Official Design Document

Similar documents
Game Design Document. Plataforms: Platformer / Puzzle

Abandon. 1. Everything comes to life! 1.1. Introduction Character Biography

ESCAPE! Player Manual and Game Specifications

Shiori Kanaoka. Game Design Document

Maniacally Obese Penguins, Inc.

Unit 6.5 Text Adventures

Mobile and web games Development

Lockdown Designed by Ashley Stryker

CISC 1600, Lab 2.2: More games in Scratch

Game Design Document 11/13/2015

GAME DESIGN DOCUMENT HYPER GRIND. A Cyberpunk Runner. Prepared By: Nick Penner. Last Updated: 10/7/16

Tutorial: Creating maze games

Introduction Choose and Tell: Legends

Visually Directing the Player Joshua Nuernberger

Cato s Hike Quick Start

CONTROLS THE STORY SO FAR

ABOUT THIS GAME. Raid Mode Add-Ons (Stages, Items)

GALAXY DEFENDERS STORYBOOK

Run Ant Runt! Game Design Document. Created: November 20, 2013 Updated: November 20, 2013

Privateer Press Designed by Will Schoonover. Revised Rulebook by Justin Alexander

Game Design Curriculum Multimedia Fusion 2. Created by Rahul Khurana. Copyright, VisionTech Camps & Classes

Using Bloxels in the Classroom

HERO++ DESIGN DOCUMENT. By Team CreditNoCredit VERSION 6. June 6, Del Davis Evan Harris Peter Luangrath Craig Nishina

Top-Down Shooters DESMA 167B. TaeSung (Abraham) Roh

Scratch for Beginners Workbook

A video game by Nathan Savant

Overview. The Game Idea

Getting Started with Coding Awbie. Updated

ADVANCED TOOLS AND TECHNIQUES: PAC-MAN GAME

INDEX. Game Screen. Status Screen. Workstation. Partner Character

NWN ScriptEase Tutorial

Table of contents. Game manual. Dear Julius 4. Keyboard controls 5. Controller controls 6. katsh# controls 7. User interface 8.

Another boardgame player aid by

Getting Started with Osmo Coding Duo. Updated

Game Maker Tutorial Creating Maze Games Written by Mark Overmars

PharmaCollegē New Player Guide

PLANETOID PIONEERS: Creating a Level!

2D Platform. Table of Contents

SYNDICATE MANUAL. Introduction. Main Menu. Game Screen. Journal. Combat

CHAPTER 7 - HISTOGRAMS

PETEY S GREAT ESCAPE TEAM PENGUIN CONSISTS OF: ALICE CAO, ARIAN GIBSON, BRYAN MCMAHON DESIGN DOCUMENT VERSION 0.5 JUNE 9, 2009

Donkey Kong. Revision: By Kyle Jones. GDD Template Written by: Benjamin HeadClot Stanley and Alec Markarian

A game by DRACULA S CAVE HOW TO PLAY

Sudoku Touch. 1-4 players, adult recommended. Sudoku Touch by. Bring your family back together!

Fanmade. 2D Puzzle Platformer

CONTENTS TOURNAMENT GETTING STARTED... 2 GAMES CONTROLS... 3 XBOX LIVE VIEWING THE GAME SCREEN... 4 BASIC TECHNIQUES...

Core Game Mechanics and Features in Adventure Games The core mechanics in most adventure games include the following elements:

Overlord. Phoenix. Poisoned Blade. Poison Bolt. Poison Cloud. Poison Spit. Poison Spit All Red Hot Reflect All Rupture. Search Party.

Information Guide. This Guide provides basic information about the Dead Trigger a new FPS action game from MADFINGER Games.

LOGIC MODULES INTRODUCTION

Characters. Nicole Maiorano DigiPen Institute of Technology or Dec. 2013

Taylor Miller - Producer Sonic Rivals 2

Getting Started with Osmo Coding. Updated

Contents. Goal. Jump Point

MissionMaker Training Session 2 ½-3 hours A whistle-stop introduction to be followed by some practical experience!

Cylinder of Zion. Design by Bart Vossen (100932) LD1 3D Level Design, Documentation version 1.0

Table of contents. Game manual. Dear Julius 4. Keyboard controls 5. Controller controls 6. katsh# controls 7. User interface 8.

Software user guide. Contents. Introduction. The software. Counter 1. Play Train 4. Minimax 6

Creating Computer Games

Mage Arena will be aimed at casual gamers within the demographic.

Mario Kart Wii How To Unlock All Characters At Once

SPACEYARD SCRAPPERS 2-D GAME DESIGN DOCUMENT

5.0 Events and Actions

Introduction. Modding Kit Feature List

ALBEDO - Eyes from outer space WALKTHROUGH

Bullet Soul Infinite Burst for STEAM. Instructions MAGES./5pb.

