10

Click here to load reader

GodSaveUs_GDD

Embed Size (px)

Citation preview

Page 1: GodSaveUs_GDD

GodSaveUs

GameDesignDocumentWriter

BrenoLeao

Page 2: GodSaveUs_GDD

TableofContentsPersonalInfo................................................................................................................................................3

BrenoLeao...........................................................................................................................................3PlinioGomes........................................................................................................................................3

TheGame....................................................................................................................................................3EssenceStatement..................................................................................................................................3GameOverview.......................................................................................................................................3KeyFeatures/GamePillars.......................................................................................................................3

GodTouch............................................................................................................................................3ZombieWaves.....................................................................................................................................3

GameplayElements.....................................................................................................................................4GameplaySummary.................................................................................................................................4

BriefDescription..................................................................................................................................4GameplayStructure.............................................................................................................................4

Human.....................................................................................................................................................5Role......................................................................................................................................................5Stats.....................................................................................................................................................5Interaction...........................................................................................................................................6Actions.................................................................................................................................................6

SafeHouse...............................................................................................................................................6Role......................................................................................................................................................6Stats.....................................................................................................................................................6

Zombies...................................................................................................................................................7Role......................................................................................................................................................7Stats.....................................................................................................................................................7AIBehavior...........................................................................................................................................7

Traps........................................................................................................................................................8Pit.........................................................................................................................................................8Torch....................................................................................................................................................9

AcidPools................................................................................................................................................9DayandNightCycle.................................................................................................................................9

System.................................................................................................................................................9LimitofZombies..................................................................................................................................9WavesInterval...................................................................................................................................10

Page 3: GodSaveUs_GDD

PersonalInfoBrenoLeaoRole:GameDesigner/Artist/Programmer

Contact:[email protected]

PlinioGomesRole:AudioComposer

Contact:[email protected]

TheGameThissectiongivesaquicksummaryofthegamefeelingandmechanics

EssenceStatementWhenthezombieapocalypsedevastatedtheEarth,onlyGodcouldsaveus.AsGod,youmustsavetheremainingsurvivorsfromtheendlesswavesofzombies.Protecthumanity'slastsafehavenbydraggingtheviciousbrainlessmonstersawayfromit.

GameOverviewGodSaveUsisa2Dmobiletower-defensewheretheplayermustusehisgodlypowerstodragzombiesaway,inamechanicsimilartorollercoastertycoon’sguestpicking,andgiveorderstothehumansinanAgeofEmpires’soldierassignmentfashion.

Theplayerneedstomakethehumanssurviveaslongastheycan.Zombieswillappeartryingtodestroythelastsafehouse.Thehumansarepowerlessandonlytheirfaithongodwillsavethem.

Zombies spawn from both sides of the Safe House and move towards it. They can be dragged anddroppedawayfromtheSafeHouseoronacidpools.TheplayerwillbeabletogiveorderstohumansandmakethemrepairtheSafeHouseorbuildtrapsforthezombies.

Thegameisendlessaslongastheplayercankeepthesafehouseandthehumanfrombeingdestroyed.Themaingoalisthehighscore.

KeyFeatures/GamePillarsGodTouchThe gameplay is based solely on Touch commands. The player will have god like powers and dragenemies awaybuyingmore time for thehumansor givingorder to them. Theplayerhas literally thepowerontheirhands.

ZombieWavesThe playerwill have tomanage his timewell to set all his defenses and tactics before thewaves ofzombiescometodestroytheSafeHouse.TheDayandNightcycleenforcesthesenseofurgency.Thezombiesaremoreactiveduringthenight.Duringthedaytheywillbeslowerandthewaveswillcomeinlessernumbers.Differenttypeswithgreaterpowerorfasterwillspawnfromtimetotimetobreaktheplayerrhythm.Thelongertheplayersurvivestheharderitwillbetosurvive.Moreandmorezombieswillappear.

Page 4: GodSaveUs_GDD

GameplayElementsThissectionbringsanin-depthexplanationofgameelementsandmechanics.

GameplaySummaryThissectionexplainsthehighlightsofthegameandgivesahighlevelexplanationofgameplaystructure.

