Game Design Document Template .edu
Fall 2015CIS-587-002- Game Design and Implementation I Assignment 4 3D Game Design Document DraftMaze I Version 1.0Presented by Jaime Cedillo Contents TOC \o "1-3" \h \z \u 1.Contents PAGEREF _Toc436686271 \h 21.Section I - Game Overview PAGEREF _Toc436686272 \h 71.1.Game Concept PAGEREF _Toc436686273 \h 71.2.Feature Set PAGEREF _Toc436686274 \h 71.3.Genre PAGEREF _Toc436686275 \h 71.4.Target Audience PAGEREF _Toc436686276 \h 71.5.Game Flow Summary PAGEREF _Toc436686277 \h 71.6.Look and Feel PAGEREF _Toc436686278 \h 71.7.Project Scope PAGEREF _Toc436686279 \h 81.7.1.Number of locations PAGEREF _Toc436686280 \h 81.7.2.Number of levels PAGEREF _Toc436686281 \h 81.7.3.Number of NPC’s PAGEREF _Toc436686282 \h 81.7.4.Number of weapons PAGEREF _Toc436686283 \h 82.Section II - Gameplay and Mechanics PAGEREF _Toc436686284 \h 93.1.Gameplay PAGEREF _Toc436686287 \h 93.1.1.Game Progression PAGEREF _Toc436686288 \h 93.1.2.Mission/challenge Structure PAGEREF _Toc436686289 \h 93.1.3.Puzzle Structure PAGEREF _Toc436686290 \h 93.1.4.Objectives PAGEREF _Toc436686291 \h 93.1.5.Play Flow PAGEREF _Toc436686292 \h 93.2.Mechanics PAGEREF _Toc436686293 \h 93.2.1.Physics PAGEREF _Toc436686294 \h 93.2.2.Movement PAGEREF _Toc436686295 \h 103.2.3.Objects PAGEREF _Toc436686296 \h 103.2.4.Actions PAGEREF _Toc436686297 \h 103.2.bat PAGEREF _Toc436686298 \h 103.2.6.Economy PAGEREF _Toc436686299 \h 103.3.Screen Flow PAGEREF _Toc436686300 \h 113.3.1.Screen Flow Chart PAGEREF _Toc436686301 \h 113.3.2.Screen Descriptions PAGEREF _Toc436686302 \h 123.4.Game Options PAGEREF _Toc436686303 \h 123.5.Replaying and Saving PAGEREF _Toc436686304 \h 12Not available. PAGEREF _Toc436686305 \h 123.6.Cheats and Easter Eggs PAGEREF _Toc436686306 \h 124.Section III – Story, Setting and Character PAGEREF _Toc436686307 \h 134.1.Story and Narrative PAGEREF _Toc436686308 \h 134.1.1.Back story PAGEREF _Toc436686309 \h 134.1.2.Plot Elements PAGEREF _Toc436686310 \h 134.1.3.Game Progression PAGEREF _Toc436686311 \h 134.1.4.License Considerations PAGEREF _Toc436686312 \h 134.1.5.Cut Scenes PAGEREF _Toc436686313 \h 134.1.6.Game World PAGEREF _Toc436686316 \h 154.1.7.General look and feel of world PAGEREF _Toc436686317 \h 154.2.Characters PAGEREF _Toc436686318 \h 154.2.1.Character #1 PAGEREF _Toc436686319 \h 154.2.2.Character #2 PAGEREF _Toc436686320 \h 165.Section IV – Levels PAGEREF _Toc436686321 \h 185.1.Level #1 PAGEREF _Toc436686322 \h 185.1.1.Synopsis PAGEREF _Toc436686323 \h 185.1.2.Introductory Material (Cut scene? Mission briefing?) PAGEREF _Toc436686324 \h 185.1.3.Objectives PAGEREF _Toc436686325 \h 185.1.4.Physical Description PAGEREF _Toc436686326 \h 185.1.5.Map PAGEREF _Toc436686327 \h 185.2.Critical Path PAGEREF _Toc436686328 \h 185.2.1.Encounters PAGEREF _Toc436686329 \h 185.2.2.Level Walkthrough PAGEREF _Toc436686330 \h 185.2.3.Closing Material PAGEREF _Toc436686331 \h 185.3.Level #2 PAGEREF _Toc436686332 \h 185.3.1.Synopsis PAGEREF _Toc436686333 \h 185.4.Training Level PAGEREF _Toc436686334 \h 186.Section V - Interface PAGEREF _Toc436686335 \h 196.1.Visual System PAGEREF _Toc436686336 \h 196.1.1.HUD PAGEREF _Toc436686337 \h 196.1.2.Menus PAGEREF _Toc436686338 \h 196.1.3.Rendering System PAGEREF _Toc436686339 \h 196.1.4.Camera PAGEREF _Toc436686340 \h 196.1.5.Lighting Models PAGEREF _Toc436686341 \h 196.2.Control System PAGEREF _Toc436686342 \h 196.3.Audio PAGEREF _Toc436686343 \h 196.4.Music PAGEREF _Toc436686344 \h 196.5.Sound Effects PAGEREF _Toc436686345 \h 196.6.Help System PAGEREF _Toc436686346 \h 197.Section VI – Artificial Intelligence