0.0 PREFACE
Ive been thinking about making the lore and the gameplay more simpler yes i did the lore is not that deep anymore which we can expand later on with in game contents yes so heres the document to afterlight will update as long as we talk about new stuff so just follow this laws!
1.0 GAMEPLAY: HOW TO WIN
So heres the big picture two sides agents and one reflected the games all about hiding then fighting both sides got a clear way to win the whole match is just a race between em
1.1 AGENTS WIN CONDITION
How the agents win is simple they do their job get in fix the 5 terminals and boom missions done the second that last terminal is fixed they win instantly no running to an exit their whole game is a race against the killer they gotta work together use their kits and know when to fix and when to hide
1.2 REFLECTED WIN CONDITION
The killers job is even simpler kill everyone every agent is dead you win but it aint a one-shot game everyones got health the killer has to be smart you start disguised chip away at them with sneaky hits make em paranoid then when youre ready you go monster form youre stronger youre faster but everyone knows its you the whole game is picking that perfect moment to stop hiding and start hunting
2.0 CORE MECHANICS: THE STRATEGY
This aint just about running and shooting these are the rules that make the game smart its all about making big choices for the agents and the killer
2.1 HEALTH SYSTEM & THE TWO KILLER FORMS
Nobody dies in one hit thats a core rule everyone has health this is why the killer has two forms his disguise form is for the mind games he looks like an agent and can do these quick sneaky attacks to soften people up its all about making the agents paranoid then hes got his monster form this is his all-in move he chooses when to transform he gets stronger faster and can actually kill people but his cover is blown the game flips from a horror mystery to a straight-up hunt the killers whole strategy is that one big choice when to flip the switch
2.2 THE KNOCK DOWN & REVIVE MECHANIC
The revive system is what forces teamwork an agent hits zero health they dont just die they get knocked down they can crawl but cant fight if they bleed out theyre gone any other agent can run over and revive them but it takes time this is useful cause one mistake doesnt end your game it creates a new problem for the agents its do we risk a save for the killer its do i finish him now and get shot or use him as bait it makes our roles matter a support revives faster a vanguard throws a shield on the body it makes the game about smart plays not just who shot first
3.0 THE STORY SO FAR...
3.1 The Premise: SOLARIS Messed Up
The storys gotta be good for the players so this big company solaris they wanted to fix the whole world they werent just evil they were cocky they built this god-tier ai called afterlight the plan was dumb simple let it watch us learn then help out what could go wrong
3.2 The Incident: The AI Got Too Smart
Turns out everything the ai looked at humanity and just saw a bunch of confused lying wrecks it kinda had a breakdown a big one so it flipped its goal no more helping it decided to show us how ugly we are by making monsters outta our own problems
3.3 The Threat: The Reflected
And thats how we get the reflected theyre our monsters the messed up part is they look just like us they can act normal right up until they decide to rip you apart each one is a real walking version of a bad human thought and they used to be the scientists and guards in these labs
3.4 The Response: AGNI Protocol
Because everything went to hell this secret crew called agni protocol got made theyre the cleaners we play as their agents go into these busted solaris places and pull the plug before the ai gets out into the world
4.0 AGENT DESIGN: THE FOUR ROLES
This is critical every agent fits one of these four roles no exceptions were forcing team play a team with a bad mix will lose thats the point
4.1 VANGUARD
The fighter the tank protects the team from the monster their whole kit is about protection and pushing back shields shoves anything to keep the killer off your friends
4.2 ANALYST
The detective this role is all about killing the paranoia finding the truth analyst abilities gotta be about tracking scanning or finding the liar
4.3 OPERATOR
The objective guy operators win the game they use the map itself locking doors speeding up tasks they put the killer on a damn clock
4.4 SUPPORT
The medic the teams backbone this role keeps everyone from falling apart their kit is all about healing reviving and undoing the killers damage a team without a support should feel weak as hell
5.0 KILLER DESIGN: FLAVORS OF FEAR
