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Game Design Document.

Game Design Document.

Created by Ingrida B00117691

Game Introduction

DeadSky is a first person game in which you must collect all hidden items, but don't run out of time or you start from scratch! It is a PC game designed using Unity that appeals to all audiences above the age of 16. It is a fast-paced puzzle game.

Genre
The game is a first person survival puzzle game. The game focuses on a timed countdown, defeating enemies and collecting all items while exploring the gameplay world.
GamePlay
The gameplay will be fast-paced as the player will be faced with a timer and obstacles throughout the gameplay. The player must explore all areas of the generated world in order to obtain the items in the world before the timer has run out. While doing so they will be faced with enemies that they will have to defeat in order to continue playing the game and finding items.
Target audience & platforms
All audiences over the age of 16 on PC and Mac platforms.

Story

You land in an unknown area with timing slowly ticking away. As you race through the unknown world in search of hidden items you are faced with a dilemma - you are being running out of time. You must continue on your quest to find each item but there's another catch... If you fail to do so it's back to square one. Collect all items and you pass, run out of time and game over. Be careful on how you play.

How to Play

Game Architechture

User Interface (controls)

Q - Pan

W, a, s, d - Move

E - Rotate

Ctrl/Cmd+P - Play

Ctrl/Cmd+Shift+P - Pause

Artwork (design)

Although I have not yet fully decided on my opening screen and ending screen, these two images are somewhat close to what I had in mind to do. Something simple and straight to the point.

Heads Up Display (HUD)

The HUD in my game will include a display of items collected and a countdown timer. The items collected counter will be on the top left hand side of the screen while the countdown timer will be on the top right hand side.

Characters

My game will be in first person meaning the character in the game will not be seen and you will be walking and seeing the world through them.

Level Design

There will be one level in my game and it will be the main level of the game. The mission is to collect all hidden items around the world. The area will include:

  1. Mountains.
  2. A lake.
  3. Boulders.
  4. Fences.

In these four areas there will be items hidden so the player must go to each to find the items before time runs out. Some places may contain more items than the others. 

Global Elements

Boundaries: There will be a limited area in which the player can walk around in. This invisible wall will help the player stay within the game level without getting lost or wandering too far.

Neutral objects: These include items such as trees, lakes, boulders and fences. The only collectable and interactive things will be the items you need to collect to win the game.

Camera views: The camera will be in first person and you will be able to view the world in a 360* angle. 


Audio & Sound F/x

Once I have finished designing the game I will add the music. As of now, I do not know what type of music I want in the background aside from a ticking sound for the timer, the player walking and when an item is collected. I hope to find some music that is suspenseful and I do not want it to be overly loud as I do want the timer and other sounds to be heard.

Player Elements

Menu Fx

The main menu screen will include low, eerie music to begin the game along with a ticking sound to represent the countdown in the game.

The ending menu I am still unsure of for sound. But once I have my game completed I hope to find suitable music to add.