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Cyris

Cyber Saboteur

Sep 25th, 2011
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  1. BLAKE HAWK: CYBER SABOTEUR
  2. A game design document by Cyris Winheim
  3.  
  4. -----STORY-----
  5. It is the year 2037, or so the nebulous governing party of the People's Democratic Republic of Libera wants you to believe. As the nation's eponymous city grew until it encompassed the entire nation, so too did the party seize power over its people. Technological advancements have allowed for complex surveillance systems to be installed all throughout the city for the authorities to monitor the people at all times as they restrict their basic human freedoms, employing various brainwashing techniques to turn citizens into machines ready to act on the party's behalf at a moment's notice.
  6.  
  7. Yet there are citizens who remain unfazed by the government's agenda, and desire to see a free world where mankind can live harmoniously without being strangled by the death grip of a ruling body. Many attempts to start a revolution have failed, with the rebels killed or worse, captured by the party and converted to their side.
  8.  
  9. One anarchist remains undeterred, however. Eugene Dexter, a gifted hacker, has become well aware that the city and its government's structure relies heavily on interconnected computer networks to make the party's twisted dream a reality. Enter Blake Hawk, a versatile program carefully crafted by Eugene to be placed within key servers in the network infrastructure undetected and destroy this network from the inside out. No matter how heavy the resistance he meets, Blake is capable of overcoming all odds as Eugene uses his digital masterpiece to dismantle the party's dystopian machine one gear at a time.
  10.  
  11. -----GAMEPLAY-----
  12. In the virtual realm that exists within the computer networks, Blake Hawk is a square-jawed action hero with a heavy arsenal of weaponry and an even larger arsenal of snappy pre-mortem and post-mortem one-liners to drop for every situation that involves blowing away large amounts of enemy guards that act as the computer world's firewalls, which happens to be what he is best at. In the virtual world, every network, database, and server appears as an abstract representation of its real-world purpose, such as the military archives manifesting themselves as an army base, its security appearing as armed soldiers populating the base.
  13.  
  14. Blake Hawk: Cyber Saboteur is, to be put simply, a first-peron shooter focused on fast-paced, arcade-style gameplay over realism. Blake can carry as many weapons as he can find unencumbered, and can always fire his weapons as long as he has ammo for them; guns do not need to be reloaded. Health is regained by collecting health pickups scattered throughout the levels as well as by defeating enemies and activating checkpoints. Levels are generally divided into several encounters, each usually consisting of an enclosed area with scores of enemies that must be dispatched before Blake can progress to the next.
  15.  
  16. -----CAMPAIGN-----
  17. As soon as the campaign begins, the player is placed in the introductory level and taken to the city map upon its completion. There, the player will have some choice of which available levels to conquer next, and upon their completion, more levels will be made available for play on up to the highest level of difficulty the previous levels were completed. Initially there are three levels of difficulty available, with two more that become available when certain conditions are met.
  18.  
  19. The goal of each level is to activate every detonation point and reach the exit. When a detonation point is activated, Enemies will start to appear in the area, all of which must be defeated before the next detonation point can be reached.
  20.  
  21. Reaching the level's exit is not the only goal of the game. For every enemy defeated, the player is awarded a set amount of points based on the enemy. Additionally, a score multiplier will be activated upon a kill. This multiplier will rise with every enemy defeated and gradually drop down towards normal over time. At the end of the encounter, the score multiplier will be locked in place and resume from where it left off when the next encounter begins. The player's high score for each level is recorded upon its completion, with gold, silver, and bronze medals being awarded based on the score. Additionally, the player has a Total High Score counter on the city map, which is the combined total of all high scores across all levels, with bronze, silver, and gold benchmarks as well. If the player does exceptionally well on a level, he can be awarded with a platinum medal for outstanding performance.
  22.  
  23. If a player dies during a level, he will be given a choice to respawn at the last detonation point with the score multiplier reset and a point reduction, restart the encounter anew, or return to the city map.