PAGEREF _Toc436686347 \h 208.Algorithms PAGEREF _Toc436686348 \h 208.1.Maze Generation PAGEREF _Toc436686349 \h 209.Section VII – Technical PAGEREF _Toc436686350 \h 219.1.Target Hardware PAGEREF _Toc436686351 \h 219.2.Development hardware and software PAGEREF _Toc436686352 \h 219.3.Development procedures and standards PAGEREF _Toc436686353 \h 219.4.Game Engine PAGEREF _Toc436686354 \h 219.work PAGEREF _Toc436686355 \h 219.6.Scripting Language PAGEREF _Toc436686356 \h 2110.Section VIII – Game Art PAGEREF _Toc436686357 \h 2210.1.Concept Art PAGEREF _Toc436686358 \h 2210.2.Style Guides PAGEREF _Toc436686359 \h 2210.3.Characters PAGEREF _Toc436686360 \h 2210.4.Environments PAGEREF _Toc436686361 \h 2210.5.Equipment PAGEREF _Toc436686362 \h 2210.6.Cut scenes PAGEREF _Toc436686363 \h 2310.7.Miscellaneous PAGEREF _Toc436686364 \h 2311.Section IX - Secondary Software PAGEREF _Toc436686365 \h 2411.1.Editor PAGEREF _Toc436686366 \h 2411.2.Installer PAGEREF _Toc436686367 \h 2411.3.Update software PAGEREF _Toc436686368 \h 2412.Section X - Management PAGEREF _Toc436686369 \h 2512.1.Detailed Schedule PAGEREF _Toc436686370 \h 2512.2.Budget PAGEREF _Toc436686371 \h 2512.3.Risk Analysis PAGEREF _Toc436686372 \h 2512.4.Localization Plan PAGEREF _Toc436686373 \h 2512.5.Test Plan PAGEREF _Toc436686374 \h 2513.Appendices PAGEREF _Toc436686375 \h 2613.1.Asset List PAGEREF _Toc436686376 \h 2613.1.1.Art PAGEREF _Toc436686377 \h 2613.1.2.Sound PAGEREF _Toc436686378 \h 2613.1.3.Music PAGEREF _Toc436686379 \h 2713.1.4.Voice PAGEREF _Toc436686380 \h 27Design HistoryAuthorRevisionDateJaime Cedillo1.011/21/2015Jaime Cedillo1.111/30/2015Section I - Game OverviewGame Concept3D version of Maze I is a game that consists of a Maze where the player can take shortcuts and reach a goal. Three levels of difficulty are available. Whenever the player finds a shortcut it can be used to shorten the time to arrive to the goal. The player can use the arrow keys to move an avatar horizontally and vertically until the goal is found.Feature SetThree levels of difficultyMazes consists of one or more floorsHoles on floors and wallsWith or without external wallsAvatar selection GenreMaze gameTarget AudienceAll agesGame Flow SummaryThree levels of difficulty are provided. Every time that the player reaches a goal, the next maze is displayed.Look and FeelThe following picture is a sample of a maze. INCLUDEPICTURE "" \* MERGEFORMATINET INCLUDEPICTURE "" \* MERGEFORMATINET INCLUDEPICTURE "" \* MERGEFORMATINET INCLUDEPICTURE "" \* MERGEFORMATINET Project ScopeNumber of locationsEach maze consists of one location.Number of levelsThree levels of difficulty.Number of NPC’sNot applicableNumber of weaponsNot applicableSection II - Gameplay and MechanicsGameplayGame ProgressionEvery time that the player reaches a goal, the next level or maze is displayed.Mission/challenge StructureThe mission is to go from the maze entrance to the exit in the shortest time. The player can find holes on the floor and in walls that can be used as shortcuts.Puzzle StructureNot applicableObjectivesThe main objective is that the player needs to reach the exit of the maze in order to continue playing.Play Flow The player goes through the maze and avoids collisions against the walls.Mechanics The player can use the WASD keys to move horizontally, vertically, forwards and backwards. Whenever the player collides against the walls of the maze, it slows its pace and takes a maneuver to align its direction again. PhysicsAs soon as the player enters the maze, he/she cannot exit using the same door. The walls of the maze