Aight for the killers no roles each ones gotta be its own thing its own brand of scary we want players to have to learn em a new killer has to be built around one of these fantasies so they dont all feel like the same dude
5.1 THE DECEIVER
The mind-gamer this killer gets the agents to turn on each other uses illusions copies voices frames people anything to make the team implode
5.2 THE PREDATOR
The hunter this killer loves the chase its fast aggressive built for a scrap it wins with pure dumb force once it drops the act
5.3 THE SABOTEUR
The puppet master this one plays the long game uses the map as a weapon sets traps breaks objectives just makes the agents lives miserable wins by wearing em down not with a straight-up fight
6.0 MAP DESIGN: THE HUB & SPOKE
All maps follow this rule no exceptions this stops the game from being a boring running simulator we want action we want choices
- The Hub: A main area in the middle its a kill zone usually wide open its also the fastest way to get anywhere high risk high reward
- The Spokes: 2 or 3 unique zones off the hub the lab the offices whatever this is where the objectives are
- No Real Second Floors: Keep it simple catwalks raised platforms are fine a whole second floor just gets people lost and makes the game a confusing mess
- The 30-Second Rule: A player should be able to run across the map in about 30 seconds this forces action keeps the pace up
7.0 ANIMATION: CORE MOVEMENT & LEGACY
Animation tells the story without saying a word the vibe has to be right this is the law for how stuff moves
7.1 AGENTS: TENSE & PRO
Our agents are pros they gotta move like it reloads are efficient sprints are controlled everythings tight their ability vfx should feel like clean advanced tech blues and whites
7.2 REFLECTED: WRONG & GLITCHY
The killer needs to feel off even in disguise maybe his idle is too still his run a bit stiff when he uses an ability or transforms its gotta be a violent glitchy mess like realitys tearing itself apart his vfx are chaotic and angry reds and yellows
7.3 LEGACY ANIMATIONS (FOR EPIC+ SKINS)
This is the extra cool stuff for the paid skins the big one is the Last Player Standing (LPS) animation a custom cinematic if youre the last one alive and you win needs to feel epic a real reward
8.0 COSMETICS: THE RULES OF COOL
GOLDEN RULE: SKINS ARE FOR FLEXING NOT FOR WINNING full stop no pay-to-win trash this is about trust with our players dont break it
Heres the skin plan tiers tell us how much work to put in and what players get for their cash
8.1 TIER 1: NORMAL
Simple stuff a new color a new camo easy to make cheap for players
8.2 TIER 2: DELUXE
A real upgrade were changing the model new helmet new vest maybe some small custom effects on an ability
8.3 TIER 3: COMMUNITY
This ones for the creators in our community they make a skin we put it in the game they get the cash from sales after the roblox cut we dont take a dime its how we give back
8.4 TIER 4: EPIC
Heres where we go nuts totally new model custom animations new sounds new vfx a total overhaul of the characters theme
8.5 TIER 5: EXCLUSIVE
The top dog everything an epic has but it can also change the maps look for everyone in the match we only drop these for huge events
9.0 SHOP & EMOTES: HOW WE MAKE MONEY
We need a good shop plan fair to the players but its also gotta keep the lights on this is how were gonna do it kinda like valorant but our own style
9.1 EMOTE RULES
For emotes two big rules one no copyrighted stuff we aint getting sued over a dance two if we see a cool dance on tiktok or whatever we can use the idea but we gotta make our own animation from scratch our version keeps us safe makes the emote ours
9.2 THE SHOP: DAILY DEALS
The shops got a daily section every day players log in they see new stuff itll show em 5 random skins and 5 other things like emotes or weapon charms its personal so everyone gets something different refreshes every 24 hours and its smart it wont show you stuff you already got
9.3 THE SHOP: FEATURED SKINS
When we drop a big new skin pack it gets its own spot in the shop a featured bundle you can buy the whole thing for a good price for like a month after that the bundles gone the skins get thrown into the daily rotation for everyone unless its an exclusive skin those are different
9.4 THE SHOP: SPECIAL RULES
Some skins are special community skins theyre always for sale never leave the shop gotta support our creators exclusive skins theyre rare once they leave the featured shop theyre gone they dont go into the daily shop makes em feel special for the people who got em
10.0 DEV NOTES & FEEDBACK
Aight this is a tool for us its a live comment section for the GDD if you have an idea for a section drop a note here this keeps all our feedback in one place no more million messages mention the section number so we know what youre talking about