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Technical Design Document - Tetris Game

The document outlines a technical design for a Tetris-based puzzle game called The Call of Tetris. The game aims to defeat Cthulhu through a sequence of increasingly difficult Tetris challenges. Each challenge represents a form of Cthulhu and has unique rules to make line completion harder. The design document discusses the game overview, mechanics, aesthetics, and development schedule.

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Vanessa Biondo
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0% found this document useful (0 votes)
259 views4 pages

Technical Design Document - Tetris Game

The document outlines a technical design for a Tetris-based puzzle game called The Call of Tetris. The game aims to defeat Cthulhu through a sequence of increasingly difficult Tetris challenges. Each challenge represents a form of Cthulhu and has unique rules to make line completion harder. The design document discusses the game overview, mechanics, aesthetics, and development schedule.

Uploaded by

Vanessa Biondo
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as DOCX, PDF, TXT or read online on Scribd
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Technical Design Document – The Call of Tetris

Game Designer: Vanessa Biondo Ribeiro

Section 1 – Game Overview

1.1 Game Title:


The Call of Tetris

1.2 Game Genre:


Mini games/Puzzle

1.3 Game Perspective:


2D perspective

1.4 Game Mode(s):


Single player

1.5 Target Audience:


 Age 10 years or above
 Fans of classic puzzle games, in specific Tetris

1.6 Core Idea:


Cthulhu is invading Earth and you must defeat it by beating all its forms on a sequence of Tetris
challenges.

1.7 Goal:
Defeat all personifications of Cthulhu through a sequence of Tetris games.

Section 2 – Game Overview

2.1 Background Story:

Cthulhu tried to invade Earth centuries ago but failed and went into a hibernation state under an
aquatic city. However, it was awakened from its beauty sleep and wants revenge. The only way to
save our dimension is to defeat Cthulhu and all its forms in a sequence of Tetris games, following the
rules he proposes.

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Section 3 – Game Play

3.1 Objective(s):

 The game can be played as an independent game, where the player can choose a specific
challenge and set of rules that will shape the puzzle or as a history mode.
 In the history mode, the player must achieve a minimum score in four different levels with a
crescent difficult and different that will differ from one to another.

3.2 Mechanics:
The game is divided in independent games and a story mode. Both modes have four different levels
of difficult representing personifications of the entity Cthulhu (Figure 3.1).

3.2.1 Rules and Levels:


 All rules from tradition Tetris are applied.
 Easy (Baby Cthulhu): extra I, O and/or T pieces will be provided to the player in order to make
it easy to complete a line
 Medium (Cthulhu): follows the traditional Tetris games rules, but the player can be challenged
in a marathon game or in a game where the velocity increases linearly with the level.
 Hard (Adult Cthulhu): the player has a higher statistic to get a S, Z, L and/or J shaped piece,
making it more difficult to complete a line.
 Extra Hard (final form of Cthulhu): to increase the difficult of the game, one or more “easy-
shaped” piece may be missing from the game.

3.3 Aesthetic:
Since the game can be played as a story mode and as independent mini puzzle games, it was
important to imprint on them an individual identity. The diversified aesthetic allied with the
different set of rules attributed to each game helps to give the player a fresh feeling every time they
play a new round.
While each game difficult is represented by a specific personification of Cthulhu, the puzzle games
follow a retro aesthetic focusing on the main games designed for Mega Driver, Super Ness and
Atari7800.

Figure 3.1 shows a diagram of the main characteristics/rules applied on each level of the game as
well as the inspiration used to define their aesthetic.

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Figure 3.1. Schematic figure showing the main characteristic/rules attributed to each level as well as
the Super Ness, Mega Driver or Atari 7800 game that was used as inspiration for the aesthetic.

Section 4 – Scheduling

4.1 Main Tasks:

To develop the game, it will be important to complete the following task.

 Algorithm:
- Code the algorithm of the classic Tetris game
- Adapt the main characteristics/rules to fit each levels challenge
- Code a transition between the main scenes/menus in the game.

 Aesthetic:
- Select the background and color palette that better represents the retro game designed to
that specific level.

 Mechanics and Balance:

- Test if the percentage of chance that each piece appears along the game is balanced
accordingly with the level characteristics.
- Create a score to registry the players evolution along the game.

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- Test if the game is too difficult or too easy to the player that it gives a boring feeling. For it, it
may be interesting to test different ways to increase the velocity with each piece is dropped
as a function of the player’s level, i.e., linear or exponential function.

 Post-production:
- Test the game to find possible bugs and polish the mechanics and possible errors that may
occur.
- Check if all buttons are working accordingly along the game.
- Check the menus and game over screen.

4.2 Weekly schedule:

The figure 4.1 shows how the tasks will be distributed along the period determined to the project.

Speech
Code Tetrix
Adapt the rules
1st Tests
Code GUI
GUI tests
Aesthetic
Post-production
Documentation/LJ
Show case
week week week week week week week week wee week week week week
1 2 3 4 5 6 7 8 k9 10 11 12 13
BRIEF 1 BRIEF 2 BRIEF 3
Figure 4.1. Timetable showing the schedule proposed for the project.

4.3 Milestones and deliverables:

By the end of the project, it will be delivered:

 Brief video showing the speech about the game.


 31 (thirty-one) different variations of the traditional Tetrix game distributed in different levels of
difficult and mode.
 report documenting all the components of the game and its main characteristics.
 Every milestone achieved on the Briefs will be updated on the Learning Journal (LJ).
 Video showing the game and its playability.

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