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Action Dating

Action RPG

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Index

  • Design History
    • Idealization
    • Iteration process
  • Game Design
    • Concept
    • Target audience
    • Asset list
  • Gameplay Mechanics
    • Gameplay
      • Objectives
      • Game Modes
      • Story Flowchart
    • Mechanics
      • Controls
      • Missions
      • Jobs
  • Story
    • Backstory
    • Characters
  • Management
    • Detailed Schedule
  • Playtest Results
    • Feedback from Game Design playtester
      • Changes made

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Design History

Idealization

Dating sim with dynamic dialog. Control over story. Scifi theme.

Iterations

0.0.1 Prototype walking and talking. Base elements alone are not very fun

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Game Design

Concept

Scifi Dating Sim with action gameplay

Summary

MC is wasting time in a futuristic mall.

Target Audience

Fans of RPG, Action, Shooter, Dating sims

Asset List

  • Characters
    • Models
    • Outfits
    • Enemies
  • Props
    • Weapons
    • Gifts
  • Sounds/Music
    • Style Attributes
    • Sounds Needed
    • Music Needed

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Gameplay

Objectives

  • Strength missions
    • Fight training robots to get stronger. Raises Strength stat
  • Gun missions
    • Show off your skills with a gun. Raises Gun stat
  • Bug missions
    • Alien beasts that could destroy all life if not stopped are called bugs. Raises Diligence stat
  • Charisma missions
    • Solve problems using your dialogue skills. Raises Charm stat
  • Jobs based on stats.
    • Do jobs to make money and buy things.
    • Str - Manual Labor
    • Gun - Gun show
    • Dil - Bug hunts
    • Cha - Gigolo
  • Love and Hate.
    • The way you treat girls determine how much they like you
    • Find out what their likes and dislikes to leave a good impression or cause them to hate you

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Game Modes/ Screens

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Story Flowchart

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Mechanics

Combat

left click: Attack 1

right click: Attack 2

Q : Melee mode

E : Gun mode

Dialogue

Left click: Neutral Choice

Right click: Special Choice

Q : Positive Choice

E : Negative Choice

General

WASD: 3rd Person movement

Space: Jump

I : Menus

Inventory

Skills

Stats

Relationships

Shop

Controls

  • Each job is a mini game
  • Auto complete on jobs
  • Random dialogue

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Missions

  • Strength missions
    • Fight training robots to get stronger. Raises Strength stat
  • Gun missions
    • Show off your skills with a gun. Raises Gun stat
  • Bug missions
    • Alien beasts that could destroy all life if not stopped are called bugs. Raises Diligence stat
  • Charisma missions
    • Solve problems using your dialogue skills. Raises Charm stat

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Jobs

  • Based on stats.
    • Do jobs to make money and buy things.
    • Str - Manual Labor
    • Gun - Gun show
    • Dil - Bug hunts
    • Cha - Gigolo

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Story

Backstory

  • Where else would a guy hangout in a technologically advanced society than a mall. MC looks for things to do at this shopping center.
  • Each girl has there own story that is playable by pursuing that girl.
  • There are alternate ways to play and different stories will be revealed by changing playstyles.

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Characters

  • Max Carter Main Character
  • Shop Girl Half alien Story paths: Relationship(Good), Unrequited(Bad), Besties(Neutral)
  • Tomboy Horn Story paths: Dojo(Good), Yakuza(Bad), Master(Neutral)
  • Party Girl Blue Skin Story paths: Charming(Good), Twotimer(Bad), Conversationalist(Neutral)
  • Gun Lover Droid Story paths: Upgraded(Good), Fallout(Bad), Gunplayer(Neutral)
  • Rich Goth Dragon Story paths: Supporter(Good), Millionaire(Bad), Businessman(Neutral)
  • Battle Ready Human Story paths: Accept(Good), Kill(Bad), Hunter(Neutral)

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Management

Schedule

Stage 1 (Intro)

2 weeks - concept / design / storyline

2 weeks - basic prototyping and Q&A

Stage 2 (Main Project)

5 weeks Artwork / Atmospheric effects / Shaders / Animation and sound

5 weeks AI / Core systems / HUD and concept integration

Stage 3 (Wrapping up)

1 week - Optimization and feedback

1 week - polish (COntrols / AI / Art), promotion, third party SDK (steam) integration

15 weeks total

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  • Game Design
    • Summary
    • Gameplay
    • Mindset
  • Technical
    • Screens
    • Controls
    • Mechanics
  • Level Design
    • Themes
      • Ambience
      • Objects
        • Ambient
        • Interactive
      • Challenges
    • Game Flow
  • Development
    • Abstract Classes
    • Derived Classes
  • Graphics
    • Style Attributes
    • Graphics Needed
  • Sounds/Music
    • Style Attributes
    • Sounds Needed
    • Music Needed
  • Schedule

  • Design history
    • 1.1 Ideation process
    • 1.2 Iteration process
      • 1.2.1 evaluation of iteration
      • 1.2.2 changes made from prototype to final game
  • Game Overview
    • 2.1 Game concept
    • 2.2 Asset list
    • 2.3 Target audience and rationale
  • Gameplay and Mechanics
    • 3.1 Gameplay
      • 3.1.1 Objectives
      • 3.1.2 Playflow
      • 3.1.3 Decision tree/flowchart
    • 3.2 Mechanics
      • 3.2.1 Movement
      • 3.2.2 Objects
        • 3.2.2.1 Using objects
      • 3.2.3 Actions
        • 3.2.3.1 Picking up
      • 3.2.4 Combat
      • 3.2.5 Economy
  • Story, settings and character
    • 4.1 Back story
    • 4.2 Characters
  • Management
    • 5.1 Detailed schedule
  • Playtest results
    • 6.1 Feedback from Game Design playtester
      • 6.1.1 Changes made from Game Design playtest
    • 6.2 Feedback from blind playtesting

Index references