118 lines
5.9 KiB
Markdown
118 lines
5.9 KiB
Markdown
# Overwiew
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This is the game design document (commonly referred to as GDD) for 'Spinner'.
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You can view the design board [here](https://miro.com/app/board/uXjVJrLKFaM=/)
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and play the game [here](https://pashabibko.itch.io/).
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# **The Mobius Line**
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Your job is to survive as long as possible and score the most ammount of points as you are able.
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Avoid getting sucked into the middle of the screen or float away from the bounds of the screen whilst
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doging the obstacles and enemies.
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### **Contents**
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- 1.1 Genres
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- 1.2 Target audience
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- 1.3 Unique selling points
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- 1.4 Visual and audio style
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- 1.5 Platforms, Technology and Scope
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- 2.1 Core loop
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- 2.2 Objectives and Progression
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- 2.3 Game systems
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- 2.4 Interactivity
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### **1.1 Main Genres**
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The main genre for the game is 'survival'.
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This is implemented by making the game get harder and harder as the game progresses whilst the player tries to get a higher and higher score.
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Players will encounter different enemies that hitting them will cause them to die, they will start of as small objects but progress to a bigger objects
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that can fire projectiles and fire beams.
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### **1.2 Target audiences**
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The main target audiance of "Spinner" will be teenage boys as they spend lots of time on their phones and
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like to play games that are skill based and require testing of fast reaction times.
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Although the game is aimed at teenage boys it will be designed to be played by anyone by keeping the game
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as simple as possible
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##### **Age rating**
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The game will be suitable for all ages although it is recommneded for ages 6 and above.
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this is because the game features a lot of fast reaction based gameplay and can be slightly rage inducing
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due to the survival element that can cause a single mistake to ruin an entire 10+ minute run.
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### **1.3 Unique selling points**
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##### **- Infinite replayability**
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All of the levels within the game will be randomly generated as the player progresses with the aims to create
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new experiences every time so the player can get the most out of it as possible.
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##### **- Easy to pick up and put down**
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Upon loading up the game the player will instantly have a play button in the middle of their screen so they can
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start the game as quickly as possible without any downtime. The levels are also short and snappy so players will
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not have to worry about having to commit large ammounts of time per playing session.
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### **1.4 Visual and Audio style**
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The general theme of the game will be to keep designs simplistic, which will also apply to the art and audio design.
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Visually the game will be easy to look at with minimalistic colour schemed vector art aiming to use as simple shapes as possible.
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As enemies get more and more powerful with different attacks they will gain more verticies as part of their shapes,
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such as transitiong from a square to a hexagon.
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Hopefully this will make the player understand that a triangle is less dangerous than a octagon.
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To mirror the visual style the audio will also be kept simple with small sound effects on player death and close collision with objects.
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This will be accompined by a simple basic music background to not overwhelm the player/
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### **1.5 Platforms, Technology and Scope**
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The game will primarily be made for mobile IOS and Android devices with touching the screen to be the only way for the player to interact.
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It will also be able to played on a PC with using the mouse as the input device.
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Unity will be the game engine that I will use to develop the game in.
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I plan to create the final product within a couple of weeks and the first playable version to be in the first few days.
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One of the aims of the game is that it will constantly provide new challenges for the player so players can play as much as they want.
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### **3.1 Core loop**
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The main loop of the game will be to:
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1. Survive through as many levels as possible
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2. Buy upgrades if they can
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3. Repeat
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The loop of levels will be to:
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1. Introduce a new enemy
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2. Remind players of a previous enemy
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3. Combine them together to create a new challenge
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4. Repeat
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### **3.2 Objectives and Progression**
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In each run the player will progress through the levels one by one and able to progress as much as they are able to.
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Completing levels will grant the player score and introduce them to new enemies, power ups and mechanics.
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Upon beating the level the player will gain currency relative to their player score.
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This currency will be stored over between different runs and allow the player to upgrade different aspects of their kit.
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Doing this will make it easier for the player to gain a new high score and hopefully make it easier for them to enjoy the game.
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### **3.3 Game systems**
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- ##### Level flow
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All objects will be orbiting a black hole in the centre of the screen whilst slowly being sucked in.
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The players only input will be to increase the distance between them and the black hole.
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However in every other level the black hole will be replaced by a white hole pushing all objects away
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and the players movement will be inverted making them only able to increase the distance between them and the white hole.
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- ##### Enemies
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Small objects will spawn with the level that are also affected by the 'Level flow' these will cause the player to die on collison with them.
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They will be moving at a different speed to the player so they have to dodge them.
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As the player enters higher and higher levels the enemies will become harder to dodge by increasing in size and spawning projectiles.
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- ##### Powerups
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Powerups will occasionally spawn throught levels, they will all have the same appearance but have randomised effects.
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Most of these effects will benefit the player such as: short time inverability, gain X points or slowdown enemies.
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However a small percentage of these will make the players time harder such as: increasing the player size or speed up the player.
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By making it so not all powerups are a benefit the player will be taking a risk by picking them up hopefully increasing their enjoyment.
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