Monday, 10 December 2012

Game Design Document


Title:  SweepingMiner (GDD)

Author: Christopher Townson
Email: christopher.townson@students.plymouth.ac.uk


URL for project:
http://www.kongregate.com/games/freak4life/sweepingminer-work-in-progress
URL for project blog: http://minesweeper-ctownson.blogspot.co.uk/


Username for project blog:
Password for project blog:

Module: AINT102
Version 0.0


Table of Contents

1. Introduction
2. Scope
3. Target platform(s)
4. Development software
4.1 Engine software
4.2 Programming software
4.3 Artwork software
5. Specification
5.1 Concept
5.2 Story
5.3 Setting
5.4 Game structure
5.5 Players
5.6. Actions
5.7 Objectives
6. Graphics
6.1 Styles
6.2 Fonts
6.3 Colours
6.4 Influences
6.5 Look & Feel
7. Data storage
7.1 Local data
7.2 Online data
7.3. Social data
7.4 Statistical data
7.5 Legal and Ethical Considerations
8. Gameplay
8.1 World
8.2. Object types
8.3 Controls
8.4. Direct control
8.5 Indirect control
9. Supported hardware
10. Screens & menus
10.1. Splash Screen
10.2 Game Interface
10.3. Pause menu
10.4 Options
10.5 Game Over

1. Introduction
The game I originally set out to make was going to be a mix between a plat-former/digger game and the classic game minesweeper, but after I had to ditch the combination of the types and simply stick with a plat-former game after I was unable to make unique game mechanic work in the allotted time. 

2. Scope
Why is it? (document)

3. Target platform(s)
Flash based game websites to be used off of a computer/laptop with a qwerty keyboard.

4. Development Software
 - Stencyl Works
 -  Adobe Illustrator CS6
 - Adobe Photoshop CS6

5. Specification
The concept behind this game was going to be able to use the classic game “Minesweeper” in a modernized way, the character would be able to walk about on top of a screen full of dirt and numbers would appear above each block and by doing that the user can figure out which way to dig, if the user digs a block that has a mine under it the scene will reload. The win scenario would be if the user could dig down and find the cure for the virus underground. 

This has now been changed since that mechanic wouldn’t work. The idea now is that the user will navigate through an assault course type level, avoiding the enemy; “Viral clouds” and collect all the vials of the cure he can find. When all cure vials are collected on the level it will transition to the next, if the player touches a virus cloud then the level will reload. 

5.2 Story
The world has been infected with a virus, everyone you know is infected and if you cannot find all the cures in time they will die, Luckily for you someone has gone through a vast system of underground caverns hiding vials of the cure, go collect them, save your family and loved ones, avoid the virus.

5.3 Setting
The game is set in a vast system of underground caverns, the player is simply a man who is looking for the cure to save the people he loves, in a hazmat suit. 

5.4 Game structure
The level employs a beginning and an end simply like an assault course, the player must pass through the different challenges and reach the end. The obstacles include jumping puzzles, enemies and death pits. 

5.5 Players
Single Player only.

5.6 Actions
Walk, jump, dig.

(dig no longer implemented)

5.7 Objectives
To gather enough of the cure to save everyone he cares about.

6. Graphics
I have gone for a pixel style artwork combined with quite a lighter colour scheme to create something I feel is nice to look at.

6.2 Fonts
Custom fonts

6.3 Colours
Dirt: #624d3a 
Sky: #04386a
Sky2: #4478aa
Character: #e69b1b
Grass: #7bb934
Enemy: #025c02
Enemy2: #092f1a

6.4 Influences
Minesweeper: 

The whole idea of my game derived from the idea of a Minesweeper remake.

Terraria:

The digging and artwork influence came from this game.
6.5 Look & Feel
Idea: 

Character design:




Level Design:




Enemy Design:


7. Data storage
No data storage used. 

8. Gameplay
8.1 World
Underground cavers filled with jumping puzzles and enemies to avoid.

8.2 Object types
 - Enemy: kills the player on collision
 - Collectable: Win when all are picked up, disappears when player collides with object.

8.3 Controls
Arrow keys for left and right movement, Z for jump

8.4 Direct control

8.5 Indirect control
No other control used.

9. Supported hardware
No other supported hardware.

10. Screens & Menus
No start screen used.

“x/x collected” (never got implemented)

Pause screen not implemented

No options implemented.

No real game over scenario, level restarts on player death. 

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