Silstrum reinforcements make an appearance in the form of Cytulso and Serulso
ships. The enemy types begin to alternate depending on the environment the player finds themselves in,
with Pompilus ships popping up out of the water while at sea, and Silstrum ships emerging from the
foliage while passing through islands.
The player is forced to exploit their stance shifts frequently to combat the different enemy types.
(Section Duration – 4 to 5 minutes)
Section 3 – Stalactite Heights
With the enemies coming in greater numbers and causing grief, S.L.I.C.K. reluctantly decides to take the
player through Stalactite Heights to thin out their forces. When the player approaches this section, the
Stalactite Heights scene will be set, changing from being a small backdrop to a complete area.
Once there, the player is faced with an abundance of environmental obstacles: massive Stalactites rising
high overhead. Adding to the difficulty, Pistronus ships also make their debut, moving in on the player
and performing kamikazes.
The player will need to use their offensive stance to defend against the Pistronus ships, but they’ll need
to utilize their defensive stance as well due to the high risk of collisions. As they go in deeper, the enemy
waves will thin out and the environmental obstacles will become more concentrated.
(Section Duration – 2 to 3 minutes)
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Section 4 – Salamari Outpost
Once the player emerges from Stalactite Heights, they’re met with a calm ocean vista. The tranquility is
quickly disrupted, however, as stone towers begin rising from beneath the waves, along with a slew of
Pompilus vessels staging an ambush. Silstrum ships are no longer on the scene.
The player must maneuver through a series of obstacles swiftly emerging from the water, while also
terminating the swarms of ships setting upon them. A balance between enemy waves and obstacles
makes this section serve as the height of tension.
(Section Duration – 4 to 5 minutes)
Section 5 – Boss Battle
After the Salamari Outpost is passed, a Belonus warship rises from the depths and engages the player in
battle. Realizing the vessel may be more than they can handle, S.L.I.C.K. sets a course due north to
remove themselves from the situation.
The Belonus fights by rushing ahead of the player, launching attacks, and then drifting off-screen for
brief instances. It often flies across the screen to deal quick spurts of damage, never occupying the
center of the screen for too long. How its moves are decided is randomized, with some coming in at
later stages in the fight to indicate victory is at hand and the boss is getting desperate.
The Belonus can be attacked at any point it occupies the screen and receives damage from wherever
shots may land. While it bellows at the player, the warship is more susceptible to damage at its core.
The battle itself follows a route through the level that loops upon each complete circuit, demonstrating
that S.L.I.CK.’s trying to get the player away from combat instead of encouraging it.
(Section Duration – 2.5 to 3 minutes)
Standard Moveset
The standard moveset is a series of attacks the Belonus will use throughout the battle.
Standard Attack One
The Belonus zips across the screen four times. On its first pass, the warship dives in from west to east
while bellowing at the player. The second pass then sees it fire two powerful shots from its sides,
travelling from east to west. Rounding it out, the third and fourth passes have the Belonus repeat the
pattern, but at twice the speed as before.
Standard Attack Two
The Belonus flies in from above and crashes down into the ocean below. It emerges again after a brief
pause of about three seconds, performing a spin and rising upward with its front turned to the sky.
As it climbs beyond the height of the screen, the rotating vessel fires a barrage of shots aimlessly,
forcing the player to put their lateral maneuvers to the test.
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Standard Attack Three
The Belonus flies in front of the player, where it remains at a persistent distance from them, and then
proceeds to bellow loudly and release a batch of Pistronus ships that emit from its sides.
The Belonus travels off-screen once it finishes, leaving the enemy wave to dive in with kamikaze
assaults. Once they’ve all hit the player or are dispelled, another move from its pool is triggered.
Final Moveset
The final moveset is introduced in the second half of the battle. The standard moveset is still utilized by
the boss, but the probability of anything from that pool is lower than the additions listed below.
Final Attack One
The Belonus rises from the ocean at a fair distance from the player, and begins dashing towards them.
As it rampages, the warship releases a loud bellow and fires a full frontal assault at the player; four
powerful shots, alongside an onslaught of weaker ones, are fired.
If the player does not fire enough shots against it at this juncture, the Belonus will charge into them and
deal a massive toll of damage. When enough hits are amassed, however, the Belonus will fall back down
beneath the waves and begin another move from its pool.
Final Attack Two
In a similar fashion to Standard Attack One, the Belonus takes four passes in front of the player, but
instead does so across the south and north ends of the screen. Its first and third passes, for example,
descend from north to south and ascend from south to north, respectively. In both instances, the
warship bellows as it flies out of sight.
