Game Design Document Template

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Game Design Document Outline A game design design document is the blueprint blueprint from which a game is to be built. As such, every single detail necessary to build the game should should be addressed. The larger the team and and the longer the design and development development cycle, the more critical is the need. For your purpose, the intent is to capture as much Ias possible of your I wantwhat you the to think big…bigger wh what at you are able to develop. also want you to bedesign. clear about software ddelivers eliversthan and what the design entails. My recommendation is that you define define the ultimate game and the thenn clarify what it is that you have developed. If you are finding it too difficult to do that, you may produce too do documents. cuments. 1. Title Pa Page 1.1. Game Name – Perhaps Perhaps also add add a subtitle subtitle or high concept concept sentence. Meade !"A# 2. Gam Game Ov Overv erview 2. 2.1. 1. Game Game Conc Concept ept The game takes place on present day $arth in %ew &ork. &ou play as four different characters which are a part of a not'so'secret worldwide organi(ation named )The !"A#$* Imitative.) The I is an organi(ation which houses people aged +'-+ in numerous locations across the world. Anybody can become a !"A#$*, but it is looked down upon as there are already many of them. $ach member receives a uniue element based power, power, over which they have control. They also gain the knowledge to every piece of information in the world and their appearance changes to make them all scientifically beautiful. They all start out average, but the longer they stay a !"A#$* the more skills they gain. Their powers mostly do not work outside the /! and official missions. 0hen provoked or if their life is i s in danger they temporarily turn on. %ot a single other person on the planet has the e1act same power as anyone else. $ven though everyone seems uniue in this society, it is hard to stand out unless you defeated anybody important. The four main !"A#$* which have formed an official partnership, named Meade !"A#. /ave not yet been dispatched on any important missions, getting fed up that soon they  will have to leave the !"A#$* aafter fter they run -+, they decide decide they should illegally illegally dispatch themselves on a mission. After doing so and 2orge hacking into the dispatch card so that they cannot be traced nor their mission cancelled, they go in search of one of the most powerful and undefeatable villains at the current moment, 3on 4lute. 4eing tracked down by The I and hunted by 3on 4lute5s minions they now have to prove that they are better,, faster and most of all uniue. better 2. 2.2. 2. Genr Genree Action6Adventure 2.3. Target arget udi udience ence Males and Females aged +7'89 2.!. Game "low "low #ummar$ #ummar$ – %ow does the the pla$er pla$er move move through through the the game. game. &oth through 'raming inter'ace and the game itsel'. The player moves on foot throughout the environment and levels. 4igger scene changes are done in cutscenes either in a time lapse or using their powers, and even vehicles such as helicopters, boats, cars and :et skis. $ach gameplay section is a separate level, and location most of them having you sneak, run and gun, or simply move through the

 

environment to reach your destination. There will be parts of the game when you need to solve pu((les to continue or find creative ways to pass through as not to e1pose yourself or damage important items. At the end of every few levels there will be a boss, which will always introduce you to a new tactic and way of playing the game. Throughout Throughout the levels you will unlock new abilities and find new gadgets to use and backtrack to other levels and take paths to your final destination. 2.(. )oo* and "eel "eel – +hat is the basic basic loo* and and 'eel o' the the game, game, +hat is the visual st$le, The game tries its best to show gritty realistic graphics and real life buildings, forests, and humans. $verything looks big and intimidating, the city portions are huge and busy with people and cars and they are all bu((ing around with lights, signs, and charm. ;eople yelling, cars driving around, merchants yelling, music blasting, people smoking in alleys, the cracked sidewalk is everywhere, trees are planted along the walking paths and subways run above and below. The forest and other wildlife sections are huge, open diverse and detailed. Flowers of all colors are there, the whole world breathes and sways  with the air of %ovember. %ovember. A beautiful beautiful autumn is everywhere, everywhere, leaves and and trees are scattered all around both naked and full of leaves. The evergreen trees are huge and full, suirrels, deer and birds run around The sky is mostly grey with beautiful clouds and still a big brightness to it. There are many rivers, ponds and small streams s treams also full of life. *eflecting everything around them. Moss grows on trees and weeds are in the ground. <rass is here and there in small patches, yet mostly only the dirt and rocks are visible. There are many bushes, usually :ust leaves but also a lot of ones with berries and other fruit. 4eing ambushed here is easy. easy. =ffice buildings are on the other hand uiet, hushes, people whisper all around. ;eople speed walk everywhere in pairs, but mostly alone. $veryone is wearing blue or grey suits. They all carry black suitcases or over the shoulder bags and have short, styled haircuts. The red and blue rugs lay out the hallways, but the open oval spaces connecting everywhere else have a hard grey marble and reflect all the soft lights and the huge chandelier above also giving off soft light. There are a few big  windows on one one of the walls, slightly tinted tinted giving the place natural natural lightning. In the middle is a great fountain, with several businesspeople sting around eating lunch, or pacing near it angrily talking on the phone. All the doors look e1actly the same, brown and smooth,  with long silver door handles. handles. The ceilings are e1tremely tall and and the walls are a light light grey, grey,  with rough, sligh tly uneven $leva tors softly ding all around, aroun d, withbuildings, people w waiting aiting to geta on and slightly bunches of themte1ture. getting$levators off. $verything is bu((ing in these but everything is hushed as if behind a filter. /ouses are usually dark, and styled old, with dark walls, wooden floors and a rustic feel to them. 0ooden, dark furniture is all around, and it looks tidy but unlived in. The houses creak and groan when you move around them, electricity is on in some rooms, but most of it is dark only illuminated by natural light. Apartments on the other hand, are open and bright. >ook very modern. /uge windows taking up most of the walls let a lot of natural light in. Things are scattered all around, and everything is either white, black, red or blue. A few things look ransacked through, but they all look very loft like and e1pensive. The floors are clean with light wood panels covering it. The walls are painted in pastel colors and clothes, maga(ines and remotes are scattered around the uncomfortable looking high end sofa and glass tables. $lectronic devices are everywhere, huge T3s, stereo systems and gaming systems. ome rooms are locked. The doors matching the overall color of each apartment. Tiny rugs are all