  24.  
  25. ---Campaign Levels---
  26. Levels are divided into sets, which the player can complete in almost any order. When all levels in a set are completed, the set's boss level will open, and upon that boss's defeat will the next set of levels become available.
  27.  
  28. Set 1: The Ministry of Health
  29. Training Grid
  30. Resort
  31. Film Studio
  32. Archives
  33. Hospital
  34.  
  35. Set 2: The Ministry of Peace
  36. Military Base
  37. Aircraft Carrier
  38. Castle
  39. Streets
  40. Starship
  41.  
  42. Set 3: The Ministry of Plenty
  43. Restaurant
  44. Ghost Town
  45. Factory
  46. Zoo
  47. Swamp
  48.  
  49. Set 4: The Ministry of Life
  50. Offices
  51. Cathedral
  52. Laboratory
  53. Village
  54. Prison
  55.  
  56. Set 5: The Centrum
  57. Power Plant
  58. Subway
  59. Labyrinth
  60. Stadium
  61.  
  62. -----DIFFICULTIES-----
  63. Listed in order of ascending difficulty, with noted differences between each:
  64.  
  65. ---Chicken---
  66. For non FPS players. Chicken difficulty becomes available for play if the player dies 10 times on Sparrow difficulty.
  67. -Blake spawns with 200 health, 200 armor, and all weapons at full ammo capacity.
  68. -Fewer enemies spawn in each encounter.
  69. -Enemies deal less damage, have less health, and move slower than usual.
  70. -Health kits restore 50 health when picked up.
  71. -Every kill restores 3 health and increases the score multiplier by 1%.
  72. -Activating a detonation point fills Blake's health up to 200.
  73.  
  74. ---Sparrow---
  75. For inexperienced FPS players.
  76. -Blake spawns with 100 health, 50 armor, and all weapons at 50% ammo capacity.
  77. -Health kits restore 40 health when picked up.
  78. -Every kill restores 2 health and increases the score multiplier by 2%.
  79. -Activating a detonation point fills Blake's health up to 150.
  80.  
  81. ---Eagle---
  82. For experienced FPS players.
  83. -Blake spawns with 100 health and all weapons at 25% ammo capacity.
  84. -Health kits restore 30 health when picked up.
  85. -Every kill restores 1 health and increases the score multiplier by 3%.
  86. -Activating a detonation point fills Blake's health up to 100.
  87.  
  88. ---Hawk---
  89. For experienced Cyber Saboteurs.
  90. -Blake spawns with 100 health and all weapons at 10% ammo capacity.
  91. -Enemies have faster reaction times.
  92. -Health kits restore 20 health when picked up.
  93. -Every kill restores 1 health and increases the score multiplier by 4%.
  94. -Activating a detonation point fills Blake's health up to 50.
  95.  
  96. ---Phoenix---
  97. For players who wish to be in a constant cycle of death and rebirth at the hands of the game. Phoenix difficulty is available after the player completes the campaign on Hawk difficulty and/or reaches the Gold benchmark on his campaign-wide high score. The game may or may not be winnable on this difficulty.
  98. -Blake spawns with 50 health and no ammo for any weapons.
  99. -Enemies have more health, deal more damage, and have faster reaction times.
  100. -More enemies spawn than usual.
  101. -Health kits restore 10 health when picked up.
  102. -Every kill only increases the score multiplier by 5%.
  103. -Activating a detonation point does not restore Blake's health.
  104.  
  105. -----WEAPONS-----
  106. There are 10 weapons that Blake Hawk can use, each with two modes of fire. The weapons are listed in the order they are assigned to the number keys. For more detailed information, refer to: http://pastebin.com/TUAhARMJ
  107.  
  108. 1. CYBERDISK
  109. A large disk that can be thrown or used as a bludgeoning weapon. More powerful than it looks.
  110. Ammo Type: N/A
  111. Primary: Swings the disk in a 180-degree horizontal arc in front of the wielder.
  112. Secondary: Throws the disk forward. The disk will return to the wielder when it hits something or the wielder tries to "fire" again.
