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Platform Minimum Requirements. - . - . - . - . - . - . - . - . - . - . - . - . - . - .

This document outlines the key details of a game, including its overview, objectives, structure, gameplay features, characters, enemies, allies, art, audio, and development team. It provides high-level descriptions of the player experience, mechanics, and minimum requirements to implement the initial version of the game.

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Arbaz Gillani
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0% found this document useful (0 votes)
82 views13 pages

Platform Minimum Requirements. - . - . - . - . - . - . - . - . - . - . - . - . - . - .

This document outlines the key details of a game, including its overview, objectives, structure, gameplay features, characters, enemies, allies, art, audio, and development team. It provides high-level descriptions of the player experience, mechanics, and minimum requirements to implement the initial version of the game.

Uploaded by

Arbaz Gillani
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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SPONSORED BY

HUD. . . . . . . . . . . . . . . . . . .

Contents .......................
..................

Player.. . . . . . . . . . . . . . . . . .
........................
.............
Game Overview. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Player Characters . . . . . . . .
High Concept. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 .......................
.................9
Unique Selling Points. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Player
Metrics. . . . . . . . . . . . . . . . .
Platform Minimum Requirements. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 .......................
...........
Competence Titles.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Player
States.. . . . . . . . . . . . . . . . .
Synopsis.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
.......................
6
...........
Game Objectives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Player
Weapons. . . . . . . . . . . . . . .
Game Rules.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .......................
6 ...........

Character Line-
Game Structure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
up. . . . . . . . . . . . . . . . . . . . . .
Gameplay.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ......................
7 NPC
Enemies . . . . . . . . . . . . . . . . . .
Game Controls. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
.........................
Game Camera. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 . . . . . 10
Enemy: Clown. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Enemy: ZomBear.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Enemy: ZomBunny. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Enemy: ZomDuck . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Enemy: Hellephant. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
10 Game
Enemy States. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 Development Team
Enemy Spawning...........................................................................11
NPC Allies. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 PRODUCER
Michael Sehgal
Sheep. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11

Ally Spawning.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 PRODUCTION MANAGER


Art. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Adam Crespi
12
PRODUCTION COORDINATOR
Setting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Aline Tosini
Level Design. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
GAME DESIGNERS
Audio. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Adam Crespi
MVP (Minimum Viable Product). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 Kris Orpilla

Wishlist. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 SYSTEMS/IT COORDINATOR


Laura Johnston

PROGRAMMERS
Mike Geig
Emil Johansen
Arturo Nunez
Mike Preble

TECHNICAL ARTISTS
Craig Barr
Kris Orpilla
Sergio Gardella

AUDIO ENGINEERS
Caleb Epps
Ben Bromfield

UX TESTERS
Itziar Carnicer
Rafael Rafi
Jonathan Estruch
Game Overview
Title: Zombie Toys
Platform: PC Standalone + iOS & Android
Genre: Endless 3D survival shooter
Rating: (10+) ESRB
Target: Casual gamer (aging from 12 - 30)
Release date: April, 2016
Publisher: Unity Technologies

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..

Unique Selling Points


• Stunning particle effects
• Unique story
• Multiplatform

Zombie Toys Game Design Document v5.3.4r1


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Platform Minimum Requirements
PC, MAC AND LINUX STANDALONE
OS: Windows XP SP2+, Mac OS X 10..8+, Ubuntu 12..04+, SteamOS+
Graphics card: DX9 (shader model 2..0) capabilities;
generally everything made since 2004 should work

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

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Synopsis
In a bad dream, all your plush toys have become zombified. You are the sleeping
boy or girl who finds themselves surrounded by these creatures and under attack —
there is no escape, you must fight back!

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

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Gameplay
Game Controls (PC)

Game Controls (Mobile)


With touch control, the Player will use two fingers to move the character, aim, and attack.
The first finger that presses the screen will move the character, while the second finger that
presses the screen will make the Player attack (i.e. fire/shoot) in that direction.

Zombie Toys Game Design Document v5.3.4r1


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Game Camera
When the game starts, the camera will focus on the two characters the Player can choose
from.. The camera will remain still while the Player chooses a character to play with..

