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Game Design Document Team Members Brandon Camp Abinadi Cordova Justin Glanville Edward Sable Tamara Scott Sarah Wruck 1

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Page 1: storage.googleapis.com€¦  · Web viewGame Design Document. Team ... for the progression of the game and give insight into the player character’s ... that will draw them into

Game Design Document

Team Members

Brandon Camp

Abinadi Cordova

Justin Glanville

Edward Sable

Tamara Scott

Sarah Wruck

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ContentSection Page

1 Overview 32 Game Subsystems 33 Environment 54 Structure 55 Audio 66 Target Audience 6

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1.1. Overview

Train Trapped is a game designed for the PC in which the player takes control of Joe Sanders, an escaped convict. The game immediately starts with Joe on the rear of the train with a letter informing him he is to be tested and if he succeeds in passing the test, he is granted an opportunity to gain his permanent freedom. The character will be moving through a set of train cars, solving letter based clues that in each of the cars will lead the player to discover more about the player characters past and a key that unlocks the next section of the game. In the final section of the game, there will be a more complicated puzzle the player must solve in order to complete the game.

As this is a pc game; the graphics should be higher end of the spectrum but with some simplicity to not over load the more simpler player’s computers.

1.2. Vision Statement

The Player should be delivered the following experience:

Smooth Gameplay with little to no difficulties playing the actual game. A unique experience set on an escape the room style gameplay. Escalating and varied puzzles that increase in difficulty as the game progresses. Exploration possibilities for the player through no door being inaccessible

1.3. Branding

Train trapped is an adventure/puzzle game that is designed to trigger feelings of nostalgia, adventure, and/or intrigue. Because there is an aesthetic return of 80s styling being revived, returning to a more enhanced styling used to advertise games like this in the 80s will play right into the sense nostalgia this game is designed to give the player; optimizing it salability.

2. Core Gameplay

2.1. Game Subsystems

Avatar game component used by the to move throughout the game (first person) Letter System to be picked up by player the player in order to give clues for the progression of

the game and give insight into the player character’s past. Doors that are player activated to give the player access to different areas of the game. there

are two type unlocked (give free access to areas of the game), and locked (unlocked by the player after solving a set of clues).

Final puzzle at the end of the game, where the player has to set the pressure to the valve and levers in order to activate the trains brakes.

2.2. Avatar

2.2.1. Overview

A generic UE4 style Mannequin used to cast shadow as the player moves throughout the game’s environment. The following are the players abilities:

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Move throughout the environment by forwards, backwards, side to side, based in the direction the player character is facing which is controlled by the mouse.

Interact with environment (doors) and objects (keys, letter, valves and levers).

2.3. Controls

(image courtesy of Ira Selendripity through unsplash.com)

W Move the player Character ForwardA & D Move the player character side to sideS Move the player character backwardsE Interact with game items buttonMouse Control the player characters facing directionLeft Mouse Button Control the final puzzle

2.4. Player’s Goals

The player’s goal is to find a way to stop the train, all by following the clues in the letter that lead the player through to the end of the games. Each letter leads to an image best describing the clue’s information.

2.5. Timer

Although not a goal, there is a timer that is at the top of the screen that is counting up. this is more for player bragging rights (I beat the game at a specific time) over other players.

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3. Environment

3.1. Components

3.1.1. Train

The game environment is set entirely on and just on the outside of a train. The train itself is designed to be similar in appearance to a 1920 art deco train, wood walls and furniture with brass fitting and lights. Finished with fabric, wallpaper and items that fit the style.

3.1.2. Interactive object Objects

Keys and letter, once the player has finished interacting with them, they disappear form the scene. the letter themselves will open a full screen version with a message on it.

3.1.3. Doors

There are two types of doors in the game, locked and unlocked. The locked doors will simply open when the player interacts with them using the ‘E’ button and the locked doors will only open once the player has interacted with the game areas key first.

3.1.4. final puzzle

The use the final puzzle, the player will activate the puzzle controls with the ‘E’ button. Once activated, the player will be able to manipulated the puzzle the mouse and its buttons.

4. Structure

4.1. Overview

The game itself is made of four areas, two main cars, a luggage car and an engineering compartment. The first two are entirely letter and clue based, letters lead to the next clue which leads to another letter or that cars key. The third car is a maze-like structure with a only one letter which lead to a key. The engineering room is the final section that house the final puzzle.

4.2. Rewards

Bragging rights for finishing the game with an added bonus of a time to compare to other players.

4.6. Overlays

The following section describe the HUD and the menu system to use the game.

Main menu which contains the following:o Play Button (to begin the game)o Resume button (to resume a saved game)o Controls button (show the player the control layout)o Credits button (show the team names)o Quit button (to quit the game)

Pause menu when the esc button is presses will contain the following:o Resume button (to resume a saved game)o Restart Button (show the player the control layout)

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o Save & quit (save current game and sends the player back to the main menu)o Quit button (to quit the game and send the player back to the main menu)

The HUD:o Timer in the top left

Hud Messages:o Door Locked (when the area key has not been found yet)o Door Unlocked (when the area key has been found)o You Got the Key (when the player has picked up the key)

5. Audio

5.1. Table of Sound Effects

Looped Suspenseful Music To be played in the main menuLooped Eerie Music To be played in the gameplay

To be played during prologue sequenceTrain Moving Through Tunnel To be played the player character is outside/

between carsDoor Open To be played when a door opensDoor Locked To be played when the has not retrieved the

key yet

6. Target Audience

6.1. Overview

The target audience for Train Trapped is between the ages of 15 and 50. They have a fondness for games that that follow the style and feel of the old adventure/puzzle games. The type of games that either trigger a feeling of nostalgia or sense of adventure and intrigue. This game gives this player these feeling and is set to entice this player to purchase and play this game; especially for those who want a non-violent strategy game. This game accomplishes this by target four very particular Types of the gamers. The Achiever, The Explorer, The Artisan, and The Guardian.

6.2. The Achiever

This player will be drawn the games challenges of finding and unlocking the past, finding the keys to the next sections of the game, making their way through a maze. and finally solving the puzzle at the end. All of which is timed, and will also give this game bragging right over other gamers if they are faster. This, in turn in itself; will draw in other gamers of this type. Each, trying to best the other player best time.

6.3. The Explorer

This player loves games for their sense of discovery and exploration possibilities. There is no door in this game that is unopen able, they can open any door to see what is on the other side. Explore ever corner, all why discovering the player characters tragic past. This game is filled with new site that will draw them into the games world.

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6.4. The Artisan

This player plays games sensation of seeking out goals and changing the games circumstances. Working through puzzles and a maze-like environment, all to change the player character’s circumstance is what they crave out of a game.

6.5. The Guardian

This player is a security seeker, they are driven forward to beat the game. Also, by changing the player characters circumstance from a hectic and unstable, to a stable and more satisfying ending.

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