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RealDunanRadatProjectGameDesign

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RealDunan
RadatProjectGameDesignDocument

Version1.0

TomMurphy
decadedesignllc@gmail.com

2015


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TableofContents

TableofContents
DesignHistory
SectionIGameOverview
GameConcept
FeatureSet
Genre
TargetAudience
GameFlowSummary
LookandFeel
ProjectScope
SectionIIGameplayandMechanics
Gameplay
GameProgression
Mission/challengeStructure
PuzzleStructure
Objectives
PlayFlow
Mechanics
Physics
Movement
GeneralMovement
OtherMovement
Objects
PickingUpObjects
MovingObjects
Actions
SwitchesandButtons
PickingUp,CarryingandDropping
Talking
Reading
Combat
Economy
ScreenFlow
ScreenFlowChart
ScreenDescriptions
MainMenuScreen
OptionsScreen
GameOptions
ReplayingandSaving
CheatsandEasterEggs

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SectionIIIStory,SettingandCharacter
StoryandNarrative
Backstory
PlotElements
GameProgression
LicenseConsiderations
CutScenes
Cutscene#1
Actors
Description
Storyboard
Script
Cutscene#2
GameWorld
Generallookandfeelofworld
Area#1
GeneralDescription
PhysicalCharacteristics
Levelsthatusearea
Connectionstootherareas
Area#2
Characters
Character#1
Backstory
Personality
Look
Physicalcharacteristics
Animations
SpecialAbilities
Relevancetogamestory
Relationshiptoothercharacters
Statistics
Character#2
SectionIVLevels
Level#1
Synopsis
IntroductoryMaterial
Objectives
PhysicalDescription
Map
CriticalPath
Encounters
LevelWalkthrough
ClosingMaterial

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Level#2
TrainingLevel
SectionVInterface
VisualSystem
HUDWhatcontrols
Menus
RenderingSystem
Camera
LightingModels
ControlSystem
Audio
Music
SoundEffects
HelpSystem
SectionVIArtificialIntelligence
OpponentAI
EnemyAI
NoncombatCharacters
FriendlyCharacters
SupportAI
PlayerandCollisionDetection
Pathfinding
SectionVIITechnical
TargetHardware
Developmenthardwareandsoftware
Developmentproceduresandstandards
GameEngine
Network
ScriptingLanguage
SectionVIIIGameArt
ConceptArt
StyleGuides
Characters
Environments
Equipment
Cutscenes
Miscellaneous
SectionIXSecondarySoftware
Editor
Installer
Updatesoftware
SectionXManagement
DetailedSchedule
Budget

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RiskAnalysis
LocalizationPlan
TestPlan
Appendices
AssetList
Art
ModelandTextureList
AnimationList
EffectsList
InterfaceArtList
CutsceneList
Sound
EnvironmentalSounds
WeaponSounds
InterfaceSounds
Music
Ambient
Action
Victory
Defeat
Voice
Actor#1lines
Actor#2lines

DesignHistory
Thisisachangelistingquicklydescribingeachmajorversionandchanges.

Addedassetstoassetlistandorganizedbyindoor/outdoor/people.June292015

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SectionIGameOverview
GameConcept
AnefforttoremaketheworldofSuikoden2in3D,startingwithRadattown.Thisareawillbe
playableinUnity.Radattownhasbeenchosenbecauseofitsinterestingbutrepetitive
architecture,itssmallsize,andthebridgeontheeasternsideofthemap.Thisprojectseeksto
remakethetownexactlyasitappearedinthegame,asshowninthisfanpainting:

FeatureSet
Genre
RPG

TargetAudience
All

GameFlowSummary
Playermovesthroughthegameinfirstpersonbydefault.Canbetoggledtothirdpersonangle.
ThiswillbechieflyjustaboutexploringtheDunanarea.

LookandFeel
WewanttomatchthecolorpalletteofSuikodenIIbutourworldshouldbesomewhatmore
realistictomatchthe3Daesthetic.

ProjectScope
Numberoflocations:3Inn,Restaurant,Radattown,Radatbridge
Numberoflevels:1
NumberofNPCs:Richmondandassortedvillagers
Numberofweapons:None
Numberofenemies:None
Numberofplayeranimations:3
NumberofNPCanimations:2
NumberofMenuItems:2Mainmenuandinventorywillbeaccessible

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SectionIIGameplayandMechanics
Gameplay
GameProgression
Mission/challengeStructure
PuzzleStructure
Objectives
ExploretheopenworldofDunan

Mechanics
Therewillbenocombatinthisshowcase.Thiswillbecompletelyaboutexploringthetownina
3dworld.Theplayerwillbeabletowalkaroundandenterbuildings

Movement

GeneralMovement
Walkingandrunning

Objects

PickingUpObjects
Theplayercaninteractwithafewsetobjectsintheworldtoputthingsintohisorher
inventory

Actions

PickingUp,CarryingandDropping
Wewillneedtocreateaninventorysystem.Aesthetically,itshouldmatchwhatisseeninS2

Talking
SomeNPCswillbeabletotalk.Theymaybevoiceddependingonthesuccessoftheproject

Economy
Theitemshopownerwillhavesomeinventorytobuy.Theplayerwillhaveenoughmoneyfora
medicine.