Flood Snakes & Ladders

HUJI AI Course 2012/2013. Bomberman. Eli Karasik, Arthur Hemed

All-Stars Dungeons And Diamonds Fundamental. Secrets, Details And Facts (v1.0r3)

Trade Offs in Game Design

Assignment Cover Sheet Faculty of Science and Technology

RPG CREATOR QUICKSTART

Global Game Jam Accessibility Challenge

Fpglappy Bird: A side-scrolling game. Overview

DUNGEON THE ADVENTURE OF THE RINGS

Dungeon Map Generator

Making Your World with the Aurora Toolset

Tips & Guidelines. May your dungeons be beautiful! Square Tiles? Hand Drawn?

Z-Town Design Document

WELCOME TO THE HIDDEN TEMPLE! OBJECT OF THE GAME

Patterns in Fractions

DESIGN A SHOOTING STYLE GAME IN FLASH 8

Ada Lovelace Computing Level 3 Scratch Project ROAD RACER

NWN Toolset Module Construction Tutorial

STEP-BY-STEP THINGS TO TRY FINISHED? START HERE NEW TO SCRATCH? CREATE YOUR FIRST SCRATCH PROJECT!

Obstacle Dodger. Nick Raptakis James Luther ELE 408/409 Final Project Professor Bin Li. Project Description:

Spellodrome Student Console

Gnome Wars User Manual

Design Document: Kitty Blossom

The purpose of this document is to help users create their own TimeSplitters Future Perfect maps. It is designed as a brief overview for beginners.

Team 11. Flingshot. An infinite mobile climber game which uses the touch screen to control the character.

Introduction Installation Switch Skills 1 Windows Auto-run CDs My Computer Setup.exe Apple Macintosh Switch Skills 1

CAPSTONE PROJECT 1.A: OVERVIEW. Purpose

MultiPac 24 in 1 Installation Guide and User s Manual

Setup. How to Play. Controls. Adventure

Where's the Treasure?

Introduction Choose and Tell: Fairy Tales Choose and Tell: Fairy Tales

2014 One-bit Punch ABOUT

RULES PRIMER Ghostbusters: The Board Game

UT: Blitz Outline. Basic Game Flow V1.0-04/24/2017

Transcription:

Official Design Document Wibbly Wobbly Timey Wimey Stuff 2013 A game by Catherine Cook Based off the BBC Sci-fi and my favourite TV series Doctor Who

Table of Contents Section 1: Game Overview... 4 Basic concept... 4 Objectives... 4 Feature set... 4 Genre... 4 Target audience... 4 Gameplay summary... 5 Look and feel... 5 Background story... 5 Type of play... 5 References... 5 Section 2: Gameplay and Mechanics... 6 2.1 Gameplay... 6 2.2 Elements and Mechanics... 6 Physics... 6 Objects... 6 Relationships between objects and actions in the game world... 7 Section 3: Characters... 8 3.1 Characters... 8 The Doctor... 8 Section 4 Levels... 9 4.1 Synopsis... 9 4.2 Goals and objectives... 9 4.3 Level gameplay overview... 9 4.4 Map... 10 Section 5 Interface... 16 5.1 Screen Flow... 16 Splash screen... 16 Title screen... 16 New Game... 16 Continue... 16 Galaxy... 16 Stage... 16 2 P age

Difficulty... 17 Achievements... 17 Options... 17 Hi-scores... 17 How to Play... 17 Credits... 17 5.2 Functional Requirements... 18 Visual system overview... 18 Control system... 18 Game help system... 18 Section 6 Art... 19 6.1 Game World... 19 General look and feel of world... 19 6.2 Art and Animation... 19 Terrain... 19 Gameplay elements... 19 Special effects... 19 Section 7 Sound and Music... 20 7.1 Sound Effects... 20 7.2 Music... 20 3 P age

Section 1: Game Overview Basic concept TARDIS Labyrinth has the player control The Doctor in they will find themselves roaming around the TARDIS solving puzzles, unlocking doors and avoiding traps to reach the control room. Taking place in a top down pixel art style environment; the player goes on an adventure through the TARDIS which is bigger on the inside. Objectives Get the Doctor back to the control room safely, whilst quickly solving puzzles and find his way through the maze. The quicker and less health lost results in a higher score for the level and a higher position on the friend s highscore table. Feature set One character/player (single-player) o With the choice from a selection of different generations of Doctors later in the game as the players progresses or through unlocking them by completing certain achievements Numerous amount of levels or maybe even shit tonnes Online activities (leaderboards) o High score Replay ability Audio specifications Device compatibility Game modes Difficulty Genre Puzzle-Exploration Target audience The primary target audience would be people who enjoy playing puzzle typed games of any age and then the secondary target audience would be Doctor Who fans. 4 P age

