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Game design document

Date post: 18-Nov-2014
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Game Design Document Game Title: DESTINATION RUSH
Transcript
Page 1: Game design document

Game Design Document Game Title: DESTINATION RUSH

Page 2: Game design document

Table of Contents

• Design history o 1.1 Ideation process o 1.2 Iteration process

1.2.1 evaluation of iteration 1.2.2 changes made from prototype to final

game • Game Overview

o 2.1 Game concept o 2.2 Asset list o 2.3 Target audience and rationale

• Gameplay and Mechanics o 3.1 Gameplay

3.1.1 Objectives 3.1.2 Playflow 3.1.3 Decision tree/flowchart

o 3.2 Mechanics 3.2.1 Movement 3.2.2 Objects

• 3.2.2.1 Using objects 3.2.3 Actions

• 3.2.3.1 Picking up 3.2.4 Combat 3.2.5 Economy

• Story, settings and character o 4.1 Back story o 4.2 Characters

• Management o 5.1 Detailed schedule

• Playtest results o 6.1 Feedback from Game Design playtester

6.1.1 Changes made from Game Design playtest

o 6.2 Feedback from blind playtesting

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1. Design History 1.1 Ideation Process

(Digital Prototype)

o Our game is inspired by fast-paced/management games to keep the player hooked and also enjoy. The player has to send as many passengers to their respective destinations within the time limit to earn the most money while minimizing the mistakes made which will deduct your money earned.

(Final Game)

o From the paper Prototype, we changed several mechanics. For

example: o We do not deduct money from the player every 30

seconds anymore. Instead , we deduct money from the player after each round as maintenance fees.

o Mystery boxes to spice up the game.

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o Removal of 2minute per round, we added objectives to be cleared during each round.

o Our digital prototype follows the mechanics and ideas from our

paper prototype. Such as :

o Each plane carriers 2 passengers. o Each plane has different destinations(T&M,M&B)

1.2 Iteration

1.2.1 Evaluation of Iteration

o We play tested the game several times to look for possible

bugs/abuse that might be in the game. o The original pricing of our upgrades was too high, and after

many tests , we decided to lower down the prices to balance out the game.

o Changed the entire game mechanics from button pressing to send passengers to their planes to drag and drop to make things smoother and enjoyable.

o Made art cute instead of realistic to capture the eyes of audiences.

1.2.2 Changes made from prototype to final game

o We changed the whole layout of the game. o Changed the entire game mechanics from button pressing to

send passengers to their planes to drag and drop to make things smoother and enjoyable.

o Made art cute instead of realistic to capture the eyes of audiences

o Mystery boxes to spice up the game. o Removal of 2minute per round, we added objectives to be

cleared during each round. o We do not deduct money from the player every 30

seconds anymore. Instead , we deduct money from the player after each round as maintenance fees.

o Balancing of the game. We playtested the game several times and adjusted the objectives of the game and also the money earned to be leveled out throughout the game.

o After each round there will be a maintenance fee of 10-15% of your total amount. This is so that the player has a sense of management of his own money.

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o After many playtests , we also adjusted the happiness bar to a certain starting point. This is so that the player will not lose too fast due to passengers being angry.

2.Game Overview

2.1 Game Concept o Sending passengers to their respective destinations as indicated on

both the passengers and the planes. A fast-paced game where players are to make as less mistakes as possible in order to obtain more income and reducing losses made during gameplay.

2.2 Target Audience and Rationale

o 10 and above. o This game is simple as it requires basic strategy and luck so teenagers

will be able to play and enjoy the game. o This game is designed to be cute and appealing. Therefore attracting

both males and females to play. o The theme of this game is airport management but in a simplified way.

It allows players to understand how managing the airport will be like. o The game does not include any gore or violence which makes it

suitable for teenagers. o The game is colorful and appealing to all ages.

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3.Gameplay and Mechanics

3.1 Gameplay

3.1.1 Objectives

o Send passengers to their correct destination as marked on the planes , making as few mistakes as possible if not you lose the game. Taking too long to transport the passengers will also result the passengers in being angry. Each level has different amount of planes that needs to be successfully departed with the correct passengers. Each place can contain 2 passengers at most.

3.1.2 Play Flow

o Drag and drop game. Primarily based on being fast paced and accuracy.

o To better explain the play flow , we will add pictures of the tutorials.

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3.1.3 Decision Tree/Flowchart o Players require some thinking and have to be quick to react. The

player have to check whether the destinations for the passengers is matching the one stated on the plane.

o Transporting the passengers too slowly will result in them getting angry. This will affect the happiness bar, and when it hits 0 , you lose.

o Money is included in the game to allow players to get upgrades/tools to help them go through the game. Players are taxed after each game due to the maintenance fees of the airport and are forced to make decisions on how they spend their money.

o Mystery boxes will appear randomly throughout the game . The effects of the boxes are random and player are free to choose whether to open them. Some effects give rewards for the player while some give negative effects.

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3.2 Mechanics

3.2.1 Movement

o Drag and drop game using only the Mouse.

3.2.2 Objects o Upgrades

Upgrades will enhance the game play by helping the player in managing his customers. These however require a sum of money in order to obtain.

o Mystery Boxes Mystery boxes will appear randomly and give random

benefits to the player. • Mystery Boxes have different effects. Either gives

advantage to the player or disadvantage to the player.

3.2.2.1 Using Objects • In order to use the Upgrades, the player must play

through levels and earn some income. Upgrades costs money and the player must have money to get them.

• Player clicks the mystery boxes to open them. They give random effects to the player.

3.2.3 Actions o Player have to be quick to sending passengers to their

respective planes , otherwise the passengers will be angry and leave.

o Players have the choice to open a mystery box. o Buying of upgrades.

3.2.4 Economy

o Every passenger that is placed correctly into the planes will reward the player with money. However, each mistake will also deduct money from the player.

o Mystery boxes have a chance to either give the player additional money or also deduct money from his cash.

o Money are used to buy upgrades and pay the maintenance fees.

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4.Brief Setting

4.1 Brief Setting

o The game is based on airport management and also a fast paced game. It simulates the real life management of the real-life airport in a very simplified manner. Players are to send passengers to their respective destinations as indicated on both the passenger’s clothes and on the planes , making as less mistakes as possible. Mistakes will result in loss of money . If the player transport the passengers too slowly the passengers will get angry.

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5.Playtest Results

Playtest results are in separate files.


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