GDD

Game overview

Gameplay and Mechanics

Story and character

Setting

Level

Interface

AI

Technical

Game art

Gameplay

The game would place the players in an enemy black ops setting trying to evade enemy guards and achieving objectives. Game objectives may see the players jointly working to plant charges, hacking enemy systems etc. Gameplay would be linear even though the players may choose different strategies to achieve outcomes. Gameplay elements include shooter elements, combat elements and some platforming elements like scaling covers, navigating with ledges etc.

Game Progression

Game progress is achieved when the players complete all the objectives assigned to them in a mission. These objectives may be just a single objective or a group of objectives.

Mission/Challenge Structure

Missions would typically consist of a number of enemy guards. Completion of objectives can be accomplished by evading the guards or neutralizing them. There needs to be an effective strategy in place to avoid attacks from multiple enemies at once.

Puzzle Structure

Since the game is more action oriented, puzzles are not planned as being part of the game.

Objectives

Each mission in the game will have its own set of objectives which the players must accomplish for progressing in the game.

Play Flow

Game flow would be linear with players completing the game level by level or section by section each of which have their own objective or set of objectives to achieve. The game flow would progress in terms of the main story line and letting know the players as to how the game characters are relevant to the story line. Like any usual game, missions at the starting would be a lot easier compared to later missions.

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Physics

? Gravity
? Collision detection ? between player and object, player and player etc
? Bullet/Projectile physics
? Combat physics

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General Movement

Since this is a co-op game, movement is usually done with the controller (L-Stick). Crouch or low-profile movements have also been planned.

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Other Movement

Other movement mainly consists of jumping and navigating with the help of ledges. Sprinting is also present.

Picking Up Objects

Some objects in the game world can be picked up by the player. For eg: Guns and Throwing Knives.

Moving Objects

Players will not be able to move objects unless there is mission which requires it.

Actions

Basics actions include movement;walk sprint and crouched movement, jump , shoot and combat.

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Switches and Buttons

Move - controller left stick, look around - controller right stick, shoot/attack - right trigger, jump/special action - Button A

Picking Up, Carrying and Dropping

Some objects can be picked up and used by the players. Dropping objects is not present.

Talking

There may be some fixed conversations between the player characters which are automatically triggered. But these conversations would be implemented at a later stage.

Combat

Shooting:
Standard shooting physics.
Headshot would kill the target instantly.
Combat:
Melee combat like attacking with a knife, punches etc

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Economy

Each kill gives the players skill points which can be used for weapon upgrades, more weapon placeholders etc. Skill points depend on the quality of kills.

Screen Flowchart

 

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Screen Descriptions

1. Splash Screen: Team logo splash screen
2. Main Menu Screen: Here, the players can go to one of the following screens:
   a) Play Game
   b) Options
   c) Instructions
   d) Quit Game
3. Play Game Screen: This will take the players to the main game
4. Options: Here the players can change the sound effects volume, audio volume etc
5. Instructions: Basic instructions as to how to play the game.
6. Pause Screen: Accessed in game when player hits the pause button.
Selecting the ?Quit Game? option would exit the game to Windows.