Game Design Document Template

Game Design Document Amie Dansby Game Design Document Template 11.11.2017 www.AmieDD.com If you have questions you can c

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Game Design Document Amie Dansby Game Design Document Template 11.11.2017 www.AmieDD.com If you have questions you can contact me [email protected] or www.twitter.com/amiedoubled

─ DISCLAIMER: Make sure you put a version for your GDD, or list if this is the final version. Update you Github or Source Control with final Game Design Documents.

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Table of Contents 0. Overview

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1.Gameplay

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2. Stories

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3. Missions

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4. Endgame

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5. Microtransactions

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6. Economy and Loot

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6.1 Economy

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Character Unlocks

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Skills

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Costumes

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Constructing socket items

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Consumables

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Equippable(non-cosmetic)

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7. Input

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Xbox One Controller

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8. Movement Details

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8.1 Standard Movements

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8.2 Combat Movements

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9. Powers

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10. Environmental Interactions

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10.1 General Functionality

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10.2 Standard Interactable Items

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11. Combat Details

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11.1 Enemy Artificial Intelligence AI

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11.2 Default Attacks damage and attack speed

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11.3 Damage Calculations

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2 11.4 Attack Speed

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11.5 Hits and misses

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12. User interface

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12.1 Head’s Up Display(HUD) is what you see on the screen while playing.

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Head’s Up Display

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Static

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Dynamic

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Mini-Map

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Player stats

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Powers

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12.2 Dynamic HUD Elements

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12.2 Toggled Elements

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12.3 Other HUD Elements

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13. Social

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14. Requirements

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15. Appendix

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Current Powers

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Zone List

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Boss List

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NPC List

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Gadgets Designs List

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Accessories Design List

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16. Stretch Goals

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16.1 Treasure Maps

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17. Additional Brainstorm List

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17.1 Microtransaction Ideas

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www.AmieDD.com Game Design Document Template 11/11/2017

www.AmieDD.com Game Design Document Template v4.3.1r1

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0. Overview 0.1 High Level Concept Title: Genre: Rating Release Date: 0.2 Target Audience

Primary: Secondary: Tertiary: 0.3 Unique Selling Points: 0.4 Console Platform Support www.AmieDD.com Game Design Document Template v4.3.1r1

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4 Discussion are ongoing with the platforms. Decided on your console version early on in your development. 0.5 Gameplay and controls 0.6 Camera Will you game use a fixed camera, isometric view? Will the camera angle be able to be controlled by the player?

1.Gameplay 1.1 Gameplay Flowchart 1.2 Describe a sample of game play.Missions Make this your 30-60 “Elevator pitch”.

2. Stories 2.1 Storyline structure

3. Missions 3.2.1 Overview Goal is to have smaller quick play missions that drive the story forward. You can also list mission faces more in detail in this area. 3.2.2 Mission type This is where you should describe basic functional level styles. You can list variants here.

Defeat Collect Items www.AmieDD.com Game Design Document Template v4.3.1r1

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Carry Items Talk to Non Playable Character NPC Go to certain in game location Defend Escort NPC Attack Use Object Use Item Clear a Level Chase Infiltrate Escape

Get out of a specified area in the game.

3.2.3 Mission Examples 3.2.4 Mission Modifiers 3.2.5 Mission Log Captain’s log stardate 11112017.

4. Endgame 4.0 Future endgame ideas

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5. Microtransactions Many games rely on in game purchases or ads to support their games. The game can be a microtransaction strategy, where players can play the whole game for free, but there are items, weapons, outfits they can upgrades through microtransactions.

6. Economy and Loot 6.1 Economy 6.1.1 Time Currency 6.1.2 Real Money Currency 6.2 Items Item drops are important to the game, but with set costumes and not a whole lot of “gear”. 6.2.1 Item Types Character Unlocks Skills Costumes Constructing socket items Consumables Equippable(non-cosmetic) 1. Gadgets 2. Accessories

7. Input 7.1 PC 7.2 Xbox One and PS4

Xbox One Controller www.AmieDD.com Game Design Document Template v4.3.1r1

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#

Action

A

Attack/Fire

Left Joystick Right Joystick

8. Movement Details 8.1 Standard Movements Duis autem vel eum iriure dolor in hendrerit in vulputate velit esse molestie consequat, vel illum dolore eu feugiat nulla facilisis at vero eros et accumsan.

8.2 Combat Movements Duis autem vel eum iriure dolor in hendrerit in vulputate velit esse molestie consequat, vel illum dolore eu feugiat nulla facilisis at vero eros et accumsan.

9. Powers 9.1 Powers or skills, abilities. 9.2 Goals of the power system

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10. Environmental Interactions Nam liber tempor cum soluta nobis eleifend option congue nihil imperdiet doming id quod mazim placerat facer possim assum. Typi non habent claritatem insitam; est usus legentis in iis qui facit eorum claritatem. Investigationes demonstraverunt lectores legere me lius quod ii legunt saepius.

10.1 General Functionality Duis autem vel eum iriure dolor in hendrerit in vulputate velit esse molestie consequat, vel illum dolore eu feugiat nulla facilisis at vero eros et accumsan.

10.2 Standard Interactable Items

11. Combat Details 11.1 Enemy Artificial Intelligence AI Melee AI: Ranged AI:

11.2 Default Attacks damage and attack speed You can include you formula here. Attacks based on strength or energy will have the formula. Default Attack Damage = (ENERGY * .1) to (ENERGY * 2.5)

11.3 Damage Calculations Default Attack Damage = (.50) * [(ENERGY * .25) to (ENERGY * 1.5)]

11.4 Attack Speed 11.5 Hits and misses www.AmieDD.com Game Design Document Template v4.3.1r1

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12. User interface 12.1 Head’s Up Display(HUD) is what you see on the screen while playing. ● ● ● ● ● ●

Head’s Up Display Static Dynamic Mini-Map Player stats Powers

12.2 Dynamic HUD Elements Damage to Robot/Player ●

Miss



Health Low

12.2 Toggled Elements I.

Enemy status messages basic

II.

Enemy health bar over enemy?

III.

Enemy names

12.3 Other HUD Elements Mission indicators

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13. Social 13.1 Chat 13.2 Play Identity or Team Name

14. Requirements Hardware requirement should be listed here. If you are making a games for VR, or AR that heavily rely on certain hardware specifics you should document and comment here.

Component

15. Appendix Current Powers Power

Description

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Zone List Level

Hours to Play

Zone/Level

HUB

Zone Name

Theme

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Game Intro

Intro Home Planet

Galaxy?

Boss List Type

Name

Boss

NPC List Type

Name www.AmieDD.com Game Design Document Template v4.3.1r1

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12 NPC

Gadgets Designs List ●

Absorbo Belt: Activate to get a temporary boost for strength



LEGO Absorbo Shoes: Activate to get a temporary boost to make stepping on LEGO mines safe.



Psyche: Activate to increase strength by for 10 seconds with a 10 minute cooldown.



Holo Armor: Activate to a get temporary armor that grants defense

Accessories Design List

16. Stretch Goals 16.1 Treasure Maps

17. Additional Brainstorm List 17.1 Microtransaction Ideas 1. Battle cry: “Leroy Jenkins”

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