GameDesignDoc Universal Game Dev Challenge
GameDesignDoc Universal Game Dev Challenge
Contents
Game Overview. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Game
High Concept. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Development Team
Unique Selling Points. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
PRODUCER
Platform Minimum Requirements. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Michael Sehgal
Competence Titles. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
PRODUCTION MANAGER
Synopsis. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Adam Crespi
Zombie Toys is a third-person endless survival arcade game where the Player is a child (boy or
girl) who has awoken to discover that all their toys have come to life and become zombified.
Now the Player must survive by avoiding the zombie toy enemies. They may accrue points
by utilizing a special remote control toy to attack the zombies in one of four different ways
(Lightning Ray, Freeze Ray, Stink Bomb, and Slime). Using points accrued through the various
attacks, the Player may also spawn Allies, which currently include a Sheep. The Allies will help
the Player avoid the zombie toys and survive in the game.
High Concept
Zombie Toys sets the Player in a magnified children’s room where he/she is attacked by their
own zombified toys. Zombified plush animals are coming from everywhere, looking for you.
Fight back with your remote control toy! Use the Lightning Ray to blast them, the Freeze Ray to
temporarily immobilize them with ice, drop a Stink Bomb in their way and watch them run, and
launch a Slime attack to keep them busy.
ANDROID
OS 2.3.1 or later;
ARMv7 (Cortex) CPU with NEON support or Atom CPU;
OpenGL ES 2.0 or later.
Competence Titles
Survival Shooter by Unity Technologies
Game Objectives
The objective of the game is to survive for as long as possible, while attacking Enemies
and scoring points.
Game Rules
The game level is a closed environment set in a child’s room where the Player is attacked
by fluffy zombified toys. The Player can move around and attack these Enemies with 4
different Weapons (see Weapons). In this level, there are different spawn points from which
the Enemies originate. Each Enemy has a different behavior and will try to defeat the Player
(see Enemies). The Player scores points by killing Enemies: the number points earned
depends on the Enemy type. After collecting a specific number of points (see Allies), the
Player can spawn an Ally who will help him for a limited amount of time.
Game Structure
After the selection is made, the camera will turn 180 degrees and will continue following him/
her from a fixed point of view. The camera will not rotate with the Player’s movement.
The background will be seen from a 3/4 perspective but for convenience it will be rotated by 90
degrees so that the camera can use the global coordinate system.
The camera will not turn when the Player does, so we get to see him/her from different angles
as the scene maintains the same camera view.
HUD
PLAYER DAMAGE
Indicates the amount of life the Player has
COUNTDOWN SLIDER
Displays the Weapon recharging time (time
depends on Weapon)
Player Metrics
Speed: 6
Max Health: 100
Attack Damange: N/A
Time to attack: Depending on weapon
Player States
Idle: The idle state is s cycled animation where the Player is
yawning. It plays back when the Player remains still.
Move: The movement animation will cause the character
to bounce with little jumps. It will be triggered when the
Player moves the character.
Death: The death animation will make the character fall backwards when their life reaches zero.
Player Weapons
The Player has 4 different Weapons to attack the Enemies, each with a different effect.
Lightning Ray Fires a Lightning Ray effect from the Player Restores 50 to the 1 No
RC in the direction of the mouse cursor health of the Enemy
Freeze Ray Fires a Freeze Ray effect from the Player Freezes a maximum 0 No
RC in the direction of the mouse cursor of 20 Enemies, so they
cannot move
Stink Bomb Launches a Stink Bomb effect to the Causes the Enemies 5 Yes
position of the mouse cursor (in a distance of 9u) to
turn around
Slime Launches a Slime effect in the direction of Launches a slime 3.5 Yes (snaps to
the mouse cursor ball that sticks to the closest Enemy)
Enemy and hurts them
NPC Enemies
The Enemies spawn from different spawn points located in the environment (see Level
Design). They are constantly searching for the Player. When they get close to the Player, they
attack, producing different amounts of damage, depending on their type. All of the Enemies
react equally to the different Weapons (see Weapons) and to the Allies (see Allies).
Clown
SPEED MAX HEALTH SCORE VALUE ATTACK DAMAGE TIME TO ATTACK
ZomBear
SPEED MAX HEALTH SCORE VALUE ATTACK DAMAGE TIME TO ATTACK
3.5 100 10 10 0.5
ZomBunny
SPEED MAX HEALTH SCORE VALUE ATTACK DAMAGE TIME TO ATTACK
ZomDuck
SPEED MAX HEALTH SCORE VALUE ATTACK DAMAGE TIME TO ATTACK
3.5 120 20 20 1
Hellephant
SPEED MAX HEALTH SCORE VALUE ATTACK DAMAGE TIME TO ATTACK
3.5 200 50 35 2
Idle: The Enemies play the Idle state, only when the Player is dead, while seeing the losing
screen, and before restarting the level.
Move: While the Player is alive, all enemies will be in the Move state, heading in the direction
of the Player or Ally.
Death: Death happens when the Enemy sustains too much damage from an attack.
Enemy Spawning
Each Enemy has its own spawn point (see Level Design) and will spawn at a certain rate. An Enemy will
only spawn if there are fewer Enemies of that particular type than others in the scene at that moment.
ZomBunny ZomBunnySpawnPoint 5 4
ZomBear ZomBearSpawnPoint 6 3
Hellephant HellephantSpawnPoint 10 2
ClownSpawnPoint ClownSpawnPoint 15 2
ZombieDuck DuckSpawnPoint 10 2
NPC Allies
Allies are animals the Player character trusts. They are in the game to help the Player survive. After the Player
accumulates the required amount of points, the Player may elect to spawn a Sheep Ally. Once spawned,
the Player will lose some points and the Sheep Ally will assist the Player for a finite period of time. When
spawned, all the Enemies will be attracted to the position of the Sheep, as the Sheep moves through the
scene. At this time, the Player will be able to attack the Enemies without being attacked in return.
Sheep
SPEED DURATION COST
Ally Spawning
When the Player reaches a specific score (see NPC Allies sheet), a button will appear in the GUI with the
shape of the Ally. When clicked, the Ally character will be spawned from its spawn point (see Level Design).
Level Design
The level consists of the children’s room, with toys
(dispersed around the floor) that will act as obstacles
for the Player and for the Enemies. The toy elements
(that serve as props) are placed so the Player can not be
occluded easily when they move behind one.
wpn_gas_target_01 FX N/A
Wishlist
ADD MORE ALLIES
In a future DLC, add more Allies for the Player to choose from, each with different behaviors.