are solid and cannot be moved or destroyed by the player. Nevertheless, there are predefined holes on the floor and in the walls that can be used by the player as shortcuts. MovementGeneral MovementArrow keys and WASD keys can be used to move horizontally, vertically, forwards and backwards.Other MovementNo jumps are possible.ObjectsPicking up ObjectsNot applicable.Moving ObjectsNo other moving objects but the player.ActionsSwitches and ButtonsArrow keys and WASD keys.Picking Up, Carrying and DroppingNot applicable.TalkingDialogs at the beginning and end of the maze are planned.ReadingNot bat Not applicable.Economy The faster the player reaches the goal the better. The clan is waiting for him/her, and time is a precious asset. Screen FlowScreen Flow Chart StartMaze 1Maze exit reached?noyesMaze 2noMaze exit reached?yesMaze 3noMaze exit reached?yesAbortEndScreen DescriptionsThree main screens will be designed. Each screen consists of a Maze, a sample of the look and feel of one screen can be seen in section 1.6 Look and Feel.Main Menu ScreenAvatar selection is available from the Main Menu screen.Options ScreenThe screen resolution can be selected via Unity start screen.Game OptionsThe player can only choose one from two different Avatars. The story and game mechanics are the same. Replaying and SavingNot available. Cheats and Easter EggsNot available.Section III – Story, Setting and Character Story and Narrative The main character of the game is an explorer that needs to go through a maze to find the path that will allow his/her clan to continue its way to a valley where a new town is going to be built. The maze is the only way to go through the mountains therefore the clan decides that one of them should be sent first and then come back to guide the whole group. Back storyThe maze was built by a wizard that wanted to prevent foreigners from entering his territory and worked as a trap from where no one had escaped before.Plot ElementsAs the explorer goes through the paths in the maze, he/she encounters several obstacles like holes on the floor and shortcuts in the walls that can be used at his/her own risk.Game ProgressionEvery time that the explorer reaches what he thought was the exit of the maze he/she realizes that a new set of walls has to be explored in order to continue his/her path. Three different levels need to be explored to find the exit of the wizard′s trap. License Considerations3D Maze Generator assets published by Mageiros studios are going to be used in this game.Cut ScenesCut scene #1See section 5.1ActorsExplorer (player)Wizard (NPC)DescriptionThe explorer is the main character. His/her objective is to find a path within the Maze to guide his/her clan.The Wizard built the maze centuries ago to prevent foreigners from entering his territory.StoryboardScriptNot available.Cut scene #2 and #3See section 5.3Different maze, same actors and story.Game WorldGeneral look and feel of worldSee section 1.6CharactersCharacter #1Back storyThe explorer is the main character. His/her objective is to find a path within the Maze to guide his/her clan.PersonalityGoal oriented, perceptive, objective.LookPhysical characteristicsAsset published by Ironwool.Asset published by L3D EntertainmentAnimationsWalk, run and idle animations are available.Special AbilitiesNone.Relevance to game storyMain character.Relationship to other charactersThe only playable character.StatisticsNot applicable.Character #2Back storyThe wizard is the villain of the story. Non Playable Character.PersonalityKnowledgeable, territorial.LookPhysical characteristicsAsset