Home

Penumbra

image

Contents

1. Donnelly W 2002 Variance Shadow Maps In Computer Graphics Proc BD 2006 161 165 ings of 5 2 3 Shadow Volumes Stencil Shadows This technique is more computationally expensive because of the calculation of the shadow volume however this should be lessened by the simplicity of the geometry in the game This technique yields more crisp shadows than either VSM or Shadow Mapping Shadow Volumes are the most optimal technique as it allow for clean shadows that can be implemented in the RSX chip References Carmack J 2000 Carmack on Shadow Volumes Personal correspondence between Mark Kilgard and John Carmack Crow F C 1977 Shadow Algorithms for Computer Graphics In Computer Graphics Proceedings of SIGGRAPH 77 Vol 11 242 248 Heidesann T 1991 Real shadows real time IRIS Universe 18 28 31 524 Radiosity Global illumination technique that may be rephrased as a texturing problem which may take advantage of fragment shaders This technique is a good goal but should not be the soul focus it is a difficult algorithm to program and should not be attempted until the gameplay is polished 5 3 System Parameters 53 Resolution Framerate The game will support the following video modes with the framerate capped at 60 framesisecond Source Sony PS3 User Manual Input connector on he Ty Supported video modes Supported video modes STSC region 71 PAL region 1 p Toso IN 720p 480p 1080p O80 72
2. m 3 9 Fans Introduction Design Goals Introduce the player to the concept of a dynamic moving shadow Look amp Feel Simple interface with the design twist Industrial Level Layout Story amp Characters You play a spirit that was one a little girl During her life she was a poor orphan living on the streets with no one to care for her With no friends and no family she became lonely and depressed Giving up on life she crawled into the shadows of a dark alley to die As she lay there waiting for death to come the shadows coalesced around her and dragged her down through the ground to a mysterious and dark realm She awoke to find herself in a darkened hall she can perceive nothing around her except for the faint outline of some sort of throne or large chair and a pair of red glowing eyes floating Somewhere in the darkness above the chair The being on the throne begins to speak to her explaining in a threatening and demeaning tone that he is the most powerful of the shadow demons The demon shows her illusions of family happiness and material wealth and promises it all to her if she is willing to become his servant She falls for his empty promises and enters his employ After her first meeting she never sees another creature but must clean work and do all sorts of other pointless and menial tasks Her state of depression and loneliness return and she makes up her mind to escape One day she stumbles across w
3. 0p 576p Component D Taminal 2 1080p 080 7209 480p 480i 1080p 1080 720p 576p 576i Composite S Video 3 480i Es AVMULL SCART A 4i ii 516 56i 1 The video mode options vary depending on the region where the PS3TM system was purchased In North America Asia and other NTSC regions 480i video mode i displayed as Standard NTSC In Europe and other PAL regions 576i video mode is displayed as Standard PAL For details refer t0 the instructions supplied with ihe produet Determina isa connector type usod mainly in Japan The resolutions supported by DI DS are as f lon DS 1080 7209 1080 40 480i Di 10801 720p 480p 480i D3 1080 480p 480 D2 480p 480 sor 3 Composite is the connector asd to connect ie AV cable that is supplied withthe PS3 system S VIDEO isa format mainly used in Japan Y AN MULTIS a format mainly used in Japan SCART is a format mainly used in Europe I AV MULTI SCART is selected the sereen allowing you to select the pe of output signal will be displayed 5 3 2 Loading Saving The game maintains the best times for each level and various statistics about the player At the start of the game this state is loaded and is automatically saved when the best time or statistics change
4. Back Returns to previous menu ideo Options Menu ider that changes the gamma of the sereen Range 0 100 A sample image will give a preview of the gamma correction Actual gamma correction is not applied until after the changes are applied Back Returns to previous menu Pause Menu Resume Resumes current level Options Goto Options Menu Exit Exits current level 3 Levels 3 1 Introduction op of the Tower Design Goals Introduction to the basic controls and interfaces of the game The level should be trivial to complete but illustrate the main twist of Penumbra shadows create obstacles e starting and ending platforms are placed so that without knowledge assume that the solution is the shortest path be ofthis twist players en the two Look amp Feel At the top of a very large tower a single radio tower breaks the otherwise at level A sense of calm chaos the start of something and the feeling of timelessness Wind rushes across the top ofthe tower blowing a flag at the top of the tower violently The level should be visually impressive the simplicity of it beautiful Level Layout Solution 3 2 Twin Boxes Design Goals Introduction to the core mechanic of the game The level is not completable as is given the knowledge gained from the previous level The player must rotate the levels orientation in order to open up a path to the finish Minimal written instructi