BriefDescriptionThe player needs to protect the human and the safe house from the endless hordes of zombiesapproachingthem.Theplayercandragthezombiesawayandalsodropthemonacid-poolsinordertokillthem.Whilejugglingzombiesaroundtheplayercangiveorderstothehumantobuildtrapssuchaspitsandtorchestocovermoregroundandbetterprotectthesafehouse.

Thenumberofzombiesvariesdependingonthetimeofday.Duringnighttherearemorezombiesthanduring theday.Whena full daypasses the total numberof zombies increases in thenextwave. Thegameisamatterofhowlongtheplayercansurvive.

GameplayStructureThissectionexplainsthestructurethattheplayerfollowsduringgameplay.

GameObjective§ Getthehighscore.

PlayerGoals§ Survivethelongeryoucan. § Killthegreatestnumberofzombiesaspossible. § Buildthegreatestnumberoftrapsaspossible.

Escalatinggoals§ Beatthehighscore.

LoseConditions§ Havethesafehousedestroyed. § Havethehumankilled.

Rewardso Lowernumberofzombiesiftheplayerreachacertainnumberofdays. o HpandStaminarecoverwhenhiding. o Catchzombieswithtraps.

Punishment§ HumanlosesHpwhenhitbyzombies. § SafehouselosesHpwhenhitbyzombies. § Emptytrapsthatarefullofzombies.

PlayerActions§ DragandDropZombies

o Theplayercaninteractwithzombiesbydragginganddroppingthem. § HumanManagement

o Theplayercan touch thehumantoopenthehumanactionboxandselectoneof thefollowingactions:Hide,RepairandBuild.

Page 5: GodSaveUs_GDD

• Hide:Thehumanwillhideinsidethesafehouse • Repair:Actionboxeswillappearabovetrapsandsafehouseincasetheyneed

repairing.Theplayerselecttheonetheywanttorepairandthehumanwillgotowardsit.

• Build:When selected itwill display the traps that the human can build. Afterselecting the trap and placing it the human will move towards it and startbuildingit.

§ TrapPlacement o Afterselectingonetraptobebuildtheplayercandraganddropthetraparounduntil

findagoodplacetobuildit.Aftertheplayerconfirmthelocationthehumanwillstartbuildingit.

Challenges§ Survivethelongertheplayercan.§ Killallzombies.

HumanRoleThehumanisoneofthemainelementsofthegame.Theyneedtobeprotectedfromthezombiesandtheplayerwilllosethegameifthehumaniskilled.

StatsThe human movement speed is constant andindependentfromotherstats.

The health points are used to measure the human'shealth. When it runs out of HP it dies and the playerloses the game. The player can replenishes it by hidingthehumaninsidethesafehouse.

The Stamina points are the representation of thehuman's energy. Whenever it repairs or buildssomething stamina points are used. If the human runsoutofstaminaitwillnotbeabletocontinueitstask.Theplayercanreplenishesitbyhidingthehumaninsidethesafehouse.

Fig.1–Human

Thesideofthelevelthatthehumanisplaysahugeroleinthegame.ItssideisanspecialstatthatisusedbyothergamecharacterslikezombiesandtheSafeHouse.Itisdefinedbythesideofthelevelthatitis.IncaseitisabovetheSafeHouseitistaggedas"Back"andifitisbelowthestatistaggedas"Front".

Human'sStatsStat ValueSpeed 4pixels/stepHp 30pointsSide "Front" Back

Table1–Human'sstats

Page 6: GodSaveUs_GDD

InteractionTheplayercaninteractwiththehumanbytouchingit.Itwilldisplaythepossibleactionsthattheplayercanselecttoperform.

ActionsHideWhenselected itwillmakethehumanhide insidethesafehouse.Tosendthehumanoutofthesafehouse the player just needs to touch the safe house and then select the side theywant to send thehuman.Thehumanwillreplenishitshealthpointsandstaminapointswhenhiddeninsidethehouse.

RepairItwillshowtheelementsavailabletoberepaired.Afterselectingtheelement(safehouseortrap),thehumanwillmovetowardsitandstartwillrepairingifthehumanhasenoughstaminapoints.