  113.  
  114. 2. RAY GUN
  115. Also known as "Ronald", this futuristic handgun fires plasma projectiles that come in five levels of charge, each one larger, stronger, and warmer on the color spectrum than the last.
  116. Ammo Type: Battery (Each shot drains power by 1% times the level of charge. The battery automatically recharges at the rate of 1% per second.)
  117. Primary: Fires off a plasma round.
  118. Secondary: Toggles the firing mode between Manual and Automatic. In Manual mode, the user can fire level-1 shots as fast as he can pull the trigger or hold down the trigger and release to fire off a charged shot. In Automatic mode, holding down the trigger will automatically fire the ray gun at its current level of charge with a fixed firing rate inversely proportional to said level.
  119.  
  120. 3. SHOTGUN
  121. At first glance it appears to be an old double-barrelled shotgun, but technological enhancements allow the wielder to fire one or both barrels at once.
  122. Ammo Type: Shells (100 capacity)
  123. Primary: Fires 1 shell's worth of pellets with a low spread and higher rate of fire.
  124. Secondary: Fires 2 shells' worth of pellets with a high spread and lower rate of fire.
  125.  
  126. 4. GATLING GUN
  127. A large minigun with six chambers that revolve rapidly to produce an incredibly high rate of fire.
  128. Ammo Type: Bullets (1000 capacity)
  129. Primary: Produces a moderate rate of fire with a low spread.
  130. Secondary: Produces a high rate of fire with a high spread.
  131.  
  132. 5. GRENADE LAUNCHER
  133. A large gun capable of firing two different kinds of grenades. Hold the trigger down and release to launch the grenades farther.
  134. Ammo Type: Grenades (100 capacity)
  135. Primary: Fires grenades that bounce around the environment and explode after a set amount of time or when they hit an enemy.
  136. Secondary: Fires grenades that stick to the first surface they come in contact with and detonate when an enemy comes close enough. Up to 10 of these grenades can be active at a time.
  137.  
  138. 6. ROCKET LAUNCHER
  139. A massive shoulder-mounted cannon that can fire two different types of explosive rockets.
  140. Ammo Type: Rockets (100 capacity)
  141. Primary: Fires a self-propelled rocket that travels in a straight line and explodes on impact with a large blast radius.
  142. Secondary: Fires a self-propelled rocket that homes in on the nearest enemy in sight, but does less damage and has a smaller blast radius.
  143.  
  144. 7. FREEZEFLAMETHROWER
  145. A strange weapon capable of firing a burst of either hot or cold, subjecting its victims to extreme temperatures on either end.
  146. Ammo Type: Fuel (1000 capacity)
  147. Primary: Fires a short-range, wide stream of flame that sets enemies ablaze.
  148. Secondary: Fires a longer-range, narrow stream of cold that freezes enemies in place. Frozen enemies can be easily shattered.
  149.  
  150. 8. ELECTROBOLT
  151. The ElectroBolt produces powerful currents of electricity that are sure to fry anything they touch.
  152. Ammo Type: Energy (1000 capacity)
  153. Primary: Emits a continuous, powerful stream of lightning straight forward with unlimited range.
  154. Secondary: Emits a limited-range stream of lightning that will arc out to nearby enemies, allowing the user to zap groups of targets within range.
  155.  
  156. 9. DEVASTATOR
  157. When dealing with enemies that are best dealt with from a distance, the Devastator and its far-seeing scope come in handy for firing explosive shells.
  158. Ammo Type: Devastator Rounds (100 capacity)
  159. Primary: Fires off an explosive round.
  160. Secondary: Toggles the scope for lining up long-range shots.
  161.  
