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Game Design Document (GDD)

Game Design Document (GDD)

Created by Ellen Clarke

It is a simplistic, unity based game made for children with learning disabilities aged 5-8.The concept is to bring Timmy to his dream 3-D world by defeating weird monster guards who protect the entrance portals to other worlds. In order for you to pass you will need to do a maths question based off of the specific settings you have on the game. Once this is right within 3 goes, you pass through the portal and into the next world/level which is a bit harder then the last. By the end level the questions and correct answers will have been collected in a bag pack which the players can look at and learn at any time.

Key fetchers of the game: A fun and simple game suitable for children aged 5-8. Simple explanations of puzzles once completed or wrong three times. Simple way to learn maths the most important subject and most commonly misunderstood. Pop up questions when approaching monsters. Option for explanations of the quiz/question once you press submit your third attempt at answering the question. Once each level is completed there is an option to learn the answers or just keep going. This same pop up comes up once the whole game is complete. A backpack with all the questions and right answers labelled appropriately per level. A rule book pop up No violence occurs in this game. Design concept for game: Space themed doodle looking graphics and characters. 3-D game but designed to look 2-D. Interactive characters and sounds once clicked to enhance the fun e.g. a dramatic noise when the monsters appear at the end of each level and a whooshing sound when you go through the portal. Others include a “whoop” from Timmy when he gets answers right or a squeaky “ ah man” if wrong. Easy to understand instructions included.

Concept:

Concept of the game:
My game is a creative way of teaching maths to kids with learning difficulties through a fun line runner, task filled game. My final game idea is a 2-d looking game on a 3-D platform. It is an educational game which will follow a stick figure character named Timmy. Protectors on each level provide brain teasers of which will increase in difficulty per level.
Update :
After doing my prototype, I found the game was boring. I added objects along the path to the enemies where pop ups occur. These pop ups are more maths questions. Also there is no more timed mode as the concept of my game is to teach not test.

Genre:

Genre of the game:
Single player, childs learning game, 3-D with a 2-D look, modern , space themed, transitional levels from simple to a more detailed look as the game progresses. Difficulty also increases but still keeping the game at an easy enough standard to allow my target audience have fun. ( more about this below.)

Inspiration for game:

Primary and Secondary
Through reserch online and my own experiences as a kid and playing games. I found kids need constant mental stimulation, learning in a fun way, constant sense of achievement. Kids need encouragement and tones of visuals also due to the following reserch I found. As my interest in these games lies with apps I used to download such as doodle jump. I love the look of 2-D games as it is simple yet entertaining. I think they are the most creative out of the four game styles I prefer as the simplicity of them can give room for great creativity within the characters. I would like to learn how to use unity more so I can put my ideas into practice. Through this I did secondary research. I found inspiration on what has already been done and primary research to develop a good solid idea. My research approach mentioned above lead me to see what makes my audience interested and keep on buying the game. For example, board games and where they came from as the first basic game. My research found I need to learn and adapt my game to the ever changing world. Use my initial concepts on REAL audiences and receive feed back from them. Weigh up the good and figure out how to fix the bad. Do this again till the game is perfect. The game which will develop slowly over time , thus creating interest in your audience and developing a long lasting game . A bi product of what the wold wants entertainment wise after all. I need to do this user testing to gain experience through other people to know what works or doesn't. Only now I can make a masterplan to kick start my games development as I , like the students, have understood and can now delve into the game making world. Another aspect I found is Mechanics, Aesthetics and Dynamics. These are a developers ”planner journey” or iritive development. This is a process of brainstorming games and testing out ideas. The next process is developing the game. You need to understand the algorithms of the game through the user testing and reserch above. This is to understand how it works mechanically before anything else. Once the dynamics of the game are understood. Specifics are next. Such as in terms loading time and more user experience. You will also need to understand you game and how it works and the audience. Only now is your game development complete.

Game rules:

Here are the game rules:
Pass within 3 goes. If 3 goes exceed, must go and learn at end of 4 levels Have fun!

Game commands:

The gaming rules:
Simply use “W” for walking , “A” for left and “D” for right. Press “Z” for backwards and you’re set to go.

Key fetchers of the game:

All of the features of the game:
A fun and simple game suitable for children aged 5-8. Simple explanations of puzzles once completed or wrong three times. Simple way to learn maths . Space themed doodle looking graphics and characters. No violence occurs in this game. 3-D game but designed to look 2-D. Interactive characters and sounds to enhance the fun. Easy to understand instructions included. An additional pop up explanations of the quiz/question at hand once you press submit on the pop up so they can learn as you go or look at their back pack at a later time. Increased difficulty of maths per 4 levels. First level is simple, second is timed, third is colourful and more confusing and last is hardest mathematically.

