GDD #9 - Sky Ones
Olá gamers e designers,
Neste post irei demonstrar um GDD mais recente que escrevi, ainda tinha muito o que melhorar, mas já estava entendo um processo de documentação mais interessante. Espero que gostem!
OBS: Como podem perceber, eu gosto de criar IP's novas toda hora hahaha
MOODBOARD
Neste post irei demonstrar um GDD mais recente que escrevi, ainda tinha muito o que melhorar, mas já estava entendo um processo de documentação mais interessante. Espero que gostem!
OBS: Como podem perceber, eu gosto de criar IP's novas toda hora hahaha
MOODBOARD
ONE-SHEET SAMPLE
Battle Royale In the Heights (Game title)
Battle Royale/ Simulation (Genre)
Android/ iOS (Platform)
15-25 (Target Age)
Joy/ Anxiety/ Triumph (Emotions)
Description: Battle Royale In the Heights is an International Event where the best pilots in the world confront themselves in an archipelago. Each player needs to survive by collecting guns or equipment in the air. All this stuff will be dropping by Parachute boxes which could be collected flying through.
Throughout the match, a storm will cause damage to the Airplane. It will reduce the size of the Battle Arena.
Victory conditions: The player who survives against others will win;
Loose conditions: Those who will suffer too many damages and lose all the lives;
USP (Unique Selling Points)
- Mario Kart Battle Arena meets Airplanes;
- PVP game with Airplanes;
- Battle Royale in the Air or Space;
- Quick Match (15 min. - 20 min);
- Costume the Airplane;
- Free-to-Play;
Similar Competitive Products
Fortnite, Ace Combat
TEN-PAGE DESIGN DOCUMENT
GAME STORY
There is an Airplane Pilot World Tournament where they battle in an archipelago against each other for The Heights Legends Title. It means that the competitors who earn this laurel are one of the top pilots in the world.
GAMEPLAY
The pilots will battle in the sky, collecting weapons and items from the “parachute boxes” in order to combat and increase their survival rates. When the match starts, they need to take off from the Aircraft carrier which flies over the sky. All players will begin without any type of item or weapon and everything needs to be found in the map. Each X* times, the storm will be shrinking in a random point of the archipelago. Those who remain, will still receive an amount of damage per second which will reduce their airplane engine bars.
The players can fly over the archipelagos and reach the clouds where the players can hide, however, they mustn’t fly too much higher in the sky. When It happens, the airplane engine will be turning off for a couple of seconds and receive a damage portion.
Each one will have X* number of lives which may be lost when: the airplane Engine Bar is equal zero and there is a strike against the Environment elements (ground, sea, trees, houses, and etc).
The main objective to all of them is to survive, being the last airplane on air.
Victory conditions: The player who survives against other ones will win;
Loose conditions: take too much damage and lost all lives;
ELEVATOR PITCH
Battle Royale meets Airplanes.
CHARACTER(S) AND CONTROL(S)
Indeed, the players control the airplanes when the match begins. The airplanes can move toward any direction, can flip to right or left, and be equipped with weapons and items which allow them to survive.
Control(s)
Button Map in a Mobile
The controls will be icons and gestures that players will interact by touching the screen.
- Swipe (left-side): Control the direction of the Airplane;
- Swipe (right-side): Smooth rotation of the Airplane;
- Hold: Turn off the motors;
- Hold: Turbo;
- Tap: Select Item slot 1;
- Tap: Select Item slot 2;
- Tap: Select Item slot 3;
- Tap: 90º rotation to left;
- Tap: 90º rotation to right;
- Tap: Use selected item;
- Tap: Options;
MAIN GAMEPLAY CONCEPTS AND PLATFORM SPECIFICS FEATURES
What kind of play does the player engage in?
Competitive Games with quick matches.
What genres are they? (Driving, shooting, platform, and so on)
Battle Royale/ Airplane Simulator
How is the sequence of play broken up? (Levels? Rounds? Story chapters?)
The division of the game is the storm shrinking. This weather condition reduces the players size X* times and forces they into conflicts.
If there are specific cool gameplay scenarios, list them
Pacific Archipelago with palm trees, houses, mountains, low Clouds (to take cover) and balloons (Obstacles);
Diagrams of game concepts
What game features are unique and capitalize on the platform’s hardware? (Hard drive, touch screen, multiple screens, memory card, and so on)
Touch Screen and Gyroscope (optional);
INTERFACE
Splash Screen
Sign In Screen
Sign Up Screen
Gameplay Screen
Game Over Dialog
Main Screen
MECHANICS & POWER-UPS
The leitmotif of the gameplay is the air combat. Every mechanics needs to reinforce the idea of survival and combat. To achieve this objective, the gameplay will be divided into Control Gameplay, System Gameplay, and Items & Power-ups gameplay.
Control Gameplay
Control Gameplay is all types of mechanics may interact with the players input.
- Layer
- To move the Airplane: Swiping the left hemisphere of the screen, the player can change the direction. Its mechanics doesn’t make any kind of loops or acrobatic.
System Gameplay
The system Gameplay is an amount of mechanics and layers about everything which will work, without the player input.
- Layer
- Auto Accelerating: The airplane auto accelerates when the matches initiate;
- Engine Bar: it is the Life Point of the game. It will be a meter in a life bar.
- Taking Damage: The players loose points from the engine bar when colliding against the environment obstacles;
- Environment Obstacles: When the player strikes any of them, he looses his life;
- Airplane destroyed: When the airplane reaches Engine Bar equal zero, it will explode;
- Respawn: When the Airplane blows up, the players respawn in a random point from the map;
- Camera: The camera has to target the screen center, even though it scuds too much;
Items & Power-ups Gameplay
These are the items & power-ups lists and their functions.
- Layer
- Repair Tool: When the player collects this Item, will repair X* of the Engine Bar;
NOTE*: All the same layers levels need to be released together since they compose a complete experience. Eg: 1. Layer from (Item & Power-ups, System Gameplay, and Control Gameplay) belong to the same release.
MONETIZATION
All the monetization may be based on cosmetics and experience boosters. All the cosmetics own an Item Shop deadline to figure out a scarcity sense.
- Airplane Models: The airplanes can be sold through the shop;
- Character Models: The players may change the pilot avatar;
- Skin Items: The players can change the weapon aesthetics in-game;
- Emotes: The players can express themselves with emotes in the game;
- Battle Pass: A bunch of stuff can be unlocked paying Battle Pass and leveling up;
Except of Battle Pass, all the cosmetic stuff will have rare levels: Common (default); Uncommon; Rare; Epic, and Legendary;
References
- Fortnite
- Mario Kart
- League of Legends
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