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)

SPAWN ALLY SHEEP


Displayed when the Player reaches certain
amount of points.. When clicked, an Ally
Sheep will be spawned into the game..

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Player
Player Characters
The boy and girl live a wonderful life at their age of 4.. They
have a great room where they sleep at night.. Problem is,
their parents have given them too many plush animals without
noticing that at night they all become zombified!

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..

WEAPON DESCRIPTION EFFECT ON ENEMY COLLDOWN RETICLE

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

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Character Line-up

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
3..5 150 25 30 1..5

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
3..5 100 10 10 0..5

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

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Enemy States
All Enemies possess the same behavior and states, as described below:

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..

ENEMY SPAWNPOINT SPAWN RATE MAX ENEMIES

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
3..5 10 seconds 30 points

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)..

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Art
Setting
The game takes place in the children’s room. Because the children have been shrunk down
to the size of the toys, everything in their surrounding environment looks very large.. A
collection of static toys dispersed around the floor serve as obstacles..

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..

There will be four (4) different spawn points in the


level.. Each spawn point is displayed as a green
circle in the scheme (shown right).. Enemies will
appear from these spawn points at a precise rate..

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Audio
NAME CATEGORY DESCRIPTION
music_rev1_loop_01 Background music Plays during the game
Lightning Zap FX Lighting Attack fire
wpn_elec_attack_01 FX Lighting Attack fire, variance 1
wpn_elec_attack_02 FX Lighting Attack fire, variance 2
wpn_elec_attack_03 FX Lighting Attack fire, variance 3
wpn_elec_hit_01 FX Lighting Attack hits something, variance 1
wpn_elec_hit_02 FX Lighting Attack hits something, variance 2
wpn_elec_hit_03 FX Lighting Attack hits something, variance 3
wpn_gas_attack_01 FX Stink bomb Attack fire
wpn_gas_attack_loop_01 FX Stink bomb Attack smoke
wpn_gas_equip_01 FX Optional (sounds when weapon is selected)
wpn_gas_hit_01 FX Stink bomb Attack hits something, variance 1
wpn_gas_hit_02 FX Stink bomb Attack hits something, variance 2
wpn_gas_hit_03 FX Stink bomb Attack hits something, variance 3
wpn_gas_target_01 FX N/A
wpn_goo_attack_02 FX Slime Attack fire
wpn_goo_equip_01 FX Optional (sounds when weapon is selected)
wpn_goo_hit_02 FX Slime Attack hits an Enemy
wpn_goo_hit_loop_01 FX Slime Attack attaches to an Enemy
wpn_ice_attack_01 FX Freeze Attack freezes an Enemy
wpn_ice_blast_loop_01 FX Freeze Attack firing
wpn_ice_equip_01 FX Optional (sounds when weapon is selected)
wpn_ice_freeze_01 FX Freeze Attack freezes an Enemy, variance 1
wpn_ice_freeze_02 FX Freeze Attack freezes an Enemy, variance 2
wpn_ice_freeze_03 FX Freeze Attack freezes an Enemy, variance 3
wpn_ice_hit_01 FX Optional (for when the Enemies break the ice)
wpn_ice_hit_02 FX Optional (for when the Enemies break the ice)
wpn_ice_hit_03 FX Optional (for when the Enemies break the ice)
Hellephant Death FX When the Hellephant dies
Hellephant Hurt FX When the Hellephant gets damaged
Player Death FX At the moment the Player dies
Player Hurt FX When the Player gets damaged
ZomBear Death FX When the ZomBear or Clown die
ZomBear Hurt FX When the ZomBear or Clown get damaged
ZomBunny Death FX When the ZomBunny or the ZombieDuck die
ZomBunny Hurt FX When the ZomBunny or the ZombieDuck get damaged

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MVP (Minimum Viable Product)
• One Player character to choose from (Boy)

• Built for the PC platform

Wishlist
ADD MORE ALLIES
In a future DLC, add more Allies for the Player to choose from, each with different behaviors..

ADD ADAPTIVE LIGHTING


Create a lighting system that will vary depending on the level of Player stress.. The light
could vary from a warm sun that shines through a window (when the Player has high life
levels and few Enemies) to a rainstorm with lightning (when the Player is about to die)..

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