  162. 0. LIGHT ZAPPER
  163. A mysterious relic made of plastic. This ancient weapon was once used to hunt ducks and clay pigeons. Firing this gun will cause the whole screen to flash white for an instant.
  164. Ammo Type: Zapper Rounds (10 capacity)
  165. Primary: Fires off a single shot powerful enough to kill almost anything it hits.
  166. Secondary: Zaps everything in the user's field of vision, costing three rounds in the process and doing a moderately high amount of damage.
  167.  
  168. -----ITEMS-----
  169. Items are automatically picked up when players run over them unless their capacities for the item are full. Power-ups automatically take effect upon acquisition and last 30 seconds.
  170.  
  171. HEALTH KIT: Restores the player's health based on the difficulty level. These can only be picked up if the player's health is below 100. If a health kit pickup puts the player's health above 100, it will gradually return to it.
  172. BONUS HEALTH: Provides half the amount of health as the health kit, the difference being that Bonus Health can be used to increase the player's health up to 200.
  173. VITA-CHARGE: Increases the player's current health by 100, to a maximum of 200.
  174. WEAPONS: In the campaign and multiplayer, each weapon contains 25% of its maximum ammo capacity when picked up. The weapon will automatically become active if it is better than the player's current weapon.
  175. AMMO: Every weapon except the Cyberdisk and Raygun has its own ammo packs. Shells, grenades, rockets, and devastator rounds come in packs of 10; bullets, fuel, and energy comes in packs of 100; zapper rounds only come singularly.
  176. SUPPLY CRATE: Provides one pack of every type of ammo in the amounts mentioned above.
  177. VEST: Provides 50 armor. Cannot be picked up if the player's armor is at 100 or higher.
  178. LIGHT ARMOR: Provides 100 armor.
  179. HEAVY ARMOR: Provides 150 armor.
  180. ULTRA ARMOR: Provides 200 armor.
  181. ARMOR BONUS: Provides 10 armor, up to a maximum of 200.
  182.  
  183. OVERCLOCK: Doubles the player's running speed.
  184. FIREWALL: Makes the player immune to damage.
  185. PROXY: The player becomes invisible to all enemies.
  186. VIRUS: Doubles the amount of damage done with the player's weapons.
  187. ACTION REPLAY: Dramatically reduces the player's jumping gravity, allowing him to jump and fall great distances.
  188.  
  189. -----MULTIPLAYER-----
  190. Prior to the events of the campaign, Eugene spent his days locked away in a fortified bunker programming and testing the cyber world's ultimate killing machine. To test his creations, programs are pitted against each other in fierce competition to determine who is fit to become the Cyber Saboteur destined to bring about a revolution. Players customize their program's appearance and compete on various maps based on the campaign levels as well as original arenas.
  191.  
  192. In multiplayer matches, players generally spawn with only the cyberdisk and ray gun in their arsenal, and can pick up more weapons, ammo, and items scattered throughout the maps. For each kill, players recover health equal to 10% of the damage they dealt to their target. Rules and features can be tweaked at the host's discretion. The following game types are available for play:
  193.  
  194. Deathmatch: The player or team that racks up the most points wins the match. Players can play alone or in up to 4 teams. The default scoring system is: (100 * Kills) + Damage Dealt - (50 * Suicides)
  195. Capture The Disk: 2-4 teams compete to steal each others' disk from the enemy base and bring it to their own. Players spawn with only the ray gun in this mode, and the cyberdisk becomes a more powerful weapon exclusive to the disk carriers, who cannot use any other weapon.
  196. Last Man Standing: Players are given a set amount of lives and compete to become the last remaining individual or team.
  197. Disk Tag: One cyberdisk is spawned in the map, and players will score points the longer they grab and hold onto the disk as well as for every kill they score with it. Can be played solo or with up to 4 teams.
  198. Detonator: 2-4 teams must reach the detonation zone and occupy it for as long as they can to earn points. The more teammates in the zone, the faster they will score, while other teams in the zone will prevent scoring. After a set amount of time, the detonation zone will move to another part of the map.