Aim:

Main aim:
The aim of the game is that you have to move Timmy along a straight road. At end points before portals to the next levels there will be enemies which try to stop your path to success. These enemies are the government. They are little alien like monsters who make you do puzzles and quizzes in order to keep on passing through to the end of each level. Pass within 3 goes and you can move to the next level. Pass all four levels and Timmy has reached his goal! This will encourage kids with learning difficulties to expand their mind on maths questions learning in a fun way. I will make sure to keep it interesting and educational by creating puzzles in order to pass levels. I will want the audience to be engaged rather then wowed at a complex game.

Goals:

Main Goal:
Make a fun maths learning game for kids with learning difficulties.

Target audience:

Who the game is aimed at and why:
5-8 yrs old. Generally, this is around the age kids start school and are mentally able to understand how to learn. However, kids with learning difficulties will academically develop slower. Therefore this is the perfect age for a target audience as they will be able to have a hand learning before they fall behind which is a difficulty for them through my previously mentioned reserch.

Design:

Intro to the design aspects of the game:
I will have a simple design, however I will design specific characters which will be unique and help to build the story. The reason for this is so I can make a solid game as its my first time creating a full game.

Look and feel:

What it feels to be a payer of this game:
A simplistic 2-d game thats made on a 3-d platform. Feels like a whole new game with he same concept each level. Game design builds as player moves through the game making them feel more involved.

Design Concepts:

Title:
Here is what the title will look like:
Levels:
There will be a black and white 2-D level first. Then a mesh looking level, a vortex looking level and finally , the 3-D level. Each level increases in difficulty of the puzzles but are quite easy so you can learn.
Worlds:
As seem below: 1. Simple and boring 2. Net like and frail 3. Strong , colourful, confusing 4. Busy, futuristic, colourful.
Characters:
Timmy the main character. Black stick man. Protecters: level 1 2 3 4
Objects:
Back pack Popup

Story:

Story of game:
The most important things inn a game is the storyline and characters. Its important to have characters and a storyline which goes with your whacky idea. They give a boring 2-D game a real life 3-D effect essentially. Just like a movie would, the audience needs to be grasped by relatable characters who develop your storyline , build tension and simply, develop a loyal audience who will constantly recommend your game and so you can keep it and its upgraded versions alive for years -Thus turning to the GAME DESCRIPTION: A 3-D futuristic game where Timmy the 2-D designed stick man dreams of a better life. He currently lives in a black and white world where the only way he can go is down a simple black road. He dreams of getting out of here and to the 3-d future world where he can have endless adventures, ride flying cars and climb rainbow coloured mountains. However, there are stages he has to go through first. The 2-D world, a boring black and white place filled with mundane walking. A mesh world. The newest pathway to another dimension, still boring but can fall at any minute! Time is key here! The vortex. A rainbow swirly world that is confusing but so fun! Lastly, his dream land. 3-D world. Flying cars is the transport, color and sweets are the trend for design and endless fun is a must! However, Timmy knows this will be a tough order to earn his place in this new world as he has to pass government officials first! Doodle designed alien monsters who are physically weak but mentally strong. If Timmy can amasser their maths question in 3 goes, he can enter the next world. Will Timmy pass the test and go onto live his dreams …. Or will he be bored for the rest of his life?

Programs :

Program used:
Unity

Why?:

Why unity?
I may sound biased as unity is the only program I have learned ( well started to over the past few weeks). However, unity is hands down, the easiest gaming program to use (most of the time). You won't be bogged down by complicated ways , you simply can be more creative , according to my interpretation anyway. Through tutorials clearly thought out and provided by unity, you can pick it up pretty quickly.

Market analysis:

Research on market analysis:
The first week will be creating small prototypes to test my idea out. Then I will get stuck into making the game for two weeks. After that I will test out the game with an audience for two more weeks. The remainder three weeks will be perfecting the game based on feed back.

Legal analysis:

Research on legal analysis:
There is no copy right to this game.

Cost and revenues:

Cost and revenues findings:
There will be no costs to the making of this game and no retail as it is for educational purposes only.

Platforms for the game:

Platforms:
I feel like my game could be a computer game or an app on a phone however , for not I will be making this a computer game to see how it is received by a potential audience first. There will be many prototypes and tester games given to a group of the target audience to see exactly how well the game is received before its launched. This game will be made over a 2 month time frame. If the game doesn’t go down well then I will strip the educational part and make the game so you jump over the monsters rather then complete their puzzles.

Plan for implementing project for the rest of the semester :

Plan of action:
1.Go by this GDD like a bible. 2.Make a prototype 3.Feedback, fix 4.Feedback finally fix 5.Send out for target audience testing 6.Feedback, fix 7.Submit.

Game architecture:

Pic:
Here is a pic of the games information architecture.

Wireframe:

Wireframe pic:
Picture of the wires frame: