Open-Source Roblox Game Design Document
Open-Source Roblox Game Design Document
Design Document
Revision 1.0
MM/DD/YYYY
Table of Contents
Developers
Change Log
Overview
● Universe Overview
● Deliverables
a) Target Audience
b) Supported Platforms
c) Server Size
d) Character Support
● Objectives
● Gameplay Flow
Core Mechanics
● User Controls
● Inventory
● Tools and Items
● In-game currency
Design Style
● Art Style and Theme
● World Setting
● World Locations
● Characters
a) Player
b) Friendly
c) Hostile
● Concept Art and Notes
● Bibliography
Monetization Strategy
● In-game currency
● Sales
Risk Analysis
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Game Design Document
Developers
Username 2 Builder
Username 5 Scripter UI
Change Log
Version 1.0 Created and wrote the game design 11/17/2017 DieSoft
document template
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Game Design Document
Overview
Universe Overview
In the Universe Overview field, you write the origin story and reason to why the events of this
game take place. The point of this is to give the reader a better understanding of what the game
is about and to raise interest.
Example:
An alien warlord has stolen a powerful ancient weapon and seek to use it to destroy the solar
system. The Earth government has selected four heroes with skills and knowledge that will
prove to be invaluable in the fight for good. Led by an experienced commander situated on
Earth, the four heroes must collect clues to figure out the location of the alien warlord’s base
and infiltrate it to restore peace and save Earth from inevitable destruction.
Deliverables
Here you write the target audience, what platforms you plan on supporting and the expected
server size as well as if you plan on supporting R6, R15 or a custom character support.
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Game Design Document
Objectives
Examples:
● Adventure - Users needs to be able to discover clues and explore the various maps.
● Combat - Defeat the defending forces and destroy the portal that teleport in new
enemies.
● Teamwork - Users needs to work together and stand on all pressure plates located
outside of the base to unlock the main gate in order to infiltrate the warlord’s base.
Gameplay Flow
In the Gameplay Flow section you write step by step how a new user will go from first starting
the game to finishing it.
Example:
1. Spawn on Earth with other users
2. Receive briefing from the commander
3. Pick up weapons in the armoury
4. Users enter the dropship located in the hangar and either:
a) Sits in the pilot chair
b) Sits in the passenger seats located in the back of the dropship
And so on...
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Game Design Document
Core Mechanics
Here you write the core mechanics of the game, of course, this part completely depends on
what type of a game you are making and must be customized for your game. Below are some
suggestions on what you can add:
User Controls
The user use ASDW to move around, top down camera.
Inventory
The inventory is used to store items earned through main quests and side-quests.
In-game Currency
In-game currency called “Gold Coins”, used to purchase flowers from NPCs.
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Game Design Document
Design Style
Here you provide all details on how your world should look and feel to allow the reader to paint
an image in their mind of how the world you have planned will turn out.
World Setting
Desert world - Massive sand dunes as far as the eye can see, there should be a few oases that
attract wildlife and nomadic people that travel between the great desert city and the distant
lands of the far east. Dry and dead trees are few, and far apart, cadavers of creatures that have
died due to the heat or fallen prey to carnivores can be found at random to give the idea that the
user is in an extreme environment.
World Locations
The Castle - The unbreachable fortress that protects the royal family, located in the center of
the great desert city, raising like a pillar that can be seen miles away in the desert, guiding
nomadic people to the city.
The City - The city built around the castle containing marketplaces, housing areas, and city
squares for rich people to meet and socialize.
The Slums - The poor districts in the outskirts of the city, run by local bandit factions that fight
for control, the extreme heat, lack of resources and poverty has made stealing and raiding
incoming trading caravans a lucrative business, and a means to survive.
The Dunes - The endless sea of sand with only a few oases, practically lifeless due to the
extreme heat and lack of water. Criminals and political prisoners are exiled and forced to head
out into the dunes to never return.
Characters
King - The ruler of the great desert city.
Corrupt Guard - Stands guard by the prison cells, will accept bribes.
Traveling Merchant - Seller of exotic goods.
Beggar - Poor, begs for food, water or money, can be found in the slums.
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Game Design Document
Bibliography
Here you provide links to the places you find information and references.
Monetization Strategy
To make money from your game then you will need to sell something to the users playing your
game. By making a monetization strategy, you can plan out what it is that you will be selling,
how much it will be sold for, come up with a reason to why this particular product would be
attractive to purchase for users playing your game.
Example:
Weapon skin case - A weapon skin case that when opened unlocks a random skin for a
weapon that can be equipped in the user inventory. There will be a small chance to get a rare
skin. Allowing users to customize their weapons will enable them to show off their weapons to
their friends and other users, thus making purchasing these weapon skin cases attractive.
Risk Analysis
When working on a project you also need to be aware of what could possibly go wrong and
have a plan in case something does go wrong. If you have deadlines then a lack of time or real
life events can prevent you from finishing on time, a plan to deal with this could be to cut content
to free up time.
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