 

around, near the bed, near the coffee table, in the ketches and in the bathrooms. %atural light is everywhere and the ceiling lights are usually spotlights. oft curtains are covering some of the windows, but the light shines bright through them and still lights l ights everything up. It all looks e1pensive and fancy. fancy. The caves and tunnels are almost all pitch black, only illuminated with ?harlotte5s fire or the bright electric crackling of <ary, which sends sparks flying everywhere, bouncing off the rock floors and walls. The caves and tunnels are mostly empty, with only pebbles and rocks ne1t to some walls. They are all usually pretty tight and claustrophobic. ometimes you come across industrial, futuristic, hospital looking white doors, most of the door is glass. The doors are automatic and slide open  with the right code inputted inputted on the touch touch screen windows windows of the doors which are are tinted  white, obscuring your your vision inside a lot. There There are no pla places ces where light leaks leaks in. In some of the caves and tunnels there are lights which you can turn on which light up the cave in  white lights that are small small round and hhidden idden in the ceilings ceilings which unlike the company ceilings are close to you and almost touch the top of your characters head. Inside the rooms within some of the caves and tunnels are classic white laboratories everything looking clean and sterile while some are slightly dirty, the dirt seen easily on all the white  walls, tables, euipment, euipment, furniture and lab coats. These rooms are also illuminated illuminated by the  white lights seen in some some of the caves, but these these lights are a lot brigh brighter ter and almost blinding. 0hen you open the door the light leaks into the tunnel illuminating a good portion of it. &ou can5t see the doors, since the lights turn on only when you try to input a code on the screen. The floors in the caves are rough, uneven and scratchy scratchy,, with some holes in the walls and floors as well as many indents both big and small. 8. <ame <amepl play ay and and Mech Mechan anic icss 8. 8.+. +. <ame <amepl play ay 8.+. 8.+.+. +. <ame <ame ; ;ro rogr gres essi sion on 8.+.-. 8.+ .-. Missio Mission6c n6cha halle llenge nge tr truct ucture ure 8.+. 8.+.8. 8. ;u(( ;u((le le t tru ruct ctur uree 8.+.7. 8.+. 7. =b:ectives =b:ectives @ 0hat 0hat are are the the ob:ectiv ob:ectives es of the gam game e 8.+.B. 8.+. B. ;lay Flow @ /ow /ow does does the game flow for the the game game player player 8.-. Mechanics @ 0hat are the rules to the game, both both implicit and e1plicit. e1plicit. This is the the model of the universe that the game works under. under. Think of it as a simulation of a world, how do all the pieces interact This actually can be a very large section. 8.-.+. 8..+. ;hy sics s @nt/ow oes the the physic physical al unive universe rse work work 8.-. 8.-.-. -. ;hysic Move Moveme ment in the theddoes game game 8.-.8. 8..8. =b:ect =b:ectss @ ho how w to pick pick them them up and and move move them them 8.-.7. 8.-. 7. Actions, Actions, includin includingg whatever whatever switche switchess and but buttons tons are used, used, in interac teracting ting with with ob:ects, and what means of communication are used 8.-.B. 8.-. B. ?ombat ?ombat @ If there there is combat combat or or even confli conflict, ct, how is this specific specifically ally modele modeled d 8.-.C. 8.-. C. $conomy $conomy @ 0hat 0hat is the econo economy my of the the game game /ow does does it work work 8.-.. 8.-. . creen creen Flow '' A graph graphical ical descript description ion of how how each scr screen een is related related to to every other other and a description of the purpose of each screen. 8.8. <ame =ptions @ 0hat 0hat are the options options and how do they affect game play and mechanics mechanics 8.7. *eplaying *eplaying and avin avingg 8.B. ?heats ?heats and and $aster $aster $ggs 7. tory tory,, etti etting ng an andd ?ha ?harac racter ter