ScreenFlow

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ScreenFlowChart
Agraphicaldescriptionofhoweachscreenisrelatedtoeveryother

ScreenDescriptions
Whatisthepurposeofeachscreen?

MainMenuScreen

GameOptions
Playermayopenthemenurevealingascreenmuchlikewhatisshownabove.However,only
RiouwillbeinthepartyandonlyItemmaybeselected

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SectionIIIStory,SettingandCharacter
StoryandNarrative
Thistestversionwillfeaturenostory

GameWorld
Generallookandfeelofworld

Area#1

GeneralDescription
TheareashownaboveisRadatTown.

PhysicalCharacteristics
Manytrees,fewhouses.Terracedhills

Connectionstootherareas
Canenterallotherareasfromhere

Area#2

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GeneralDescription
TheInninRadattown.Twostories,interior,lightcomesfromlatticedwindows.Letsonly
modelthefirststoryfornow

PhysicalCharacteristics
Patternedfloor,woodenwalls,lightfromterracedwindows.

Connectionstootherareas
CanenterArea#1fromhere

Area#3

GeneralDescription
TherestaurantinRadat,thesceneofmanydramaticencounters.

PhysicalCharacteristics

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Patternedfloor,woodwalls,latticedwindows,largewithtablesforeating

Connectionstootherareas
Canenterallarea#1fromhere

Characters
Character#1

Riou

Backstory
TBD

Personality
Quiet

Animations
Walk,Run,Idle

SpecialAbilities
TBD

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Relevancetogamestory
PCC

Relationshiptoothercharacters
TBD

Statistics
Level1StatsTBD

Character#2

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SectionIVLevels
Level#1
Radat

Synopsis
PlayisspawnedonWestedgeofmap

IntroductoryMaterial
Fadeinfromblack,musicbeginsbeforesceneisvisible

Objectives
PhysicalDescription
Seepicture

Map
Seepicture

CriticalPath
Seepicture

Encounters
Richmond,flipsacoinwhenactivated.Itemshopownersellsitems.

LevelWalkthrough
NA

ClosingMaterial
NA

SectionVInterface
VisualSystem
HUDWhatcontrols
PCcontrolswillcopyskyrim.WASDtomove,mousetolook,Etoactivate

Menus
Seepicturesabove

RenderingSystem

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Unity

Camera
Unitydefaultcameraplussecondcameraforthirdpersonperspective

LightingModels
Unitylightingwewillexperimentwiththis

ControlSystem
Howdoesthegameplayercontrolthegame?Whatarethespecificcommands?

Audio
Music
Aremakeoftheoriginalradatmusic
https://www.youtube.com/watch?v=OFKiH28WVH8

SoundEffects
OpenmenuStartsound
Footstepssounds
Runningfootsteps
Ambienttownsounds
Dooropeningandclosingsounds
Menusounds

HelpSystem

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SectionVIArtificialIntelligence
AI
TheonlyAIwillbeusedtocontrolfriendlyNPCs.SimpleAIshouldguidethemonpathsaround
town.

PlayerandCollisionDetection
CanuseUnityscollisionsystem

Pathfinding
NA

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SectionVIITechnical
ThismaybeabbreviatedwithmostintheTechnicalBible.

TargetHardware
Developmenthardwareandsoftware
Developmentproceduresandstandards
GameEngine
Network
ScriptingLanguage

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SectionXManagement
DetailedSchedule
Noneyet

Budget
NA

RiskAnalysis
NA

LocalizationPlan
NA

TestPlan
Findbetatestersthroughthe/r/Suikodensubreddit

Appendices
AssetList
Art

ModelandTextureList
Outdoor:

2stylesofbuildingroofsSimpleVandsquaredtop
Appraisalshop
Resraurant
Inn
Itemshop
FreedYshouse
Laundrybucket
Laundryline
Shustradehouse
2styleofboat
bridgeandsluicegates
Barrell
Sakejug
Smalljugs
Watercollector
Signposts

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Indoor:
Benches
Tables
Bar
Windowswithlight
Dishes
Food

People:
Riou
Richmond
Villagewoman
Villageman
Villagechild

AnimationList
Walk,Run

EffectsList
Medicinewill+100toplayerhealth

InterfaceArtList
Menusshownabove

Sound

EnvironmentalSounds
Smalldogbarking
Windintrees
Riverlapping
Boatscreaking
Birdstweeting

WeaponSounds
NA

InterfaceSounds
OpenMenu
Switchbetweenselectedmenuitem
SelectItem
back

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Music

Ambient
Radattown

Action
NA

Victory
NA

Defeat
NA

Voice
TBD

Actor#1lines

Actor#2lines

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