Game Design & Concept Document Template
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Action Design Principles 3 Design Document Docent: Micah Hrehovcsik Door: Marijke Steinmann GAR 2D Document Contents 2 CONCEPT DOCUMENT 4 2.1 TITLE PAGE 4 2.2 CREDIT PAGE 4 2.3 SIGN-OFF 4 2.4 INTRODUCTION 5 2.5 GAME ANALYSIS 5 2.6 GAME ATMOSPHERE 6 2.7 GAME PLAY 11 2.8 KEY FEATURES 12 2.9 SELLING FEATURES 13 3 DESIGN DOCUMENT 14 3.1 DESIGN VERSION 14 3.2 DESIGN GUIDELINES 14 3.3 GAME DESIGN DEFINITIONS 14 3.4 GAME MATRIX 15 3.5 GAME FLOW CHART 16 3.6 PLAYER ELEMENTS 17 3.6.1 PLAYER DEFINITION 18 3.6.2 PLAYER PROPERTIES 18 3.6.3 PLAYER REWARDS (POWER-UPS & PICK-UPS) 19 3.6.4 USER INTERFACE (UI) 19 3.6.5 HEADS UP DISPLAY (HUD) 21 3.6.6 PLAYER VIEW 21 3.7 ANTAGONISTIC ELEMENTS 22 3.7.1 ANTAGONISTIC DEFINITIONS 23 3.7.2 ANTAGONISTIC PROPERTIES 23 3.7.3 ANTAGONISTIC LIST 23 3.7.4 ARTIFICIAL INTELLIGENCE (AI) 23 3.8 GLOBAL GAME ELEMENTS 24 3.9 THE STORY 3.9.1 THE STORY COPY 3.10 CONCEPT ART 3.11 LEVEL DESIGN 24 3.12 AUDIO & SOUND F/X 26 3.13 GAME ARCHITECTURE 28 3.13.1 GAME ARCHITECTURE OVERVIEW 29 3.13.2 ARCHITECTURE COPY 32 2 4 TECHNICAL DOCUMENT ______________________________________________________33 4.1 SYSTEM REQUIREMENTS 33 4.2 VISUAL CONTENT 33 4.3 AUDIO CONTENT 33 4.4 PROGRAMMING CONTENT 34 4.5 CODE STRUCTURE 4.6 CONCERNS AND ALTERNATIVES 35 4.7 RESOURCES 35 4.8 TECHNICAL MATRIX 3 2 Concept Document The concept document serves the purpose as a way to present a game concept. A general overview of the game, with the idea anyone can read and understand what the game is like. This part of the document is one that will change very little once the concept is accepted. 2.1 Title Page Game: Light the Way “Explore the world and the joy of mixing colors” Concept Document; version: 1 Template by: Micah Hrehovcsik 2.2 Credit Page Document Purpose: To get the whole team on the same page. That team members know what the game is. Document Version: v1 Working Title: Light the Way Game Concept & Game Document Author: Marijke Steinmann 2.3 Sign-Off This section is here to confirm that each team leader has read through the design and agrees with the current game design. Game Design Sign-off CEO: Joanna Siccama: Kyra Willekes: 4 2.4 Introduction In this firstperson shooter on the WiiU for children and teens, you play as a young guy named Isaac. With his lightgun he shoots to defend himself and explore the world. Defeat enemies, defeat bosses and power-up your weapon as you gain more skills. During the puzzles and fights, the players will learn how to mix digital colors. The whole game is wrapped in a colorful steampunk world with fantasy creatures and fun scenery. 2.5 Game Analysis This is a general overview of the game. Game Description Genre: • First Person Shooter • Adventure • Strategy • Puzzle • Action Game Elements: • Shooting • Dodging • Puzzles • Mixing colors • Learning about colors Game Content: • Action • Humor Theme: • Steampunk • Science Style: • Cartoony Game Sequence: • Linear- Storylines Player: • Single Player Game Reference Game Taxonomy: • Narrative Game / Skill Based / Fictional. Player Immersion: • Tactical • Narrative • Mental • Adventure Reference: • Metroid gameplay style. Walking around, seeing areas where you can't enter yet. You'll have to obtain certain skills (in this case colorwheel) to be able to unlock new ways to enter those areas. • Style is colorful and simple. A bit as cellshading, like Red Steel 2. But a bit more dirty looking to fit the Steampunk theme more. 5 Game Technical Technical From: • 3D graphics View: • TV-Screen: First-Person • WiiU GamePad: User Interface/Top down during playing the game Platform: • C#, in Unity Device: • WiiU Game Sales Consumer Group: • Children and teens. Payment: • Retail , or buying in the WiiU eShop. Estimated Price: • €40,- Device Support List • WiiU 2.6 Game Atmosphere Moodboard atmosphere: 6 Isaac, The main character of the game. He's very courageous and tough. He has a lightgun on one arm, which has colorwheels to determine the color which it will shoot. He has a utility belt with spare lightbulbs for his gun. In his boots he has tiny little lights. To keep his lightgun running, he has a backpack with a battery in it, to charge the lightgun with energy. 