published by blarumyrran@. INCLUDEPICTURE "" \* MERGEFORMATINET Section IV – LevelsLevel #1SynopsisSee section 4.1.5.1Introductory MaterialObjectivesFind the exit of the maze.Physical DescriptionSee section 1.6MapSee section 1.6Critical PathEncountersNo encounters are planned.Level WalkthroughNot applicable.Closing MaterialNot applicable.Level #2SynopsisSee section 4.1.5.2Training LevelNot applicable.Section V - InterfaceVisual SystemHUDNot applicableMenusUnity start menu to choose resolution and avatar selection menu are available.Rendering SystemUnity graphics engine.CameraTo be defined.Lighting ModelsTo be defined.Control System The player can use the WASD keys to move horizontally, vertically, forwards and backwards. Whenever the player collides against the walls of the maze, it slows its pace and takes a maneuver to align its direction again.AudioSee section 13.1.3MusicSee section 13.1.3Sound EffectsSee section 13.1.3Help SystemTo be defined.Section VI – Artificial IntelligenceAlgorithmsMaze GenerationKruskal’s algorithm is used to generate the maze. It is a minimum-spanning-tree algorithm which finds an edge of the least possible weight that connects any two trees in the forest.Section VII – TechnicalTarget HardwareNo special hardware is required. The game was deployed in a computer with Windows 10, Intel Core i7 and NVIDIA GEFORCE graphic controller.Development hardware and softwareThe game is developed using Unity 5.2.1, 2D configuration and standard assets downloaded from Unity Asset Store are going to be used.Development procedures and standardsAgile Software Development.Game EngineUnity 3D engine will be used to develop Maze I 3DNetworkOff-line game.Scripting LanguageC# programming Language and MonoDevelop integrated development environment are going to be used. Section VIII – Game ArtConcept ArtAll art is provided by third party assets.Style GuidesNot applicable.CharactersAsset published by Ironwool.Asset published by L3D EntertainmentEnvironmentsSee section 1.6EquipmentNo special hardware is required. The game will be deployed in a computer with Windows 10, Intel Core i7-47000MQ CPU @2.40GHz, 8 GB of RAM and NVIDIA GEFORCE graphic controller. No benchmark testing is planned.Cut scenesSee section 4.1.5.1 and 4.1.5.2MiscellaneousNot applicable.Section IX - Secondary SoftwareEditor MonoDevelop Integrated Development Environment supplied with UnityInstallerUnity Application Builder for WindowsUpdate softwareNot applicableSection X - ManagementDetailed ScheduleActivityDate InitDate EndGame Design Document11/20/201511/30/2015Game Implementation11/30/201512/10/2015Game Tests12/11/201512/15/2015Game Presentation12/16/201512/16/2015BudgetSmall budget to buy assets to speed game development $100 Risk AnalysisShort schedule and limited resources (one developer performing several roles) could lead to poor quality and/or incomplete requirement implementation. Localization PlanNot applicable Test PlanStart tests in early development phase.AppendicesAsset ListThe following assets are published by Mageiros studios.ArtModel and Texture ListFloorWallAnimation ListTo be definedEffects ListTo be definedInterface Art ListTo be definedCut scene ListSee section 4.1.5.1 and 4.1.5.2SoundEnvironmental SoundsSee section 13.1.3.1Weapon SoundsNot applicableInterface SoundsNot applicableMusicAmbientAsset Store: Fantasy Music Collection by Charge Studios“Action”To be definedVictoryTo be definedDefeatTo be definedVoiceActor #1 linesNot applicableActor #2 linesNot applicable ................
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