Run Ant Runt! Game Design Document. Created: November 20, 2013 Updated: November 20, 2013
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1 Run Ant Runt! Game Design Document Created: November 20, 2013 Updated: November 20, 2013
2 1 Overview In One Sentence Intro Genre Platform, Minimum Specs Target Demographic Retail Strategy Game Mechanics Core Gameplay Modes Of Play Escape from Obstacles Boss Fight Scoring Passed Ant Meters Boss Defeat Catching Power-Ups Game Flow Splash Sequence In Purchase Mode Play Mode Score Screen (Shareware) Gameplay Elements Player Stones and Obstacles Power-Ups! Bosses AI Features User Interface In-Purchase Screen Game Screen Media Art Overall Goals Game Art Marketing and Package Art Sound and Music Overall Goals Sound Effects Music... 4
3 1 Overview 1.1 In One Sentence The goal in Run Ant Run! is simple: get away from the rolling stones and try to gather foods you need and catch power-ups! 1.2 Intro Run Ant Run! gives gamers to control of a little cutie ant to survive him from collapsing infinite burrow. There will be several different bosses and challenges on our way. Thankfully, many power-ups and food supplies will be there to keep us strong enough to fight for his freedom. 1.3 Genre Run Ant Run! is best classified as Endless Runner. 1.4 Platform, Minimum Specs Run Ant Run! will run on IOS (4.0 and higher) and Android (3.2 and higher) Devices. 1.5 Target Demographic Run Ant Run! is for children and the gamers who loves to play addicting endless runner games. 1.6 Retail Strategy Run Ant Run! will be on sale both Apple Store and Google Play. 2 Game Mechanics 2.1 Core Gameplay Gameplay consists running away from rolling stones and obstacles while trying to gather food supplies and power-ups as much as you can. 2.2 Modes Of Play Escape from Obstacles Game play is extremely simple. The player can move left and right and climb onto walls using gyro support of the mobile devices. Along the way, there will be randomly rolling stones and obstacles. When any stone or obstacle hits the player, the game is over. Running will consume our character s energy. To keep our little ant alive, players have to gather food supplies. Power-ups will be distributed along the way and will give special abilities to the player. Each meter will gain ant points to the user. Page 1
4 2.2.2 Boss Fight The player will receive massive ant points and unlock new boss fight challenges in case of defeat of the boss. 2.3 Scoring The player scores ant points for: each passed ant meter, defeated bosses, catching power-ups Passed Ant Meters [Formulas to be determined] Boss Defeat The ant point bonus at the end of the boss defeat is: (Passed Ant Meters) x (Boss Level) / Catching Power-Ups Power-ups are worth 100 ant points plus any special powers they provide. 2.4 Game Flow SPLASH IN PURCHASE PLAY SCORE SCREEN Splash Sequence There is a splash sequence that can be thought of as the "boot up." It will consist of a movie or short animation In Purchase Mode Prior to playing, Run Ant Run! will sit in the In-Purchase Mode. In this mode the screen shows various items to fortify our little hero Play Mode This is the main gameplay mode, as described in section 2.1 above Score Screen (Shareware) Upon exit or game end, Run Ant Run! will display a score screen. 2.5 Gameplay Elements Player The player is represented by an Ant at the bottom of the screen Stones and Obstacles Stones and Obstacles are catastrophic if they hit. Stones roll down side by side and obstacles settles in a fixed position. Page 2
5 2.5.3 Power-Ups! These flashing items appear randomly while escaping from stones and obstacles along the way. Once you lose them, there is no way to get them back. Double Point Become invincible for 10 secs. [To be determined] Bosses Bosses are going to have several distinct powers to defeat our character. 2.6 AI Features There will be no AI in the game. Stones and obstacles will be distributed randomly. 3 User Interface 3.1 In-Purchase Screen [image] On this page there will be some simple instructions for playing and purchasing new items. 3.2 Game Screen [image] Score is shown at top center, along with any score multipliers in effect. Menu icon is shown at top left. The player moves by Swipe Left Swipe Right Gyro Move Left Move Right Climb onto Wall 4 Media 4.1 Art Overall Goals Game Art Marketing and Package Art Page 3
6 4.2 Sound and Music Overall Goals Sound Effects Running Collision Food Gathering Power-up catches Music Splash screen sequence In-Purchase mode Boss Battle High Score! Page 4
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