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Game Design Doc - v1

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0% found this document useful (0 votes)
25 views21 pages

Game Design Doc - v1

Uploaded by

Mauro Troisio
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Design Document for:

Unity Game Development Series Featuring Maya LT

All work Copyright ©2015 by Pluralsight

Written by Joshua Kinney

Version # 1.10

Thursday, March 03, 2016


Copyright (C) 2015 Pluralsight – All rights reserved

Table of Contents
______________________________________________________ 1
DESIGN HISTORY ______________________________________________________________________ 5
VERSION 1.10 ________________________________________________________________________ 5
VERSION 2.00 ________________________________________________________________________ 5
VERSION 2.10 ________________________________________________________________________ 5
GAME OVERVIEW _____________________________________________________________________ 6
PHILOSOPHY _________________________________________________________________________ 6
Philosophical point #1 ______________________________________________________________ 6
Philosophical point #2 ______________________________________________________________ 6
Philosophical point #3 ______________________________________________________________ 6
COMMON QUESTIONS___________________________________________________________________ 7
What is the game?_________________________________________________________________ 7
Why create this game? _____________________________________________________________ 7
Where does the game take place? ____________________________________________________ 7
What do I control? _________________________________________________________________ 7
How many characters do I control? ____________________________________________________ 7
What is the main focus? ____________________________________________________________ 7
What’s different? __________________________________________________________________ 7
FEATURE SET _________________________________________________________________________ 8
GENERAL FEATURES ____________________________________________________________________ 8
MULTIPLAYER FEATURES _________________________________________________________________ 8
GAMEPLAY __________________________________________________________________________ 8
THE GAME WORLD ____________________________________________________________________ 9
OVERVIEW __________________________________________________________________________ 9
WORLD FEATURE: PROCEDURAL DUNGEONS ____________________________________________________ 9
WORLD FEATURE: BOSS LEVELS _____________________________________________________________ 9
THE PHYSICAL WORLD___________________________________________________________________ 9
Overview ________________________________________________________________________ 9
Key Locations _____________________________________________________________________ 9
Travel ___________________________________________________________________________ 9
Scale____________________________________________________________________________ 9
Objects __________________________________________________________________________ 9
Weather _________________________________________________________________________ 9
Day and Night ___________________________________________________________________ 10
Time ___________________________________________________________________________ 10
RENDERING SYSTEM ___________________________________________________________________ 10
Overview _______________________________________________________________________ 10
2D/3D Rendering _________________________________________________________________ 10
CAMERA ___________________________________________________________________________ 10
Overview _______________________________________________________________________ 10
GAME ENGINE _______________________________________________________________________ 10
Overview _______________________________________________________________________ 10
LIGHTING MODELS ____________________________________________________________________ 10
Overview _______________________________________________________________________ 10
Lighting Model Detail #1 ___________________________________________________________ 10

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Copyright (C) 2015 Pluralsight – All rights reserved

THE WORLD LAYOUT__________________________________________________________________ 11


OVERVIEW _________________________________________________________________________ 11
THE MOUNTAIN OF THE FOREFATHERS _______________________________________________________ 11
CLAN DURENBROW TERRITORY ____________________________________________________________ 11
 CLAN DURENBROW IS HIGHLY POLICED IN THEIR OWN TERRITORY. ALL WEAPONS AND ARMOR IS PROHIBITED. EVEN
WORK EQUIPMENT MUST BE CHECKED OUT AND CHECKED IN. CLAN DURENBROW USED TO BE A HIGHLY MILITARISTIC
CULTURE. THEY WERE ALWAYS ON THE FRONT LINES OF BATTLE WHEN THE TERRITORIES ARE THREATENED BY OUTSIDERS. _ 11
CLAN DUREN TERRITORY ________________________________________________________________ 11
 CLAN DUREN LIVE BY THE LAW AND EXPECT EVERYONE TO DO THE SAME. OTHERWISE, IT WILL UPSET THE BALANCE OF
THEIR HIERARCHICAL SOCIETY. _____________________________________________________________ 11

