Game Design Document

Amie Dansby Game Design Document Template

11.11.2017

www.AmieDD.com

If you have questions you can contact me amie@amiedd.com or www.twitter.com/amiedoubled

DISCLAIMER:

Make sure you put a version for your GDD, or list if this is the final version. Update you Github or Source Control with final Game Design Documents.

Table of Contents

0. Overview        3

1.Gameplay        4

2. Stories        4

3. Missions        4

4. Endgame        5

5. Microtransactions        5

6. Economy and Loot        5

6.1 Economy        5

Character Unlocks        6

Skills        6

Costumes        6

Constructing socket items        6

Consumables        6

Equippable(non-cosmetic)        6

7. Input        6

Xbox One Controller        6

8. Movement Details        7

8.1 Standard Movements        7

8.2 Combat Movements        7

9. Powers        7

10. Environmental Interactions        7

10.1 General Functionality        7

10.2 Standard Interactable Items        7

11. Combat Details        8

11.1 Enemy Artificial Intelligence AI        8

11.2 Default Attacks damage and attack speed        8

11.3 Damage Calculations        8

11.4 Attack Speed        8

11.5 Hits and misses        8

12. User interface        8

12.1 Head’s Up Display(HUD) is what you see on the screen while playing.        8

Head’s Up Display        8

Static        8

Dynamic        8

Mini-Map        8

Player stats        8

Powers        8

12.2 Dynamic HUD Elements        9

12.2 Toggled Elements        9

12.3 Other HUD Elements        9

13. Social        9

14. Requirements        9

15. Appendix        10

Current Powers        10

Zone List        10

Boss List        11

NPC List        11

Gadgets Designs List        11

Accessories Design List        11

16. Stretch Goals        12

16.1 Treasure Maps        12

17. Additional Brainstorm List        12

17.1 Microtransaction Ideas        12

www.AmieDD.com Game Design Document Template  11/11/2017        1

0. Overview

0.1 High Level Concept

Title:

Genre:

Rating

Release Date:

0.2 Target Audience

Primary: 

Secondary: 

Tertiary:

0.3 Unique Selling Points:

0.4 Console Platform Support

        Discussion are ongoing with the platforms. Decided on your console version early on in your development.

0.5 Gameplay and controls

0.6 Camera

        Will you game use a fixed camera, isometric view? Will the camera angle be able to be controlled by the player?

1.Gameplay

1.1 Gameplay Flowchart

1.2 Describe a sample of game play.Missions

        Make this your 30-60 “Elevator pitch”.

2. Stories

2.1 Storyline structure

3. Missions

3.2.1 Overview

        Goal is to have smaller quick play missions that drive the story forward. You can also list mission faces more in detail in this area.

3.2.2 Mission type

        This is where you should describe basic functional level styles. You can list variants here.

Defeat

Collect Items

Carry Items

Talk to Non Playable Character NPC

Go to certain in game location

Defend

Escort NPC

Attack

Use Object

Use Item

Clear a Level

Chase

Infiltrate

Escape

Get out of a specified area in the game.

3.2.3 Mission Examples

3.2.4 Mission Modifiers

3.2.5 Mission Log

Captain’s log stardate 11112017.

4. Endgame

4.0 Future endgame ideas

5. Microtransactions

Many games rely on in game purchases or ads to support their games. The game can be a microtransaction strategy, where players can play the whole game for free, but there are items, weapons, outfits they can upgrades through microtransactions.

6. Economy and Loot

6.1 Economy

6.1.1 Time Currency

6.1.2 Real Money Currency

6.2 Items

Item drops are important to the game, but with set costumes and not a whole lot of “gear”.

6.2.1 Item Types

Character Unlocks

Skills

Costumes

        Constructing socket items

        Consumables

Equippable(non-cosmetic)

  1. Gadgets
  2. Accessories

7. Input

7.1 PC

7.2 Xbox One and PS4

Xbox One Controller

#

Action

A

Attack/Fire

Left Joystick

Right Joystick

8. Movement Details

8.1 Standard Movements

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8.2 Combat Movements

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9. Powers

9.1 Powers or skills, abilities.

9.2 Goals of the power system

10. Environmental Interactions

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10.1 General Functionality

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10.2 Standard Interactable Items

11. Combat Details

11.1 Enemy Artificial Intelligence AI

Melee AI:

Ranged AI:

11.2 Default Attacks damage and attack speed

You can include you formula here. Attacks based on strength or energy will have the formula.

Default Attack Damage = (ENERGY * .1) to (ENERGY * 2.5)

11.3        Damage Calculations

Default Attack Damage = (.50) * [(ENERGY * .25) to (ENERGY * 1.5)]

11.4 Attack Speed

11.5 Hits and misses

12. User interface

12.1 Head’s Up Display(HUD) is what you see on the screen while playing.

  • Head’s Up Display

  • Static

  • Dynamic

  • Mini-Map

  • Player stats

  • Powers

12.2 Dynamic HUD Elements

Damage to Robot/Player

  • Miss
  • Health Low

12.2 Toggled Elements

  1. Enemy status messages basic
  2. Enemy health bar over enemy?
  3. Enemy names

12.3 Other HUD Elements

Mission indicators

13. Social

13.1 Chat

13.2 Play Identity or Team Name

14. Requirements

Hardware requirement should be listed here. If you are making a games for VR, or AR that heavily rely on certain hardware specifics you should document and comment here.

Component

15. Appendix

Current Powers

Power

Description

Zone List

Level

Hours to Play

Zone/Level

HUB

Zone Name

Theme

1

5

1

Game Intro

Intro Home Planet

Galaxy?

Boss List

Type

Name

Boss

NPC List

Type

Name

NPC

Gadgets Designs List

  • Absorbo Belt: Activate to get a temporary boost for strength
  • LEGO Absorbo Shoes: Activate to get a temporary boost to make stepping on LEGO mines safe.
  • Psyche: Activate to increase strength by <X> for 10 seconds with a 10 minute cooldown.
  • Holo Armor: Activate to a get temporary armor that grants defense

        Accessories Design List

16. Stretch Goals

16.1 Treasure Maps

17. Additional Brainstorm List

17.1 Microtransaction Ideas

  1. Battle cry: “Leroy Jenkins”

www.AmieDD.com Game Design Document Template  v4.3.1r1