7 Newton, Isaac's brother. He is very smart, much more than Isaac. But contrary to him, Newton isn't as tough. He's quickly afraid of things. Before he was kidnapped, he often was busy doing new experiments with light and making new objects, such as the lightgun. Wall Camera – Wall Spies These sneaky camera's hang on the walls all over the world. Sometimes they are obvious and you immediately spot them when you walk around. However, most of the time they attack when you won't expect them. Because you didn't know they where there at all. 8 Enemies – The Shades You can encounter these enemies pretty much everywhere. Eventhough they do look quite alike, you can't beat them all in the same way. Every Shade has three targets. You have to hit those targets with the right color. First you hit his shoulders, after that, it's rib cage will openup and you can shoot at its heart. The Shades don't have guns. Because they use their own eyes to shoot lasers at you. Mini-Boss #1 – Vermello This evil bird like robot creature is the first mini-boss in the game. He has a box with buttons which he uses as a weapon. The box can shoot lasers. You defeat Vermello by first shooting at his eyes. After hitting his eyes, he will grab his head with one of his hands, revealing three yellow targets under his robe. When you defeated Vermello, he will drop a new colorwheel, the red one. Mini-Boss #2 – Azul This creature wasn't evil at all actualy. But he got evil when Optica imprissoned Azul and put chains around him. The chains are the targets you need to hit with your lightgun. The targets differ in color. So you have to be sure you use the right color. Eventhough Azul doesn't have a gun to shoot with, he has massive claws. So he will keep trying to hit you with those. He also dashes towards you. When you defeated Azul, he will drop a new colorwheel, the blue one. Now the player has every colorwheel. 9 Mini-Boss #3 – Alcalino A quick robotic creature with three guns attached to his head. He liked to spin around and bump into you. He can stretch his arms if needed, for example: to gain balance when he's not spinning. You defeat Alcalino by destroying all his targets. These targets are all a different color. The dark brown parts with the targets, can also spin around. When you defeated Alcalino, he will drop a new generator for you backpack. With this, you can store more energy. Final Boss – Optica An evil dark creature that wants the whole world to be without light. Ironically he uses lightguns himself to destroy everyone and every light. He kidnapped Newton, to make sure no one would make more light inventions that make the world even brighter. He attacks by using his guns. With his claws he protects a target on the necklace. When you brake the target, he will replace it with another one. He can replace it 3 times. After you broke one target, he will first comes after you to hit you with his claws. After a while he will go back to his normal form. He also uses defending shields to protect himself. The shields also have unique colors. He will also change the color of the shield if it takes you too long. If he wants to do more damage, he will sometimes charge his attack before really attacking you, doing more damage this was. You defeat him when you break his necklace 3 times. 10 World Map A topview of the worldmap. The area's are numbered where you should go first and where you need to go next. You are free to walk around where you want. You can't however, enter an area where you shouldn't be yet. Because those area's have color targets on their doors. If you don't have the right colorwheels yet, you can't enter. You can always enter the base. Here you can recharge your battery and/or health. The white spots are the doors and gates where you can enter an area. The Boss in the right corner on the bottom is the final boss. Audio The music in this game should be appealing to children. It doesn't have to be too dark and ominous to create an adventurous or intense feeling. By making most of the songs a bit up-beat, it will make the players feel excited. It should encourage the player to go on an adventure and to explore every inch of the world. 2.7 Game Play • Opening the game application First you see the developers/publishers names. After that, a spectacular and maybe funny opening scene will play, to quickly show what the game is about. You can skip this scene ofcourse. After that you will go to the home menu of the game. Here you can open a save file, calibrate the Gamepad, or you can close the game.