5. Penumbra Authors John Bowidowicz Raymond Calderon Raul Galvan Sam Goldberg Diego Villafaria Sam Wolf Table of Contents 1 Concept Ll High Concept Statement 12 Genre 13 Target Audience 2 Gameplay amp Mechanics 2 1 Game Progression 22 Controls 231 Menus 222 Gameplay 23 Camera Movement 24 Interface 24 1 Player Health 242 Time Remaining 25 Stari of Level 26 Win Condition 277 End Conditions 2x Flow 2 amp 1 284 Options Menu 28 5 Sound Options Menu 28 6 Video Options Menu 28 7 Pause Menu 3l Introduction Top of the Tower 32 Twin Boxes 33 Arches 34 Arches Continued 35 Hectic 36 Spotlights amp Mirrors 3 7 Miror Paths 38 Pyramid 39 Fans Introduction 4 Story amp Characters 5 Technolog Development Platform amp Tools 5 1 Engine 52 Lighting Models 521 Shadow Mapping 522 Variance Shadow Mapping VSM 523 Shadow Volumes Stencil Shadows 524 Radiosity 53 System Parameters 53 Resolution Framerate 532 Loading Saving 1 Concept 1 1 High Concept Statement Penumbra is a puzzle game where shadows house the enemy The player has control over the sotation of the platform they stand on in order to change the orientation of shadows 12 Genre The game will be a strict puzzle game The goal of the game is to complete each level by solving the puzzle created by the position and orientation of the structures of the levels and the lights There is no
6. creen blurs and the menu text appears The reverse is true when exiting the menu When navigating a menu the X button selects the option while the O button goes back a level in the menu Region ofthe Shadow which the source o lights partially concealed by the occluding body tn feos i Penumbra Press Start Title Screen SlariCross tne tang rd doge oy Sector ques mw fw sce he Selected Level Mlustration 1 Penumbra Screen Flow 2 8 1 2 8 2 183 184 185 186 187 Title Sereen The background is blurred the image behind it is the next screen Level Selection The only words are Press Stat centered at the bottom of the sereen in a pulsating and glowing font The title is casting shadows and the light source is moving shifting their orientation Upon pressing start the title fades and the background becomes unblurred at the same speed revealing the level selection Tower The tower is the level selection screen of the game Level The main play space ofthe player Options Menu Sound Goto Sound Options Menu Video Goto Video Options Menu Back Returns to previous menu Sound Options Menu SEX Volume Slider that changes sound effects volume Range 0 100 Pressing X will mute the sound effects setting the slider to 0 Music Volume Slider that changes music volume Range 0 100 Pressing X will mute the music setting the slider to 0
7. dow casting objects that the player must keep account of Look amp Feel A hectie level with a lot of variation on the height of blocks These serve to create a maze like shadow pattern Level Layout 3 6 Spotlights amp Mirrors Design Goals Introduces the player to a simple level involving mirror The player should be able to complete the level in a short amount of time while still gaining a good vocabulary about mirror from the varying challenges in the level Look amp Feel Hall ways and darkness Level Start 3 7 Mirror Paths Design Goals Should expand on the idea of mirror creating paths for he player to travel through shadows Look amp Feel A claustrophobic level with a very tight design The player must make a couple of leaps of faith in order to complete the level Every part of the level works together in harmony Level Layout tate level tern fearatectoncaend lla K 3 8 Pyramid Design Goals The player should become aware of the implications of mirrors and shadows What should be specifically learned from this is that arches mirrors can be used to break out of it The player sees the goal at the start of the level this serves to add a bit of frustration to the gameplay given the goals proximity to the player Look amp Feel Egyptian style with a tight desi this level is deep in the game Level Layout and a feeling of height but also depth as
8. hat she thinks is an exit to the seal world she enters and is taken to some sort of new dimension containing light and shadow and that is where the game begins She finds herself at the top ofa tower that emerges out of a gaping chasm in the ground She Can see the sun and sky but is unable to get across the chasm to the rest of the world She also quickly realizes that she has the power to manipulate at rotate the tower due to the fact that she is still in the demon s realm and has some of his power left The boss shadow demon soon notices her disappearance and demands that she returns she refuses and he declares that he s gonna get her back For the first few levels she is under the impression that she ean still escape to the real world but it soon becomes clear that the demon ean reclaim control of her when she steps in a shadow in addition to being able to influence her destination when she changes dimensions beats a level After a few levels it becomes apparent to the girl that the demon is slowly dragging her back down to his domain and the res of the game is spent navigating his traps so that she can enter his dimension of her own power and defeat him Technology Development Platform amp Tools PlayStation 3 SDK 3 0 with a goal of releasing the game on the PlayStation Network PSN 5 1 Engine Both ARC and Penumbra will be collaborating in the creation of the engine used for both of the games ARC will primari
9. ill have pressure sensitivity to control the amount or speed of a given action For example pressing L1 lightly will cause the world to rotate to the left slowly while pushing it firmly will rotate to the left quickly 221 Menus x Choose OwA BackiResume Lefi Stick Select 222 Gameplay Left Stick Character Movement Right Stick Camera Movement Llorl2 Rotate world le Rio R2 Rotate world right Xo Action Sun Pause Game 2 3 Camera Movement The player has full control over the character movement Ie stick camera right stick and rotating the world Shoulder buttons When the world is rotated the camera moves with the rotation of the world this will give the effect of only the shadows changing positions and the skybox rotating around the level 2 4 Interfaces The interfaces of the game are organic and remove any necessary elements This reductionist technique will produce a game without a heads up display HUD 241 Player Health Player health will be indicated by visual cues and changes to the players character model As the player takes damage shadows will begin to creep up her legs and engulf her whole body she will become visually pained and may slow down her movement Shadows will subside overtime as long as a player is not touching any shadows As soon as the player is completely engulfed the game is over and they are shown being sucked down into the shadow 242 Time Remaining Time remaining will be i
