Games Design Document
1. Title Page
1.1. Game Name –
2. Game Overview
2.1. Game Concept – a 2D platformer that takes you around the body of a car.
2.2. Genre – Fantasy; Modern; platformer.
2.3. Target Audience – any age but mainly late teens and young adults.
2.4. Game Flow Summary – The game will flow smoothly; it will have checkpoints and it will ensure that it doesn’t feel repetitive as each asset used will be as unique as possible.
2.5. Look and Feel – The game will look grimy and melancholic yet there will be parts of high contrast as to provide the feeling of being in an engine because of the fuel and sparks.
3. Gameplay and Mechanics
3.1. Gameplay
3.1.1. Game Progression – the game will have various checkpoints. and could also include an autosave feature so that the player wouldn’t need to keep saving their game the further along they go.
3.1.2. Mission/challenge Structure – there will be various challenge rooms such as side boss rooms or puzzle rooms which will take place in unique areas and could require further exploration as well as unlocking a doorway.
3.1.3. Puzzle Structure – puzzle structures will be common but not too common where it becomes repetitive, they will be found in side quests as well as the main quest which will unlock doorways and secret passageways.
3.1.4. Objectives – the objectives of the game are to escape the car and kill the final boss.
3.1.5. Play Flow – the game will be as least repetitive as possible and will feel smooth to move around as the controls will not feel too blocky.
3.2. Mechanics – the game will follow basic gravitational mechanics, but it will also have moving parts to add to the challenge.
3.2.1. Physics – earth like physics will be used as it will be taking place within a car so moveable objects will fall, and water will flow like normal.
3.2.2. Movement in the game – there will be various movement styles in the game: running; walking; crouching and swinging will all be involved. this ensure that the game won’t become boring after a while and will allow for everyone to choose their own approach to the game.
3.2.3. Objects – some objects will be locked behind a puzzle, but any objects found on the ground can be equipped using “E”.
3.2.4. Actions, including whatever switches and buttons are used, interacting with objects, and what means of communication are used – any actions or interactions are started by pressing “F”.
3.2.5. Combat – Combat is modelled based on the difficulty the player chose. most enemies will have weakpoints and after so many hits, a takedown manoeuvre and be done on the creature.
3.2.6. Economy – The games economy is based around metal scraps. Metal scraps are a form of upgrades that can be used to improve movement speed, weapon damage and health (Metal scraps cannot be found within the hardest difficulty as it requires you to be able to understand the game properly to beat the game).
3.2.7. Screen Flow – Cutscenes and transporting to another area will be met with a fade to a black screen and then to the area or cutscene. The cutscene has a shorter black screen than moving to another area.
3.3. Game Options – game options such as colourblindness as well as visual audio provides aid for those with disabilities. difficulty settings allow for people to choose their challenge. and control tuning provides people with the ability to use whatever buttons they find comfortable.
3.4. Replaying and Saving – An autosave feature will be implemented but save points can be found which allows you to go back to certain areas at whatever time you wish.
3.5. Cheats and Easter Eggs – there will be a cheat menu which requires the pressing of certain buttons to unlock it. Then when in that menu you will need to type in a certain code to unlock a cheat. Cheats will not be available for the hardest difficulty. easter egges will be found across the map in secret rooms.
4. Story, Setting and Character
4.1. Story and Narrative – the story will follow the playable character (you) who has managed to wake up shrunk and inside the engine of a car. as they progress through the game, small details allude to the fact that they are in a simulation and once they complete the game, a cutscene rolls through which explains that they were dreaming of it will in a long car ride.
4.2. Game World – the game takes place within a car with some ways of viewing the outside world.
4.2.1. – the world will look dismal and unclean as it would be covered in oil and have a very industrial look to it.
4.2.2. – the beginning of the game will have the look of an engine by using pistons and generators, it will create an industrial look. entering the second area will have the look of a chassis which will involve moving parts as well as rotating parts to symbolise different gears. the next area which will be the driver’s seat will utilise the different pedals as platforms to jump to the seat. It will then use the pedals as a puzzle to unlock a door to a secret room. If the player doesn’t notice this, then they will go to the roof of the car which will have obstacles flying at you which the player will have to dodge. the next area will be the boot or trunk. It will be the boss area and will involve destroyable and throwable objects. Once the boss has been defeated it will drop the hook which will allow for the player to climb higher walls and jump over higher gaps. The next area will be the tank. This will have a few minions as well as different routes to the next level. The final area will be the exhaust which will require a puzzle to enter and then lead to the final boss.
4.3. – the backstory of the player will be a boy/girl (depending on who they chose) who had seemed to magically shrunk and entered the engine of the car. They will have the same colour palette within their clothing, being black, grey, and purple.
5. Levels
5.1. Levels. – the first level will teach you the basics of puzzle and mobility. the next level will expand on puzzles as well as introducing combat. Once you’re in the boot level, there will be tips on how to beat bosses and what its weak points are.
5.2. Training Level – an optional training level will be found within the menus. This can help people understand the movement and combat of the game if they are confused or just need to understand the game more.
6. Interface
6.1. Visual System. – The HUD will show the players health, the amount of metal scrap they have, the number of keys gathered, and the weapon equipped
6.2. Control System – the controls are the same as most. “A” and “D” to move left and right, “W” to go through a door, “S” to crouch, “SPACE” to jump, “E” to equip/pick up items and “F” to interact.
6.3. Audio, music, sound effects – sound effects will use copyright free sound effects. I am also thinking about recording my own sound effects and implementing them into the game.
6.4. Help System – when the player dies a tip will appear. when loading into the game or a different area a tip will also appear. If a player is stuck, they can pause the game and enter the help menu to find tips manually.
7. Artificial Intelligence
7.1. Opponent and Enemy AI – the first opponents will use melee attacks which requires the player to block and parry the opponent. The first boss will use area of effect attacks which means that the player will have to time their effects properly and the final boss will use a culmination of both to create further difficulty.
7.2. Non-combat and Friendly Characters – there will be no other characters apart from the player and the opponents.
7.3. Support AI – The opponents will use pathfinding to reach the player once in a certain area. If they cannot reach them then they will teleport infront of them but just out of view for the player.
8. Technical
8.1. Target Hardware – any computer or console or mobile phone that can withhold at least 108p with 30fps
8.2. Development hardware and software, including Game Engine – Unity as well as using photoshop to create certain assets such as the background.
8.3. Network requirements – can be played offline on mobile but requires a stable internet connection on console and PC
9. Game Art – game art will be produced on photoshop, and photo bashing will be used as well as reference images from Pinterest and such.
Lesson 2
For My second lesson on Thursday, I began on photoshop creating a background for my 2d game. i went with the concept of it being inside a car as I felt that it could have some small but interesting details within it. Shown Below is each stage of my creation of the background.
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