Gameplay summary The player moves the Doctor through a maze solving puzzles to open doors, where he must find his way back to the control room. The initial levels are straightforward, being linear and the puzzles are simple, as to provide a tutorial and slow introduction to the true challenge of the game. As the player progresses, the puzzles become more complex with increasing numbers of special tiles that have unique effects within the puzzle and the maze becomes increasingly more obtuse with dead ends, traps and loops that must be avoided. Look and feel The game has a pixel-art style, with a dark cyberpunk theme. Background story The TARDIS is under attack from an unknown source so for the Doctor s own safety he has been teleported to a random room by the TARDIS before it goes into lockdown. The Doctor is not known to just stand around and do nothing, so he decides roams around the TARDIS, in which he goes through many rooms where he will be required to unlock the doors to pass through to the next room, to try and make his way back to the control room. Type of play Single-player, with highscore leaderboards to compare and compete with friends. References Cosmic Tiles Recettear: An Item Shop's Tale Hammerwatch Terraria BioShock (tile mini game, when hacking turrets, vending machines, etc.) 5 P age

Section 2: Gameplay and Mechanics 2.1 Gameplay When the player opens the application on their device they will be brought to a title screen, where they will be asked to touch the screen to continue to the game s main menu with various options to choose from. For new players they would select the New Game option, for players who have previously played the game and have saved progress would choose Continue. A new player would be presented to the initial starting cut scene of the game. There are four difficulty modes that the player can choose from; they being Companion (Easy), Time Lord (Medium), The Master (Hard) and The Doctor (Advanced) with the final mode only becoming accessible after the player has done at least one play through of the game. Throughout the game the player will be required to acquire the collectables. As the player progresses, the levels and puzzles may become for problematic which also may vary on the difficulty mode the player has chosen. The player moves the Doctor through the maze, whilst occasionally solving puzzles to open doors or to activate control panels. As he gets closer to the main control room the puzzles become more complex with increasing numbers of special tiles that have unique effects within the puzzle. 2.2 Elements and Mechanics Physics The player can move onto any full, empty tile that is directly to the left, right, top or bottom of them. Tiles can move the player a specific way depending on their defined effect (a bounce tile will bounce the player 2 tiles in the indicated direction). The walls will stop a player moving in that direction when they are directly adjacent and the doors will also do this until the puzzle is solved and it is opened then it will act as empty space, allowing the player to move through it. Objects The Doctor (player character) Collectables Fez 3D Glasses Scarves Bowties Consumables Bananas Jammy dodgers Fishfingers and custard Actions Moving the Doctor Activating a puzzle 6 P age

Moving puzzle pieces Leaving a puzzle Leaving a completed puzzle Relationships between objects and actions in the game world Collision between player (The Doctor) and Wall - The Doctor bounces off in a small puff of dust showing he cannot pass through, this also occurs when The Doctor walks into a closed door. The Doctor walks onto a Slip tile - The Doctor is moved 4 tiles in the direction he moved onto the tile (normal wall collisions apply). The Doctor walks onto a Shock tile - a yellow spark is released and The Doctors health is reduced. The Doctor walks onto a Sticky tile - The Doctor has his speed reduced by half for 5 seconds. The Doctor walks onto a Bounce tile - The Doctor is thrown 2 tiles in the indicated direction, only reacting with wall and closed door tiles. The Doctor walks onto a Push tile - The Doctor is pushed 2 tiles in the indicated direction, any tiles moved over are activated normally. 7 P age

Section 3: Characters 3.1 Characters The Doctor Back story The Doctor highly intelligent alien species known as a Time Lord from the planet Gallifrey, who travels through time and space in his time machine called the TARDIS (Time And Relative Dimension(s) In Space) which appears relatively small when seen from the outside, but is in fact infinite on the inside. Personality I have based The Doctor off The Tenth Doctor played by David Tennant who generally displays a light-hearted, talkative, easy-going, witty, and cheeky manner, but repeatedly demonstrates a vengeful and unforgiving streak as well when he himself threatened or humanity itself. Look reference 8 P age