GAME CHARACTERS __________________________________________________________________ 12


OVERVIEW _________________________________________________________________________ 12
MAIN CHARACTER ____________________________________________________________________ 12
COMPANION ________________________________________________________________________ 12
ENEMIES AND MONSTERS _______________________________________________________________ 12
USER INTERFACE _____________________________________________________________________ 13
OVERVIEW _________________________________________________________________________ 13
USER INTERFACE DETAIL #1 ______________________________________________________________ 13
USER INTERFACE DETAIL #2 ______________________________________________________________ 13
WEAPONS __________________________________________________________________________ 14
OVERVIEW _________________________________________________________________________ 14
BASIC WEAPONS _____________________________________________________________________ 14
EXCAVATION EQUIPMENT _______________________________________________________________ 14
TRAPS ____________________________________________________________________________ 14
TURRETS ___________________________________________________________________________ 14
LEGENDARY WEAPONS _________________________________________________________________ 14
LEGENDARY TRAPS ____________________________________________________________________ 14
LEGENDARY TURRETS __________________________________________________________________ 14
MUSICAL SCORES AND SOUND EFFECTS __________________________________________________ 15
OVERVIEW _________________________________________________________________________ 15
RED BOOK AUDIO_____________________________________________________________________ 15
3D SOUND _________________________________________________________________________ 15
SOUND DESIGN ______________________________________________________________________ 15
SINGLE-PLAYER GAME ________________________________________________________________ 16
OVERVIEW _________________________________________________________________________ 16
SINGLE PLAYER GAME DETAIL #1 __________________________________________________________ 16
SINGLE PLAYER GAME DETAIL #2 __________________________________________________________ 16
STORY ____________________________________________________________________________ 16
HOURS OF GAMEPLAY __________________________________________________________________ 16
VICTORY CONDITIONS __________________________________________________________________ 17
MULTIPLAYER GAME _________________________________________________________________ 18
OVERVIEW _________________________________________________________________________ 18
MAX PLAYERS _______________________________________________________________________ 18
SERVERS ___________________________________________________________________________ 18
CUSTOMIZATION _____________________________________________________________________ 18
INTERNET __________________________________________________________________________ 18

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Copyright (C) 2015 Pluralsight – All rights reserved

GAMING SITES _______________________________________________________________________ 18


PERSISTENCE ________________________________________________________________________ 18
SAVING AND LOADING __________________________________________________________________ 18
CHARACTER RENDERING ______________________________________________________________ 19
OVERVIEW _________________________________________________________________________ 19
CHARACTER RENDERING DETAIL #1 _________________________________________________________ 19
CHARACTER RENDERING DETAIL #2 _________________________________________________________ 19
EXTRA MISCELLANEOUS STUFF _________________________________________________________ 20
OVERVIEW _________________________________________________________________________ 20
JUNK I AM WORKING ON… _______________________________________________________________ 20
“XYZ APPENDIX” _____________________________________________________________________ 21
“OBJECTS APPENDIX” _________________________________________________________________ 21
“USER INTERFACE APPENDIX” __________________________________________________________ 21
“NETWORKING APPENDIX” ____________________________________________________________ 21
“CHARACTER RENDERING AND ANIMATION APPENDIX” _____________________________________ 21
“STORY APPENDIX” ___________________________________________________________________ 21

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Copyright (C) 2015 Pluralsight – All rights reserved

Design History
In this section, we will document any changes to the design. These are only examples that follow:

Version 1.10
Version 1.10 includes some tuning and tweaking that I did after making my initial pass at the
design. Here is what I changed.

1. I included initial story elements.


Version 2.00
Version 2.00 is the first version of the design where a major revision has been made now that
much more is known about the game. After many hours of design, many decisions have been made.
Most of these large design decisions are now reflected in this document.

Included in the changes are:

1. Pairing down of the design scope. (Scope, not design)


2. More detailed descriptions in many areas, specifically A, B and C.
3. Story details.
4. World layout and design.

Version 2.10
Version 2.10 has several small changes over that of version 2.00. The key areas are in many of
the appendixes.

Included in the changes are:

1. Minor revisions throughout entire document.


2. Added “User Interface Appendix”.
3. Added “Game Object Properties Appendix”.
4. Added concept sketch for world.

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Copyright (C) 2015 Pluralsight – All rights reserved

Game Overview
Philosophy
Philosophical point #1

The game will serve as the goal for all of the content created in the game dev vertical from here on out.
 Introduction (The starting point for the game dev learning path)
 Core Feature Introductions
o Introduction to Materials, Particles, Lighting, etc.
 Skill Development
o Game Concept Art, Game Modeling, Game Texturing, etc
 Props, Environments, Weapons, Characters, etc.
o These course will show the in-depth process for creating assets they saw in the
Introduction course
 Internal and Creative Dev authors will help author this content

Philosophical point #2

Swords ‘n Shovels is a fast-paced action game with emphasis around strategy. It’s a mix of hack ‘n slash
and tower defense.