The second and fourth passes see the warship emerge while spinning and spouting a flurry of powerful
shots at the player. They’re all aimless and dangerous, pushing the player to perform their dodges
effectively.
Final Attack Three
Much like Standard Attack Three, the Belonus appears at the center of the screen for a couple seconds
and bellows at the player. As it exerts its battle cry, the warship releases a variety of Pompulis vessels
from its sides: Trygonus, Pistronus, and Caraconus ships all emerge and promptly make their move.
Once all of the vessels have been defeated, the next move in the Belonus’ pool begins.
Checkpoints
This level will feature checkpoints between each of the aforementioned sections.
Additional checkpoints midway through the second and fourth sections will also be
required, as they’re both double the length of other sections in the stage.
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Hyperion Belt
Level Three
Premise
Having successfully downloaded the firmware update on Cetros, the emissary and S.L.I.C.K. enter the
Hyperion Belt and make their way to the edge of the Casarian System. On their way, they’re faced with
the Pompilus, Silstrums, and a flurry of asteroids during the height of a cosmic storm.
Level Flow
A straight stretch in traditional on-rails fashion, this level challenges the player to dodge a bevy of shots
and obstacles. They’re given a clear view ahead of them, so the difficulty will be elevated to challenge
the player for having farther visibility and more time to plan ahead of them.
Section 1 – The Hyperion Belt
With the firmware update downloaded and applied to the Provectus, the player is now tasked with
escaping the Casarian System by way of the Hyperion Belt. In the first section, they’re faced with a mix
of Silstrum and Pompilus vessels and static obstacles.
The ships in question are chiefly Cytulso and Trygonus vessels, arriving in groups that the player can
choose to either dispel or dodge as they deliver their fly-by strikes. The static obstacles occupying the
scene are asteroids, which can be seen rotating slowly in place at varying positions on the screen.
(Section Duration – 2.5 to 3 minutes)
Section 2 – Armada Assault
As the player presses on, they’ll find themselves faced with a rising difficulty curve. More enemies will
begin appearing with each wave, introducing Serulso and Cavonus to the ensemble, and asteroids will
start to drift along the edges of the screen, providing mobile obstacles to avoid.
(Section Duration – 1.5 to 2 minutes)
Section 3 – The Silexian Strip
After taking on a slew of enemies, S.L.I.C.K. informs the player that they must pass through the Silexian
Strip at the peak of a cosmic storm. At this juncture, there are far fewer ships to battle, with only a
couple Cytulso and Trygonus vessels making appearances. Instead, asteroids begin quickly darting across
the screen, forcing the player to react quickly to environmental hazards.
Although brief, this section is the ultimate test of lateral movement.
(Section Duration – 1 to 1.5 minutes)
Section 3 – Fleet Flurry
When the storm subsides, the player is met with a regrouped fleet of Pompilus and Silstrum. Serulso,
Cavonus, Cytulso, and Trygonus vessels all return to the fray, while Invulso and Pistronus ships make
their first appearance in the level to complete the cast. Fewer asteroids are encountered, clearing a path
for enemy waves to enter the scene.
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Stretching on longer than the Silexian Strip, this section tests the player’s ability to handle themselves
against various enemy types. To do this, they’ll need to shift stances often to stay on top of everything.
(Section Duration – 3 to 4 minutes)
Section 4 – Final Boss Battle
After blazing through the opposition, the player is met with a surprise ambush—the final boss arrives on
the scene. The boss is a machine comprised of the best utilities of both Pompilus and Silstrum, dubbed
the Vindexus, and switches between offensive Pompilus moves and defensive Silstrum moves.
S.L.I.C.K. is no longer propelling the Provectus forward, as the Vindexus purposefully blocks their path,
so the battle is fought at the edge of the Casarian System at a static position, inches away from the goal.
When the fight commences, all enemy ships fly off so not to get caught up in the turmoil.
(Section Duration – 2.5 to 3 minutes)
Checkpoints
This level will feature checkpoints between each of the aforementioned sections.
An additional checkpoint midway through the third section will also be required,
as it stands as the longest one of the stage.
Art
Art Assets List
Asset
Wires
Fences
Large Rubble Piles
Small Rubble Piles
Guardrails
Sentry Turret Rockets
Sentry Turret Laser
Sentry Turret Machine Gun
Sentry Ships
Intact Blast Doors
Damaged Blast Doors
Silstrum Vessels
Pompilus Vessels
Support Beams
Intact Girders
Damaged Girders
Intact Platforms
Damaged Platforms
Vehicle Platforms
Intact Vehicle Lifts
Damaged Vehicle Lifts
Description
Thick and loose wires hanging around off ceilings.
