Game Design Document

Game Overview

Game Concept:
From the Menu screen, a short tutorial showing the layout of the keys, attacks and such. After that the initial cutscene will play, to introduce players to the story and main character. Gives a visual of how the graphics will look throughout the game. The player is able to take control over the main character after the cutscene ends and finds himself in the prison.

Feature Set:
A prison environment. A jumping puzzle in the prison. Optional playable character companion (you can turn multiplayer "on" or "off") Bonus levels. Shop/Vendor/Weapon Dealer/Item Dealer. Weapons will include, swords/daggers and possibly magic. Skills to increase variety of combination attacks. When an enemy is killed it will burst into polygons of its shape and disintegrates.

Genre:
Action/Adventure

Target Audience:
Ages 13+

Game Flow:
Throughout the game, the HUD will stay consistent so the player understands the feedback given to them. Contrasting the dark undertones, the HUD will have a silver interface with controls in the upper right corner. Health bar is on the upper left corner. Feedback will flash in the center of the screen to show when they have beaten a high score.

Look and Feel:
What is the basic look and feel of the game? What is the visual style? Polygons mostly, with a dark undertone. Chibi style characters in the shapes of different polygons. Will have the feel of an action adventure, setting out against great odds to save a single person.

Project Scope:
The game will have two locations, each being one level. Each level will focus on a different part of the story.

Number of Locations:
2 locations. One inside and one outside.

Number of Levels:
2 levels, one for each of the locations.

Number of NPC's:
13-14: includes enemies, bosses, final boss, vendors, and support character/2nd player.

Number of Weapons:
4 weapons: starting sword, guard's sword, warden's sword, Ares' sword.

Gameplay Mechanics:
Jumping (arial combos). Skill set/Magics.

Gameplay:
Throughout the game the player must be mindful of ambushes from enemies, their own health, and be constantly aware of enemies within view. The player must complete the level, or reach a save point without dying in order to progress. Death will mean restarting at either the beginning of the level or the last save point.

Game Progression:
Navigate through the prison. Fight your way out of the prison. Escape the prison after killing the warden. Navigate through the next level. Clear the way to the final boss. Kill the final boss. End of game.

Misson/challenge Structure:
Fight off "waves" of enemies until the area boss is killed and level progression is attained. With progression the enemies become tougher.

Puzzle Structure:
Small jumping puzzle in the middle of the prison.

Objectives:
Main objectives is to escape the prison, fight off the enemies, kill the bosses, save Krux’ daughter from a terrible fate.

Play Flow:
Waves of enemies that are always trying to kill the player. Unless the player is in a safe zone. Depending on the player's skills and wave completion time, waves may come slower or faster. Which gives the game a flexible difficulty. There will also be the ability to choose a difficulty, which will slight increase or decrease the "stats" of enemies throughout the game.