Philosophical point #3

Players can purchase upgrades to enrich the gameplay experience.


 Mining equipment, weapons, defense equipment, companion upgrades

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Copyright (C) 2015 Pluralsight – All rights reserved

Common Questions
What is the game?

 An isometric dungeon crawler that requires strategy to help balance the risk and reward
built for the PC platform.
 The player enters a (procedurally generated?) dungeon to obtain as much treasure as
possible.
 Enemies will attack and try to steal the players collected treasure.
 The player must dig to obtain treasure but also defend the mine cart.
 Treasure allows the player to purchase upgrades.
 Upgrades can be bought for the hero, companion, and mine cart.
 The deeper the player goes into the mine, the more difficult the enemies but greater
the reward.

Why create this game?


 Our number one goal is to create a learning path that will take our game dev customers from
concept to deployment.
o Every single game dev tutorial site is fragmented, we can position ourselves now to be
the go-to tutorial site for game devs.

 Create a fun and visually interesting game that will keep our customers focused and motivated.
 Motivate Creative Dev authors to create tutorials toward a common goal.
o Draw new authors.

Where does the game take place?

The game takes place in an abandoned dwarven mine that has been sealed for centuries because of the
threat of an ancient evil.

What do I control?

The player will take control of [unkown name], a fearless dwarf warrior who hopes to obtain a fortune in
the depths of the ancient mountain.

How many characters do I control?

The main character directly, but the player may issue commands to his companion and mine cart.

What is the main focus?

Upgrading equipment to help the player delve deeper into the mine and unravel a compelling story.

What’s different?

This game should be quirky and fun in every element, not just gameplay.

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Copyright (C) 2015 Pluralsight – All rights reserved

Feature Set
General Features
 Comic book style graphics
 Fast-paced combat with a splash of strategy
 Dungeon exploration packed with surprises
 Hordes of enemies with a ton of ways to destroy them
 Upgrade your hero and companion to change the way you play
 Collect ancient blueprints and components to create mega equipment
 Insanely fun and unique boss battles
Multiplayer Features
(Possible in the future)

Gameplay
 Intense Action
 Player driven strategy
 Equipment Upgrade System
 Dynamic Looting
 Blueprints
 Procedural dungeons

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Copyright (C) 2015 Pluralsight – All rights reserved

The Game World


Overview
The whispering of vast ancient riches are beginning to stir in the hearts of the common folk of [unknown
name] at the base of the ancient mountain. The player will explore the ancient abandoned mountain for
long forgotten treasure. However, an ancient evil lurks in the deepest corners of the mountain and the
hordes of enemies are waiting to protect their riches.

World Feature: Procedural dungeons


Procedural levels of the mine allow for a unique experience every time.

World Feature: Boss levels


Boss levels break up the loot grind. Boss levels are unique and provide over the top action for the player
that can result in great reward and harder dungeons.

The Physical World


Overview

The mountain has an enormous amount of mines that can be explored and excavated. The deeper the
player goes, the more difficult the enemies become. The player may also stumble upon a boss level which
can result in vast reward.

The following describes the key components of the physical world.

Key Locations

Boss level 1 - 10

Travel

The player will exclusively travel on foot.

Scale

The dungeons are self-contained but the mountain feels extremely large.

Objects

See the “Objects Appendix” for a list of all the objects found in the world.

Weather

No weather effects.

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Copyright (C) 2015 Pluralsight – All rights reserved

Day and Night

No day/night system

Time

No time element

Rendering System
Overview

The game will have comic book style graphics. Both Unreal and Unity support such styles out of the box.

2D/3D Rendering

We will be using Unity 3D and Unreal Engine 4.

Camera
Overview

The camera will be isometric much like Diablo 3.


During boss battles, the camera angle may change to help gameplay.

Game Engine
Overview

Both Unity and Unreal Engine 4 will be used. We will start development in Unity as most of our customers
are using Unity. Much like Maya to 3ds Max.

