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Game Design Document Outline


A game design document is the blueprint from which a game is to be built. As such, every single
detail necessary to build the game should be addressed. The larger the team and the longer the
design and development cycle, the more critical is the need. For your purpose, the intent is to
capture as much as possible of your design. I want you to think bigbigger than what you are
able to develop. I also want you to be clear about what the software delivers and what the design
entails. My recommendation is that you define the ultimate game and then clarify what it is that
you have developed. If you are finding it too difficult to do that, you may produce too documents.
1. Title Page
1.1. Game Name Perhaps also add a subtitle or high concept sentence.
Mechanical - The new first-person-shooter with robots
2. Game Overview
2.1. Game Concept
The concept is mostly about Mechas and they can be customized. The story will be
really good and the multiplayer option will have a great community.
2.2. Genre
First-Person-Shooter
2.3. Target Audience
Teens
2.4. Game Flow Summary How does the player move through the game. Both through
framing interface and the game itself.
The player will be used to playing the game and will be playing it a lot.
2.5. Look and Feel What is the basic look and feel of the game? What is the visual style?
The look of the game will be very next gen. The graphics and the game will be on a whole
new scale then others.
3. Gameplay and Mechanics
3.1. Gameplay
3.1.1. Game Progression
The game progresses by defeating the boss of the continent. There will be 5 levels
for each continent with each of them having their own mini-boss. When every
continent is conquered, the game will end there.
3.1.2. Mission/challenge Structure
Each level will have a different design and different enemies. The levels will have a
lots of enemies and allies to fight with you. This game will be like a Dynasty
Warriors type game.
3.1.3. Puzzle Structure
Puzzles will not be around often because this game is just about shooting and
blowing up things.
3.1.4. Objectives What are the objectives of the game?
The objective of the game is to conquer the whole world. Some side objectives are to
build better Mechas and show enemies your supremacy.

3.1.5. Play Flow How does the game flow for the game player
If the player finds this game pretty fun, then instead of just playing for an hour, but
will actually keep playing for more.
3.2. Mechanics What are the rules to the game, both implicit and explicit. This is the model
of the universe that the game works under. Think of it as a simulation of a world, how do
all the pieces interact? This actually can be a very large section.
3.2.1. Physics How does the physical universe work?
Our game will not be physics based because we have customization and our players
can create their own Mechas that can not follow the rules of physics,
3.2.2. Movement in the game
The basic controls of movement is like other games. Forward is forward and left is
left. Your can also look around with your mouse or controller.
3.2.3. Objects how to pick them up and move them
There will be many objects that you can use. You can throw objects or use them.
3.2.4. Actions, including whatever switches and buttons are used, interacting with
objects, and what means of communication are used
For action scenes, it will be a quick time events. There will be an action button ,A, B,
etc., to use levers and buttons.
3.2.5. Combat If there is combat or even conflict, how is this specifically modeled?
For combat you can throw objects, use guns, and use your swords.
3.2.6. Economy What is the economy of the game? How does it work?
The economy of the game is karma. Karma is used to buy and create Mechas.
3.2.7. Screen Flow -- A graphical description of how each screen is related to every other
and a description of the purpose of each screen.
This game could be multiplayer and for that to happen you will need to see the same
thing.
3.3. Game Options What are the options and how do they affect game play and mechanics?
Some game options are just controls and screen resolution. Some other minor options are
sound and other minor graphic things.
3.4. Replaying and Saving
You can replay this game a lot and you can play with others. For the story, you can save
after or before a level.
3.5. Cheats and Easter Eggs
After the game you can unlock some cheats like god mod and unlimited ammo. There will
be many easter eggs.
4. Story, Setting and Character
4.1. Story and Narrative Includes back story, plot elements, game progression, and cut
scenes. Cut scenes descriptions include the actors, the setting, and the storyboard or
script.
4.2. Game World
4.2.1. General look and feel of world
4.2.2. Areas, including the general description and physical characteristics as well as
how it relates to the rest of the world (what levels use it, how it connects to other
areas)
4.3. Characters. Each character should include the back story, personality, appearance,
animations, abilities, relevance to the story and relationship to other characters

5. Levels
5.1. Levels. Each level should include a synopsis, the required introductory material (and how
it is provided), the objectives, and the details of what happens in the level. Depending 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.
5.2. Training Level
6. Interface
6.1. Visual System. If you have a HUD, what is on it? What menus are you displaying? What
is the camera model?
The HUD will have your health, armor, and ammo. The camera can be changed to first
person or third person.
6.2. Control System How does the game player control the game? What are the specific
commands?
The player can change the controls so that it can feel comfortable for them. There are
also some controls that can command your troops and allies.
6.3. Audio, music, sound effects
There will be different kinds of music for each level. There will also be voice acting and
other minor sound effects like Mechas footsteps and gun firing.
6.4. Help System
On the website, players who have problems can post it there and our customer service
people could try to help them out.
7. Artificial Intelligence
7.1. Opponent and Enemy AI The active opponent that plays against the game player and
therefore requires strategic decision making
There will be many different difficulties like easy, medium, and hard. For multiplayer, each
player will be in a skill group depending how good they play.
7.2. Non-combat and Friendly Characters
These characters will be in the menu and you can talk to them about your Mechas and
buying and selling your enemies.
7.3. Support AI -- Player and Collision Detection, Pathfinding
Your army will just follow your movements in battle or you can tell them to stay or go
somewhere else.
8. Technical
8.1. Target Hardware
We would like to release our game on different consoles like the PC, XBOX, and
Playstation.
8.2. Development hardware and software, including Game Engine
To play this game, you might need a beefy computer to play this game at normal or high
graphics.
8.3. Network requirements
For multiplayer, you must be connected to the internet and have an account.
9. Game Art Key assets, how they are being developed. Intended style.

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