Comprised of metal.
Comprised of metal.
To be positioned vertically in the scene.
For people to walk on.
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Provectus
Intact Elevators
Damaged Elevators
Large Crates
Small Crates
Tables
Chairs
Large Tool Chest
Lifts
Intact Barrels
Damaged Barrels
Spotlights
Light Stands
Asteroids
Small Rocks
Large Rocks
Missuno Canyon
Origo Co.
Vale Visions
Aesthetical element not for player use.
Aesthetical element not for player use.
Both large and small models.
Produce a variety of different shapes and sizes.
Multiple models.
Multiple models.
The exterior scene for the first level, Aurus Prime.
Audio
Audio Assets List
Asset
Lasers
Bullets
Missiles
Small Explosions
Large Explosions
Impacts
Hits
Ineffective Hits
Charge
Engine Sound
Movement Sound
Stance Shift
S.L.I.C.K
Low Health
Broken Shields
Shield Recharge
No Ammo
Pompilus Voice
Silstrum Voice
Secondary Weapon Laser
Defense Shields
Defense Hit
Defense Burst
Details
Multiple sounds for player’s shots.
Multiple sounds for enemies’ shots.
Multiple sounds for turrets’ shots.
A sound for when small enemies are defeated.
A sound for when large enemies are defeated.
Multiple sounds for when collisions against environment occur.
Multiple sounds for damage being dealt and received.
Multiple sounds that plays when a shot is ineffective against an adversary.
The brief sound between player shots that denotes fire rate delay.
A constant hum that the player perpetually hears emitting from the ship.
Multiple sounds that accentuate the ship’s banking and maneuvering.
The brief sound that chimes in when the player shifts between stances.
Voice clips for the AI that tells the player various information.
A warning beep of some kind to indicate that the player is low on health.
A smashing sound that implies that the shields have been destroyed.
A sound for when the shields recharge.
A sound that lets the player know that they can no longer fire any missiles.
When the Pompilus are talking to the player.
When the Silstrum are talking to the player.
The sound for the secondary weapon laser fired while in Offensive Stance.
The sound when activating the reflector in the Defensive Stance.
The sound when hit while the reflector is active in the Defensive Stance.
The sound when a burst is fired from the Defensive Stance’s reflector.
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Provectus
Environmental Decay
Menu
Vale Visions
Multiple sounds for falling debris or collapsing walls.
Multiple sounds for navigating the menus: selected, failed, etc.
Voice-Overs
At present, S.L.I.C.K. is planned to be voiced by the English, female Google Translator. Different
inflections can be prepared by stacking words, although the system isn’t reliable.
References
Turret Design Inspiration
• http://www.tfw2005.com/boards/attachments/tutorials-how-tos/27401505d1383733214-building-weapons-wikkid-gatling-gun-railgun-railgun.jpg
• http://media.moddb.com/images/groups/1/7/6411/Vazduh_Anti-Air_Turret.jpg
Offensive Stance Design Inspiration
• http://www.wallpapernono.com/thumbnails/detail/20130920/star%20wars%20spaceships_www.wallpapernono.com_1.jpg
• http://img1.wikia.nocookie.net/__cb20130218170059/destinypedia/images/e/e6/Destinyspaceship.png
• http://wallpapersus.com/wallpapers/2012/05/futuristic-spaceships-digital-art-3D-modeling-render-1024x1280.jpg
Defensive Stance Design Inspiration
• http://img1.wikia.nocookie.net/__cb20130320143208/swi-star-warsinfinity/images/8/81/Futuristic_sci_fi_Spaceship_fighter_jet_comber_frigate_jericho_inqusitor_concept_art_design_star_wars_starcaft_2_ii_movie.jpg
Silstrum Design Inspiration
• http://conceptships.blogspot.ca/2007/12/gaudi-tribunal-spaceship-by-crankbot.html
Pompilus Design Inspiration
• http://fc07.deviantart.net/fs70/i/2012/246/b/4/federation_spaceships_by_peterprime-d5dgxwb.png
• http://www.surftin.com/images/video-games-starcraft-spaceships-blizzard-entertainment_545646.jpg
Trygonus Vessel, Design Inspiration
• http://www.egmcartech.com/wp-content/uploads/2012/09/mclarenp1new-10.jpg
• http://image.motortrend.com/f/auto_shows/paris/2012/1209_mclaren_p1_supercar_first_look/40729156/McLaren-P1-front-three-quarter-2.jpg
• http://images.hotels4u.com/eshot/images/Guest%20blog_Manta%20Ray.jpg
• http://ephemerist.wordpress.com/2008/03/20/stingray-menace-from-the-deep/
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