Lighting Models
Overview
We will be using a PBR lighting and material workflow.

Lighting Model Detail #1

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Copyright (C) 2015 Pluralsight – All rights reserved

The World Layout


Overview
The world is based around the Mountain of the Forefathers. The 8 clans have set territories
around the mountain. Clan Durenbrow is under the rule of Clan Duren until a new king rises for Clan
Durenbrow. The mountain has multiple levels which all have different themes.

The Mountain of the Forefathers


 The Mountain of the Forefathers is the center of everything for dwarves. It is shared by the 8
dwarf clans. All entrances have been destroyed to keep the evil in the mountain in.
Clan Durenbrow Territory
 Clan Durenbrow is highly policed in their own territory. All weapons and armor is prohibited.
Even work equipment must be checked out and checked in. Clan Durenbrow used to be a highly
militaristic culture. They were always on the front lines of battle when the territories are
threatened by outsiders.
Clan Duren Territory
 Clan Duren live by the Law and expect everyone to do the same. Otherwise, it will upset the
balance of their hierarchical society.

Confidential Page 3/3/2016 11


Copyright (C) 2015 Pluralsight – All rights reserved

Game Characters
Overview
The player takes control of an exiled dwarf warrior looking to make his fortune in the ancient mountain.
He also has his trusty warthog companion who has multiple uses.

Main Character
 Starts with basic equipment
o Rusty sword and shovel
 Determines effectiveness of attack and excavation
o Basic clothes
 Determines the effectiveness of attack defense
o Dim headlamp
 Determines the effectiveness of visual range
o Small rucksack
 Determines how much equipment can be carried

Companion
 Can attack, defend, search or mule
 Attack
o An aggressive behavior that seeks out enemies. Could die if not prepared
 Defend
o A defensive behavior that can protect the player or the mine cart
 Search
o A searching behavior that can help the player find rare treasures
 Mule
o A behavior that packs collected treasure from the player to the mine cart

Enemies and Monsters


Enemies will have a wide variety of size, shape and color. They will be divided into classes.
 Grunts
o Weak enemies but problematic in dense hordes
 Berserkers
o Weak enemies that blow themselves up to do medium amounts of damage
 Boomers
o Slow enemies that have higher HP and attack damage
 Streakers
o Fast enemies that stick and move, mostly used to steal treasure
 Bosses
o Very strong. Strategy is needed to defeat them. Great reward.

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Copyright (C) 2015 Pluralsight – All rights reserved

User Interface
Overview
Provide some sort of an overview to your interface and same as all the previous sections, break
down the components of the UI below.

User Interface Detail #1


User Interface Detail #2

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Copyright (C) 2015 Pluralsight – All rights reserved

Weapons
Overview
The player will begin with a rusty sword and shovel. Eventually they will be able to upgrade to new, more
effective equipment. They can also find ancient blueprints and components to create Legendary
Equipment like the Shovel-gun.

Basic Weapons
 Rusty Sword
 Rusty Axe
Excavation Equipment
 Rusty Shovel
Traps
 Bear Trap
Turrets
 Black Powder Turret
Legendary Weapons
 Shovel Gun
Legendary Traps
 The Catapult Trap
Legendary Turrets
 Rocket Turret

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Copyright (C) 2015 Pluralsight – All rights reserved

Musical Scores and Sound Effects


Overview
This should probably be broken down into two sections but I think you get the point.

Red Book Audio


If you are using Red Book then describe what your plan is here. If not, what are you using?

3D Sound
Talk about what sort of sound APIs you are going to use or not use as the case may be.

Sound Design
Take a shot at what you are going to do for sound design at this early stage. Hey, good to let
your reader know what you are thinking.

Confidential Page 3/3/2016 15


Copyright (C) 2015 Pluralsight – All rights reserved

Single-Player Game
Overview
The player will dive into vast dungeons riddled with enemies, treasures and puzzles. They will
fight off enemy hoards while trying to gather as much treasure as possible so they can purchase new
equipment and upgrades.

