Devlogs
Game Design Document
Posted June 06, 2018 by Gedeon
#GDD #Game Design Document
G3 Sector GDD
Start Date | 8/31/2017 |
Deadline | 09/30/2017 |
Genre | Top Down Shooter |
Fun / Motivation | Challenge, Submission / Action |
Engine | Game Maker Studio 2 |
Platform | PC |
Core Gameplay
- 8 Directional Movement
- Shooting
Systems
- 8 Directional Movement
- WASD and/or arrow key based movement
- Shooting
- Primary projectile bound to left mouse click
- Light damage
- Secondary projectile bound to right mouse click - has a cooldown
- High damage / “1 shot”
- Collision Mechanics
- Player Death
- Occurs when the PC and an enemy collide
- Triggers the high score screen / main menu
- Enemy Death
- Occurs when an enemy collides with some number of projectiles
- Grants a fixed number of points for the score mechanic
- Wall
- Halts the PC and enemy movement upon collision
- Destroys projectiles
- Enemy Behaviour
- Move towards player at a fixed speed
- Enemy Spawner
- Spawn an enemy on a fixed interval at a random location within the game room
- Develop logic to not spawn on wall objects
- Determine length of “spawn” animation to avoid immediate PC death
- Enemy HP
- Create local variable that tracks health
- Upon reaching <= 0 health, trigger enemy death
- Score UI
- Display current score
- Updates in realtime
- Maintain a fixed position via a camera that follows the PC
- High Score
- Triggered via PC death
- Retain a local DB or .ini file that records high scores
- Player can enter their name or description
- Accessed via the title screen
- Menu option that displays the current standings
Assets
- Art
- PC
- L-MB Projectile
- R-MB Projectile
- Enemy
- Tileset(s) for level creation
- Audio
- Title Music
- PC Death
- Enemy Death
- L-MB Projectile
- R-MB Projectile
- Background Music
- Menu SFX
- Text
- Current Score
- High Score
- Title Screen
- Menu Options
Art Style
As a first serious project I will create / purchase assets that are simplistic to help smooth out the development phase and produce a finished and fully functioning game.
Level Design
- Game Room
Game / UI Flow
Extra Features
- Multiple Enemy Types
- Unique behaviour, HP, and spawn rates
- Accuracy
- System that tracks accuracy rate
- Upon PC Death the system awards additional points based on the accuracy %
- Milestone SFX
- Implement SFX when score reaches an increment of X
- Can be every 100, 200, etc
- Positive reinforcement and sense of progression
- Unlock Additional Weapon
- Upon reaching a score of X the PC unlocks a third weapon (i.e. 1000)
- Bound to L-Shift, long CD bomb that kills all enemies in the game room
- Reaching an increment of X unlocks a third weapon for PC (i.e 500)
- Bound to L-Shift, single use bomb that kills all enemies in the game room
- Positive reinforcement and sense of progression