BuildTheplayerwillbeshownthetrapsthattheycanbuild.Thetrapwillappearinfrontofthehumanwhenselected.Theplayerthencanmovethetraparoundtoplacewherevertheywant,respectingeachtraplocationrestriction.Whenthetrapisplacedthehumanwillmovetowardsitandthenstartbuildingifthehumanhasenoughstaminapoints.

SafeHouse

Fig.2–Safehouse

RoleTheSafeHouseistheplayerhomebaseandneedstobeprotectedatallcosts.OncetheSafeHouseistakendowntheplayerlosesthegame.Thehumancanbeorderedtofixitwhenitisdamaged.

Itdividesthelevelin2parts:Thebackandthefront.Zombiescannotpassthroughtotheoppositeside.Itisplacedinthemiddleofthescreeninordertomakethebestuseofthescreen.Makingitvulnerabletobothsidesoftheleveldemandsmoreattentionandstrategyfromtheplayer.

Ifthehumanishiddeninsidethehousetheplayercaninteractwithitbytouchingit.Theyaregiventheoptiontosendthehumanouttoeitherofthepartsoflevel.

StatsTheHPisusedtomeasuretheSafeHouse'sintegrity.WhenitrunsoutofHPtheplayerlosesthegame.Theplayercanfixitbysendingthehumantorepairit.

TheSafeHousehas100healthpoints.TheSafeHouseHpisnotdisplayedasabar.Itscurrentconditionismeasuredbyitsfaçade.Thehouseisinperfectconditionithasmorethan70%ofthetotalHp.Itwill

Page 7: GodSaveUs_GDD

showcracks in thewalls if itsHp is lower than70%.Smokeparticlesaregoing to comeout from thehouseifitreacheslessthem35%ofitsHp.AndflameswillappearwhenitsHpislowerthan10%.

SafeHouse'sStatsStat ValueHp 100points

Table2–SafeHouse'sstats

ZombiesRoleZombiesare themain threat in thegame.Theplayerneeds to kill themor theywill destroy the safehouseandkillthehuman.Theycomeinwavesandthenumberofzombiesineachwaveisdefinedbythetimeofdayzombielimit.FormoreinforegardingthewaveschecktheDay/Nightcyclesection.

StatsTheir speed and strength are random. Bothstats will be given to them when they arespawned inthe level.Theircolorwillchangedepending on their speed. When attackingthe zombies have a delay in-between eachblow called Attack Delay. The zombies alsohaveaparticularstatcalledSide.Thisstat isdefined by the side of the level where theyare located, using the Safe House asreference. If they are below the Safe Housetheir side is tagged as "Front". In case theyareabovetheSafeHousetheirsideistaggedas"Back".

Fig.3–Typesofzombies

Zombie'sStatsStat ValueSpeed 2-7pixels/stepStrength 4-7Points

AttackDelay 1secondColors Green(speed2-4px/step) Yellow(speed5-7px/step)Side "Front" “Back”

Table3–Zombie'sstats

AIBehaviorMovementThe zombies are alwaysmoving towards their target unless the player selects them.When they arespawned itwill be created a path from their original position to their target position. Thewill try toavoid the acid poolswhenmoving in the target's direction.When the player touches andhold it the

Page 8: GodSaveUs_GDD

zombiewill gowherever the player's fingers gowhile touching the device's screen. Formore detailschecktheUserInterfacesection.

PrimaryTarget–TorchesThe zombies areprimarily attractedby the torches and their heat. If the zombie iswithin the torch'srangeandonthesamesideofthetorchtheywilldisregardanyothertargetandwillmovetowardsthetorch.IfthezombiesareattackingeitherthehumanortheSafeHousetheywillstopandstartmovingtothetorch.

Whenreachingthetorchthezombiewillstopmovingandstartattackingit.Whenthetorchisdestroyedthezombiewilllookforanewtarget.

SecondaryTarget-HumanThezombieswilltargetthehumanincaseitisonthesamesideasthem,nothiddenandifthezombiesarenotwithinatorch'srange.Caseazombieentersatorch'srangeinthemiddleofthepathtothehumantheywillignorethehumanandmovetowardsthetorch.IfthehumanhideinsidetheSafeHousethezombieswillceasetopursueitandwilltargettheSafeHousecasetheyarenotwithinatorch'srange.