10. ly be working on threading code while Penumbra will be working on graphics code Any additional or specialized effects or technologies that are specific to only one team are to be managed and developed by that 5 2 Lighting Models The following techniques are arranged in oder of implementation simplicity They will be developed in this order which should yield an increasingly more polished product afler each step Cg shaders will be used to implement the following algorithms 5 2 1 Shadow Mapping This technique is completely Image Space based and therefore does not depend on the complexity of the scene It has a linear computation growth based on image resolution However this technique suffers from aliasing issues at high angles of incidence to ofthe occluded body and the light source There are various techniques that can be used to correct ibis such as perspective shadow mapping Cameras Modele Marx Lights Medion Mat Hlustration 2 Shadow Mapping Pipeline References Williams L 1978 Casting Curved Shadows on Curved Surfaces In Computer Graphics Proceedings of SIGGRAPH 1978 Vol 12 39 42 http www paulsprojects net tutorials smt smt html 5 2 2 Variance Shadow Mapping VSM An improvement to the shadow mapping algorithm where a second depth buffer is used to Store additional data which can be used to more accurately filter the projected shadow reducing the amount of aliasing References
11. ndicated using shaders or other methods to cause the sereen to darken and the viewport to shrink The desired effect is that a time runs out the edges of the Screen will begin to get dark and blurry and the players ability to se their actions will continue to become more and more obscured until the player runs out of time and the level ends 2 5 Start of Level As the level comes into vi the camera flies over the end platform which is the goal The camera then flies towards the character showing an overview of the level before focusing on the players character The level then begins and a countdown timer internal starts The player is cued into this by a visual cue such as a flash 2 6 Win Condition When the player reaches the finishing platform and time has not run out the level is considered complete The player is then sent down to the next level 2 7 End Conditions Consumed by Shadows As the character walks into the shadows they begin sinking The speed with which the character sink is based on the width of the shadow and the amount of penumbra If the character sinks up to their torso they are pulled down by a demon Time Limit Reached As the timer approaches zero the edges of the screen darken and blur When the time limit is reached the shadows flood the level and consume the player 2 8 Screen Flow When entering a menu from either the level selection screen or while playing a level the s
12. ons should be given to the play indicating what to do except perhaps to tell hem what button to press This could be done subtlety with ghostly fading in and out of the word L1 or RI consistent with the surreal style of Penumbra Look amp Feel Two boxes are either completely flat or have a subtle texture to them perhaps crates They must appear as if they cannot be pushed and are not placed on the same line perpendicular to the level axis A feel that the layer has gone down a level perhaps to by having a shadow from the previous level above This shadow should only cover a small part of the level and is there only to give the sense of space scale and interrelation of the levels instead of atomization Level Layout Solution Raae wore eft 3 3 Arches Design Goals A more advanced level that begins developing the players vocabulary for shapes and shadows There are many different possible paths that all lead to dead ends and teach the players about certain effects of the core mechanic Look amp Feel Level Layouts 3 4 Arches Continued Design Goals Some twists are thrown into the vocabulary developed in the previous level which forces the player to adapt to these changing circumstances Look amp Feel Level Layouts 3 5 Hectic Design Goals A level with many different paths the player can go down with only one leading to the end The difficulty in this level is in the many sha
13. platforming aspect however there is an urgency to completing the puzzles 1 3 Target Audience The game is targeted at puzzle lovers looking for a unique challenge Casual players are also encouraged to play the game as it is accessible to anyone although the later levels will challenge even experienced players 2 Gameplay amp Mechanics 2 1 Game Progression The game will consist of 30 levels which gradually increase in difficulty These levels are arranged in a surreal and abstract tower realistic but simplified As the player completes a level they traverse down the tower eventually reaching the bottom and traveling farther into cavernous and dark levels which introduce additional mechanics Early levels are simple and are designed to teach the basic concepts of the game They are well lit and have crisp shadows making the puzzles clearer to the player The lighting in these early levels is bright and white and the light source is a fixed point the sun Later levels are dark and cavernous adding additional challenges such as multiple light sources and more diffuse shadows Diffuse and multi sourced shadows make the solution to a particular level less clear Walking through a partially shadowed area will not immediately cause the player to lose and this is where the player will be the most engaged in the game 2 2 Controls The game will use the Sony DualShock3 pictured below for all input and feedback All buttons w

Download Pdf Manuals

image

Related Search

Related Contents

Samsung 2043BW - Black Užívateľská príručka  Tecumseh VSA9526ZTBXM Drawing Data  Melissa 253-018 User's Manual  Gauss manual: preface  D - VDO  

Copyright © All rights reserved.
Failed to retrieve file