Single Player Game Detail #1

Single Player Game Detail #2

Story
Initial Pass:
We dwarves used to be a proud people. Violent and bloodthirsty, but proud. I remember the days when
the eight clans fought with such ferocity over who controlled the mountain of the [Forefathers] and the
vast treasures that await in its depths. To most people it may sound monstrous, but we aren’t most
people. We’re dwarves. It was my clan, Clan [Durenbrow], the greatest and most ferocious clan of our
people, which made the first move. It was a brilliant plan, we would blow the entrances to the mountain
of the other clans and force them to fight on our land. This forced the remaining seven clans to form
alliances, even though we all knew they wouldn’t last. The seven clans pursued Clan [Durenbrow] deep
into the mountain. Because of our glorious battle, we unknowingly awoke ancient evils that were only
known in stories our fathers told us as younglings. The clash of steel was exhilarating! The seven clans
didn’t stand a chance, but they kept coming. Eventually they began to push us deep into the mountain. In
the midst of our battle, we began to hear a low, unnerving rumble. It grew louder and louder until we
finally saw them. The nightmares of our youth began tearing through us and in a moment, we became
brothers once more. We ran with the same ferocity we had just fought with. It seemed like days that we
ran and fought. I was lucky to get out before the entrance to the mountain was blasted shut. There were
so many brothers lost. I’m sure they would have done the same thing had they been on the outside.
When the smoke, panic and shock cleared, the clans demanded justice for the loss of the mountain.
Obviously, Clan [Durnebrow] was going to be punished for this atrocity. That’s when we realized the King
of Clan Durenbrow, my father, never made it out of the mountain. Perhaps that’s why we weren’t all put
to death. The seven clans decided that Clan [Durenbrow] would live under the rule of Clan [Duren] with a
status lower than slaves. A peace treaty was also enacted. All dwarves were forced to turn in all
equipment of war. We were forced to live like common men. What is a dwarf who has only known war
supposed to do with his life? Especially, when we live for centuries! This life has forced me to take drastic
measures. It’s been over a century since [The Day of Lament] and not a peep from the mountain. Has the
evil gone back to the depths in which it came? I don’t care anymore. I would rather die a monstrous death
that sit here one more day and rot without a single coin in my vault. I will find my father’s crown and take
my rightful place as king of Clan [Durenbrow] and lead my people back to their place of glory.
The only people who know about this is [Peaches], my faithful war-hog, and [Unknown Name], the local
merchant and underground smithy. We are old war buddies and all he wants out of the deal is my
business and stories of adventure. I know I’ll be able to give him that much at least. Now, where did I hide
my old gear?

Hours of Gameplay
Ideally, unlimited.

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Copyright (C) 2015 Pluralsight – All rights reserved

Victory Conditions
Finishing the story, but there will be tons of gear and equipment to collect.

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Copyright (C) 2015 Pluralsight – All rights reserved

Multiplayer Game
Overview
Describe how the multiplayer game will work in a few sentences and then go into details below.

Max Players
Describe how many players can play at once or whatever.

Servers
Is your game client-server or peer-to-peer or whatever.

Customization
Describe how the players can customize the multiplayer experience.

Internet
Describe how your game will work over the internet.

Gaming Sites
Describe what gaming sites you want to support and what technology you intend to use to
achieve this. Perhaps Dplay or TCP/IP or whatever. It is probably a good idea to break the tech stuff out
into a separate area, you decide.

Persistence
Describe if your world is persistent or not.

Saving and Loading


Explain how you can save a multiplayer game and then reload it. If you can or why this is not
possible.

Confidential Page 3/3/2016 18


Copyright (C) 2015 Pluralsight – All rights reserved

Character Rendering
Overview
Provide an overview as to how your characters will be rendered. You may have decided to
include this elsewhere or break it out to provide more detail to a specific reader.

Character Rendering Detail #1

Character Rendering Detail #2

Confidential Page 3/3/2016 19


Copyright (C) 2015 Pluralsight – All rights reserved

Extra Miscellaneous Stuff


Overview
Drop anything you are working on and don’t have a good home for here.

Junk I am working on…


Crazy idea #1

Crazy idea #2

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Copyright (C) 2015 Pluralsight – All rights reserved

“XYZ Appendix”
Provide a brief description of what this appendix is for and then get down to business and
provide data to the reader.

Here are a few examples of some of the appendices in my latest design…

“Objects Appendix”
“User Interface Appendix”
“Networking Appendix”
“Character Rendering and Animation Appendix”
“Story Appendix”

Confidential Page 3/3/2016 21

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