Whenazombiereachesthehumanitwillstopmovingandstartattacking.Whenthehumanisdeadthegameisover.

TertiaryTarget–SafeHouseWhenthehumanishiddenornotatthesamesideasthemandtheyarenotwithinatorch'srangethezombieswilltargettheSafeHouse.ThezombieswillignoretheSafeHouseandmovetowardsthehumanifitexitstheSafeHouseonthesamesideasthem.Caseazombieentersatorch'srangeinthemiddleofthepathtotheSafeHousetheywillalsoignoretheSafeHouseandmovetowardsthetorch.

AtreachingtheSafeHousethezombiewillstopmovingandstartattacking.WhentheSafeHouseisdestroyedthegameisover.

Collision–PitThezombiesareunabletoperceivepits.Whencollidingwithapitthezombiewillfallintoitanddieifitisnotalreadyfullofzombies.Incasethepitisfullthezombiewillsimplewalkthroughit.

Traps

Fig.4–Pit

PitThe pit cannot be destroyed after placed. It isusedtotrapzombiesthat fall into it.However ithas a limited capacity that when reached willallowthezombiestowalkthrough it.Theplayercanemptyitbyorderingthehumantorepairthepit.StatsCapacity:10StaminatoBuild:6staminapoints/secBuildSpeed:5%persecond

Page 9: GodSaveUs_GDD

TorchThe torch goal is to attract zombies towards itinsteadofthehumanorthesafehouse.Itcannotby repaired and its construction time is fairlyshort. After placed the torch can take damagefrom zombies and will be destroyed by themafteracertainamountofdamage.StatsHp:50pointsRange:200pxradiusStaminatoBuild:5staminapoints/secBuildSpeed:15%persecondSide:"Front"or"Back"

Fig.5–Torch

AcidPoolsThose are level environmental hazards that theplayercanusetodropzombiesandkillthem.Theplayer cannot destroy or move them. They areplaced in the top right corner and bottom leftcornerinordertoforcetheplayertodounusualswipe movements to kill zombies. The zombiesareinstantlykilledupontouchingtheacidpool.

Fig.6–AcidPool

DayandNightCycleSystemTheDayandNightCycledictatesthegame'space.Eachtimeofthedayhasadifferentlimitofzombiesperwaveandadifferentintervalbetweenwaves.Whenafulldaypassesthelimitofzombiesperwaveincreasesforbothdayandnight.

The interval between waves varies from days multiple of 2 to other days. In days multiple of 2 theinterval is shorter,onewave is spawnedevery3 seconds. Indaysmultipleof3 the interval is longer,spawning4secondsbetweeneachwave.Thisrulecombinedwiththefactthateachzombieisspawnedwithrandomspeedandstrengthassuresthateachgameplaysessionwillbedifferentfromother.

Daymultiplesof5havedifferentrulesfromtherest.Inthosedaysthenumberofzombiesperwaveisreducedtorewardtheplayerforreachingthatday.Intheotherdaysthelimitgoesbacktonormal.Inthiscaseonewaveisspawnedevery10seconds.

LimitofZombiesTherearespecificlimitstothenumberofzombiesthatarespawnedperwave.Thenumberdependsonthetimeoftheday.Duringthenightthelimitisalwayshigherthanduringtheday.

Whenadaypassesbothlimits,dayandnight,haveincrements.Itincreasesthedifficultyastheplayersurvives. Theday limit increases in1 zombieperwaveand thenight limit increases in2 zombiesperwave.

Page 10: GodSaveUs_GDD

Itstartsas3zombiesduringthedayand5zombiesduringthenight.

LimitofZombiesincrease

Chart1–Increaseinthenumberofzombiesperwavexdayspassed

WavesIntervalThereisatimeintervalbetweenthewaves.Thisintervalisdifferentdependingonthedayandonthetimeoftheday:

IntervalbetweenwavesDay TimeofDay Interval(inseconds)Multipleof2 Day 3 Night 2Multipleof5 Day 15 Night 10Otherdays Day 4 Night 3

Table–Intervalbetweenwavesofzombies

2

4

8

16

32

64

0 5 10 15 20 25

Num

bero

fzom

biesperwave

NumberofDaysPassed

Day

Night