 

7.+. tory and %arrative @ Includes Includes back story, story, plot elements, game game progression, and and cut scenes. ?ut scenes descriptions include the actors, the setting setting,, and the storyboard or script. 7. 7.-. -. <ame <ame 0or 0orld ld 7.-.+. 7..+. <enera <enerall look look an andd feel feel of wo world rld 7.-.-. 7.-. -. Areas, Areas, including including the the general general descript description ion and and physical physical characte characteristics ristics as well well as how it relates to the rest of the world Dwhat levels use it, how it connects to other areasE 7.8. ?haracters. $ach character character should include the the back story, story, personality, personality, appearance, appearance, animations, abilities, relevance to the story and relationship to other characters B. >evels B.+. >evels. $ach level should include include a synopsis, the reuired introductory material material Dand how it is providedE, the ob:ectives, and the details of what happens happens in the level. #epending on on the game, this may include the physical description of the map, the critical path that the player needs to take, and what encounters are important or incidental. B.-.. Tr B.Train aining ing >eve >evell C. Interface C.+. 3isual ystem. If you have a /"#, what what is on it 0hat menus menus are you displaying displaying 0hat 0hat is the camera model C.-. ?ontrol ystem ystem @ /ow does does the game player control control the game 0hat are the specific commands C.8. Audio, Audio, music, music, sound sound effec effects ts C. C.7. 7. /elp /elp yst ystem em . Ar Artitififici cial al In Inte tellllig igen ence ce .+. =pponent and $nemy $nemy AI @ The active active opponent opponent that plays against against the game game player and and therefore reuires strategic decision making -.2. Noncombat Noncombat and "riendl$ "riendl$ Characters Characters The only friendly characters which you will encounter are your other 8 fellow !"A#$*, maybe some characters locked away in cells, or a one level help. The other non'combat characters will be all the animals in the wildlife areas, and the citi(ens and most of the businesspeople in the companies. -.3. #upport /  Pla$er and and Collision Collision 0etection 0etection Path'inding Path'inding . .1. Tec ech hTni nica call t %ardw arget arge %ardware are ';ersonal ?omputers ';7 'bo1 =ne '; 3ita .2. 0evelopment 0evelopment hardware hardware and so'tware so'tware including including Game ngine ngine   Machine nameG H*&TIA%';?   =perating ystemG 0indows  /ome ;remium C7'bit DC.+, 4uild C99E DC99.wingdr.+898+J'+B8-E   >anguageG >anguageG $nglish D*egional ettingG $nglishE   4I=G 4I= #ateG 9J6+96+- +G8G+K 3erG 97.9C.9B   ;rocessorG IntelD*E IntelD*E ?oreDTME ?oreDTME i8'8-79 i8'8-79 ?;" ?;" L 8.79</( D7 ?;"sE, ?;"sE, 8.7</( 8.7</(   MemoryG J+K-M4 *AM

 

                               

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"nreal #evelopment Hit ;hotoshop ?C Maya -9+7 Mi1amo Fuse .3. Networ* Networ* re4ui re4uirem rements ents %one, unless you want to download the game. There might be #>? levels, which would take place in between the game story line, as well as levels with new characters taking place back at The I /!. Another plan is alternative ending levels, which show how the events could have played out. 5. Game rt – 6e$ 6e$ assets assets how the$ are being developed. developed. /ntended st$le. >evel #esign' Music' ?haracter #esign' 3oice Acting' Map >ayout' <ame Mechanics' >evel Assets' Te1tures' ound F'

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