  199. Zombie: One of the two teams consists of "zombie" players that can only use melee attacks. Every player on the other team that is killed will respawn on the zombie team. The last remaining player to not become a zombie wins.
  200. Blake Hawk Down: One player is the real Blake Hawk, who spawns with 200 health, 200 armor, faster movement and jumping power, and deals extra damage with all of his weapons. The only way to score points for every kill is to become Blake Hawk, and you must kill Blake Hawk to become Blake Hawk.
  201. Bounty: A deathmatch scenario wherein players have set point values that increase and decrease in accordance to their performance. Dangerous players are worth more points.
  202. Hitman: As with deathmatch, players are given a point for every kill, but each player is also assigned a target that they can discern the location of, worth 1000 points for a successful assassination, after which they are assigned a new target.
  203. Data Miner: 2-4 teams of players seek out data chunks scattered throughout the map to collect and bring back to their team's base. Larger point bonuses are awarded for bringing in multiple data chunks at a time, but the player's speed will slow as he accumulates them, and will drop them all if he is killed.
  204. Survival: All players must hold out against continuous waves of enemies from the campaign for as long as they can. The player with the highest score at the end wins.
  205.  
  206. -----ENDINGS-----
  207. There are three possible endings to the campaign based on the player's performance. Ending C is awarded if the player is not eligible for the other two. Ending B is awarded if the player has reached the Silver campaign score benchmark on Sparrow difficulty or higher. Ending A is awarded if the player has reached the Gold score benchmark and is playing on Eagle difficulty or higher.
  208.  
  209. -C-
  210. Despite his best efforts to stay hidden, Eugene Dexter's acts of cyberterrorism have got him wanted by the government. He is eventually caught and taken in by the party, who intends to brainwash him into pledging loyalty to them, after which they will kill him when he is no longer useful to their needs, and erase his name and legacy from history forever. While being tortured, Eugene is eventually forced to give up Blake Hawk, turning him over to the party to be rewritten to serve under them instead.
  211.  
  212. -B-
  213. Having compromised Libera's security infrastructures, Eugene and Blake are able to uncover the identities of the members of the party and assassinate them one by one, but are shocked to find that their leader is a sentient AI named Frater Major. The government of Libera has reasoned that man is not fit to lead man because he is always bound by emotions clouding his judgment. Therefore, an emotionless computer that operates entirely on cold, hard logic is a far better candidate for world leadership. Having witnessed Blake Hawk's destructive potential and perseverance against insurmountable odds firsthand, Frater Major wants the Cyber Saboteur to become Libera's greatest weapon for expanding their empire. Blake refuses, and ends up destroying Frater Major's CPU beyond repair in the ensuing fight.
  214. With all opposition eliminated, Eugene is now beginning to have his anarchic dream realized. With a few more "well-intentioned" acts of cyberterrorism with the help of his prized program, Eugene figures he can break down the society of Libera into a lawless land where every man is "free" to fend for himself...
  215.  
  216. -A-
  217. ...but Blake Hawk refuses to have any part in this plan of Eugene's. From all his time he spent in the cyber world killing everything to survive, Blake has realized that should his creator's ambitions come to fruition, the physical world will become just as bad as Blake's. All this time the Cyber Saboteur was fighting for a better world for the sake of mankind, but now that he has seen his creator's true colors, he cannot continue like this.
  218. Infuriated at his own creation's defiance, Eugene tries to eliminate Blake with his computing skills, but Blake's incredibly sense of self-preservation makes him impossible for even his own maker to get rid of. In a fit of rage, Eugene accesses a forbidden device that allows him to enter the cyber world himself, with the intent of beating Blake Hawk at his own game.
  219. Having to fight for his own survival yet again, Blake Hawk kills Eugene in self-defense after a lengthy struggle, with consequences he could not have foreseen. Humans that are killed in the cyber world are dead in the physical as well. Blake collapses from the fight, and awakens to find himself in a familiar underground bunker. He looks into a mirror, and sees the face of his own creator staring back.
