GDDS

Wrecoons
       Game design document












Concept:

Wrecoons is an online 2D multiplayer platformer game. The player’s objective is to jump and kill other player’s. Last man stand will win the game.

Genre:

2D platformer

Target audience:

Casual

USP:

-          Unique art style
-          Exciting game-play

Game-play:

-          Player will have to tap on the screen  to move and jump the player whilst kill others  and survive till the end
-          Player can select  number of life, he want to play  
-          The game gets over when the player kill all other players

Game Mechanics:

Controls:

-          Tap up to jump
-          Tap left to move left
-          Tap right to move right

Social hook:

-            Player has to log in facbook and invite other players
-            Player can invite maximum three people
-             After accepting  invitation game will start

 



Environment:

-  Natural (Trees,grases)
-   Snow
                                                           
                                                       











              


                  ­­RANDOM JUMP
       Game design document


 

Concept:

Random Jump is an3D plat former endless runner game. The player objective is to collect coins and kill enemies and he/she has to catch the magic box or ball to change the back ground (BG) 

Genre:

3D plat former

Target audience:

8 and above

USP:

-          Easy game play
-          Unique art style
-          Exciting game-play
-          Easy to collect coins and magic powers

Game-play:

-          Player will have to tap on the screen  to move left and right jump on to the side walls whilst kill others and collect coins and powers survive till the end of on seen(BG)
-          Player can select  the character, he/she  want to play 

Game Mechanics:

Controls:

-          Tap left to move left
-          Tap right to move right

Environment:

-  Natural (Trees, grasses)
- Snow
-Desert
-ocean
-FIre etc
WIP




                                                        Ferris Wheel
                                                           Game Design Document

                                                                        Version 1


POC(PROOF OF CONCEPT)-Scope Document 
Ferris wheel

COLOR CONVENTION:
Game rules and design information. Visual and animation information.  Camera behavior information. Sound effects / voice-over.How this document may change.

SPECIFICATION:
Genre: Arcade
Target Audience: 10 and above
Target Platform : IOS, Android, Windows,Facebook

USP (UNIQE SELLING PROPOSITION OR POINT)

Simple game play, easy to play 
Attractive minimalist visual style. Simple and innovative UX that combines app-like usability and clarity with playful fun styling.
Proper difficulty ramping. Smoothly increasing difficulty as a run progresses

Visual Style
Orientation: Landscape 
Cartonic(Angry Birds 2 art style) futuristic
Inspired by the imagination of the future done from a retro time point

Features:
• Easy to play
• Clean and attractive art style
• Collect objects
Objects with reflections
2 types of ferris wheels each with different light animations
A working clock on one of the wheels
Animated lights on the roof

GENERAL INFORMATION
Game Vision
(A2D endless game with linear peace variant of the ferris wheel)

CORE GAMEPLAY AND RULES
Objective 
The player has to catch the objects as much as he can, along with color of object and 
Cabinet should be same. If you choose left wheeler as your control, the objects will be thrown by the right wheeler.

Death - Rules
Death happens by two means (and the depiction should be hilarious)
●Getting the  various objects from one path to another path
These objects are of different types.
Speed
Direction 

Game End Conditions:

If you miss match the objects with the cabinet it will restart 
INGAME OBJECTS
static obstacle                 so          Environment 
dynamic obstacle           Do         Objects, Ferris Wheels, coins


PLAYER MECHANICS
Player Control 

Swipe the wheel in clock wise or anti clock wise  to catch  the objects from the another wheel in opposite direction
Game Flow :
• On Boarding happens only when the player swipes clock  wise/anti clock wise side of the screen

Flow chart:
Camera:
• static camera
• Screen dimension 1920*1080s
• Landscape

Screen Boundaries:
• No boundaries as such it goes out of any direction of the screen

Motion path mechanics:
Player can see motion path from start to till the completion of the rotation of the wheel. It helps the player to
understand how much distance he traveled with in the screen to reach cabinet. He can also see how clean/cluttered is his motion path for that specific wheel
Difficulty parameters:
1. Collectable objects
2. Visibility of environment
3. Time-limit

Tutorial :

Environment:
• Mostly end portions of cliffs and wheels are visible in the frame, suggesting continuity of the elements

• There are no physical boundaries in the corners of the screen

• Daylight and Moonlight environment with clean BG


Random elements :
• No random elements


Special Cases:
Screen out situation: There is no physical boundaries in the level. The game will end after 3secs of the objects is out of the screen. When player try to rotate the wheel to bring the objects in to the frame again, The object will …....

Die - If the tap is after 3 sec
Don't die - If the tap is before 3 sec

User Interface:

Main Menu:
• selection of the wheels  is included in the main menu and act as a play button to reduce the number of clicks
• Player can scroll through different wheels sets by swiping left/right on the sets
• Each wheel set has specific number of things or objects 
• Clicking on wheel set will lead to selection menu

HUD
• Distance icon with corresponding number next to it will appear on the top right corner
• Pause menu will appear on the top left corner


Pause Menu
• Player can chose one the following options
1. Replay
2. Revise
3. Go to home
4. Play next level


Game End Menu
The following information will appear
1. Replay
2. Go to home

Bonus Reward menu:
• 3 objects  will appear with random number of wheels hidden inside
• Player has to tap on any one of the objects and gets reward coins or money as a bonus

Other sounds


UI sounds

Other SFX

Other Animations

PERIFERAL FEATURES:

In game Achievement
• Played the level
1. Collect all objects = 1 star achieved
2.Speedly rotate the wheel and do not loss of any single object  = 1 star achieved
3. Reach = 1star achieved 


Game Economy
• Game Objects are the game currency
• In game collection
• Rewards
• Daily reward / to increase retention
• After completing every object Reward menu will appear
and player get to chose to tap on one of 3
(See User interface)

Currency spending
• Unlock new cabinets
• Buy motion path hits

Social Features
• Leader board (In main menu)
• Objects collected
• Share button (In main menu)

Monetization

Interstitial ads

Level sets - If the player can't collect all the Objects, He can use
real money to unlock cabinet set.




                                 WIP













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