Section 4 Levels 4.1 Synopsis The Doctor starts at the edge of the level, he then has to progress to the exit. The level is split into lots of different rooms with doors leading onto either more rooms or corridors, each door requiring a puzzle to be completed before it opens. To add further difficulty the exit door (which when the Doctor reaches ends the level) is hidden from the players view as the Doctor is unsure of the layout of the rooms, as even he cannot memorize the vast interior of the TARDIS. This uncertainty is shown as a starry-outer space overlay that is removed by the Doctor as he advances through the maze. Near the end of the game (earlier with raised difficulty) the rooms and corridors contain traps which can harm the Doctor and deplete his life. 4.2 Goals and objectives The primary goal is to get the Doctor to the exit door which will bring him to the next level. Within a level the player will want to try and keep the Doctors health high, acquire as many of the collectibles contained within the level and reach the end point as quickly as possible (all of which add to the score the player receives at the end of the level). 4.3 Level gameplay overview The player starts in randomly generated level (the later the level and higher difficulty will increase the traps, size and puzzle difficulty found within a level) and with very little view of maze. The player will move the Doctor to search out the initial starting room and chooses a door from a maximum of 3. Once that door is unlocked (via a puzzle completion) it will open allowing the player to explore further and continue on their attempt to find the exit. The player may find that there is a dead end in the series of rooms they have chosen and will have to back-track and choose another door to unlock and search beyond. 9 P age

4.4 Map An example of the start of a maze. 10 P age

11 P age

As The Doctor walks up the door the A buttons becomes active. Example a puzzle layout with tiles being? tiles. 12 P age

Puzzle in-progress. Puzzle fully completed. 13 P age

The door is now open, for The Doctor to walk through. 14 P age

End of the maze. 15 P age

Section 5 Interface 5.1 Screen Flow Splash screen When the player starts up the applications they will be introduced to the splash screen where they will be required to touch the screen to continue to the main title screen. Title screen Here the player can select from a range of options. New Game Allows a person to start a new game, will all levels (beyond level 1) locked Continue If a player has previously played the game their progress would be saved and they would able to continue from where they left off. Galaxy The player can choose up to 5 galaxies, when they become available to them. Stage In each galaxy there are 10 stages each the player will be able to choose from once they become available to them. 16 P age

Difficulty There are four difficulties available here, for the player to unlock the fourth difficulty (The Doctor) the must first do one complete play through of the game. Achievements The player can view a list of achievements. Options Where the player can adjust sound, brightness and other settings. Hi-scores Opens up the high score tables where you are ranked by your highest level score amongst you friends (internet connection required). How to Play Opens a brief page explaining the basic control buttons found on the game page, also contains how to complete the puzzles as well as an index of the puzzle special tiles and traps found within the game. Credits Where the creators of the game have their name displayed for all to appreciate. 17 P age

5.2 Functional Requirements Visual system overview The only view of the maze is an overhead top-down view of the Doctor and the inner workings of the TARDIS. Unrevealed areas are covered by a veil which is removed as the player moves through it. Control system The control system is several onscreen simulated buttons, which can move the Doctor, activate puzzles and open the options menu. Game help system There is both a How to Play section on the main menu, which gives players access to the basic controls and other information, the first few levels are tutorials designed to show the player how to play. 18 P age

Section 6 Art 6.1 Game World General look and feel of world The initial levels will be a drab (black, greys and silver) as the Doctor starts out in archived rooms within the TARDIS. The mood will be dark and depressive, as the Doctor tries to come to terms with what just happened and how he can fix what has been done. The later levels are very similar in colour and styling of the current TARDIS command room interior as the Doctor is close to his goal. The general mood is excited and determined as the Doctor knows he will succeed and that nothing will stop him. 6.2 Art and Animation Terrain The floor is a dark black tile with a sharp contrasting white border, the walls and doors are blocky and silver. The veil is a starry-outer space cover of all unsearched areas. The slip tiles have a water drop, the shock tiles have a lightning bolt, the stick tiles have a couple of chain links, the bounce tiles have a cloud and a direction arrow and the push tiles have just a directional arrow. Gameplay elements Special effects A puff of white smoke as The Doctor bounces off of walls or closed doors which stop him from advancing in that direction. A yellow spark when the Doctor fails to complete a puzzle and loses health. 19 P age

Section 7 Sound and Music 7.1 Sound Effects Several sound bites for the Doctor being injured by a trap/puzzle fail 7.2 Music Sound bites for the Doctor when he is bounced/run into a wall/closed door Door opening after puzzle completion Puzzle pieces being dropped into place Different sound bites for each effect tile being activated Active Sonic Screwdriver when a puzzle is started TARDIS activating and powering up (upon completion of final puzzle at end of game) The Doctor s footsteps Fanfare for the Doctor reaching the exit door on a level Name Description Filename Archived Dread Slow, dark, reinforcing the Archived Dread.mp3 isolation and loneliness of the Doctor (early levels) Theme Room moderate tempo, upbeat, Theme Room.mp3 meant to bring hope and inspire the player Final Push moderate tempo, strong beat, Final Push.mp3 to encourage the player and keep them inspired (final levels) Sonic Samba Quick tempo, almost game show-esque, to remind the player that it is to be done quickly (puzzle music) Sonic Samba.mp3 20 P age