  220.  
  221. -----ACHIEVEMENTS-----
  222.  
  223. Pestilence: Clear the first set of campaign levels.
  224. War: Clear the second set of campaign levels.
  225. Famine: Clear the third set of campaign levels.
  226. Death: Clear the fourth set of campaign levels.
  227. Conquest: Clear Campaign mode on any difficulty with any ending.
  228. No One Calls Me Chicken: Clear Campaign mode on Sparrow difficulty or higher.
  229. Fly Like An Eagle: Clear Campaign mode on Eagle difficulty or higher.
  230. Rock Out With Your Hawk Out: Clear Campaign mode on Hawk difficulty or higher.
  231. Phoenix Rite: Clear Campaign mode on Phoenix difficulty.
  232. No More Independence Day: Obtain the "B" ending in the campaign.
  233. Et Tu, Blake?: Obtain the "A" ending in the campaign.
  234. Participation Award: Get a bronze medal on any level.
  235. Hi Ho Silver!: Get a silver medal on any level.
  236. Gunning For The Gold: Get a gold medal on any level.
  237. The Extra Mile: Get a platinum medal on any level.
  238. Killing Machine: Kill 1337 enemies.
  239. One Man Army: Kill 9001 enemies.
  240. Cyber Genocider: Kill 53,597 enemies.
  241. Ten Seconds Flat: Win an encounter in ten seconds or less.
  242. Mush Pit: Kill 5 or more enemies with a single explosion.
  243. Chunky Salsa: Gib 1000 enemies.
  244. Disc 'o' Doom: Kill 500 enemies with the Cyberdisk.
  245. Star Captain: Kill 500 enemies with the Raygun.
  246. This Is My Boomstick: Kill 500 enemies with the Shotgun.
  247. Needs More Dakka: Kill 500 enemies with the Gatling Gun.
  248. King Kaboom: Kill 500 enemies with grenades and mines.
  249. Rocketeer: Kill 500 enemies with the Rocket Launcher.
  250. Icy Hot: Kill 500 enemies with the Freezeflamethrower.
  251. ElectroDriver: Kill 500 enemies with the ElectroBolt.
  252. Happy Camper: Kill 500 enemies with the Devastator.
  253. Duck Hunter: Kill 500 enemies with the Light Zapper.
  254. Explorer: Find every secret in a level.
  255. Full Combo: Don't let the score multiplier go down in a level.
  256. Turbo Lover: Grab 3 Overclocks in a row, each before the last one expires.
  257. HAAAX!: Be under the effects of 3 power-ups at once.
  258. You Can't Keep A Good Man Down: Take 1000 points of damage in one life.
  259. Don't Give Up: Be killed 100 times.
  260. One Man Armory: Get a kill with every weapon in one life.
  261. Sharp Dressed Man: Customize your character's appearance in multiplayer.
  262. De-Rezzer: Complete a level using only the Cyberdisk.
  263. Keen Commander: Complete a level using only the Raygun.
  264. I Am Death Incarnate!: Get the most kills in a deathmatch.
  265. Most Vicious Player: Score the most points for your team in a team match.
  266. Disk Jockey: Get 5 kills in a row while holding the Cyberdisk in Capture The Disk or Disk Tag mode.
  267. Hauling Van: Deliver 10 data chunks at once to your team's base in Data Miner mode.
  268. Maverick: Kill an enemy player while both of you are in midair.
  269. Have A Nice Fall!: Cause an enemy player to die by falling.
  270. Flawless Victory: Win a Last Man Standing match without losing any of your lives.
  271. Get Off My Lawn!: In a Detonator match, get 5 kills in a row while defending the Detonation Zone.
  272. Hawk Blocker: In a Blake Hawk Down match, kill Blake Hawk before he can kill anyone and before anyone else can damage him.
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