2016年11月12日星期六

【2016-10-03】Game Design Document - Draft

  • Information & Introduction:

❏Overview :

  This is a wasteland of planet civilization. A city named Piatou, it is an Dystopia world. Heroine is a detective in journey, One day she received a mission, now she  must  back  home  for  solving problems and get involved in disputes. Game stories combined with urban legends, players will feel this story as RPG. [Unicursal]
There are 4 controller characters, but player need to unlock each one after clear game. This will help player to know the relationship and legends of these characters[Puzzle and RPG elements]. In free mode, players can play any character in any stage, but they need to unlock stages and characters in story mode (1P can not change character in story mode.).
Players can experience the fun of combat and exploration; according main & sup mission (fixed checkpoint and trigger), buying in shop (after a stage) and interaction with non-controllable characters (ACT&RPG elements).


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❏ Audience: RPG Players, ACT Players, Puzzle Players.

❏ Platform: PC, XBox, PS4, PSV.

❏ Narrative: Tell story in a form of unicursal maze. There are tips to help players in game process.
❏ Systems : Horizontal version scroll RPG ACT game。

❏ Experience :  Fun of combat and exploration.

❏ Statistics & data : hp, exp, items, combo, damage, coin, score.

❏Gameplay Mechanics : one-way movement map, 4 ways movement characters, clear stage.

❏Music & Audio : Excited, relaxed, straightforward, Enthusiastic, boring, depressing. ( Electronic style, metal style)

❏Game world : Planets, future, wasteland.

❏Game progression : Explore the story.

❏Community and social integration : Multiplayer mode.

❏Currencies, metrics and IAP : Game clear, do puzzles, high scores.

❏Post release content and support: The story of urban legends, UE4
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  • Information & MoodBoards:

Main Characters:

在角色设定上,游戏的第一主角我试图让她成为一个帅气,不拘小节又拥有一定战斗技能的人。她的行动非常敏捷。战斗方式想突出用短刀的帅气潇洒,在性格上开朗,自我意识强烈,短发很适合她的气质。
When I design the first protagonist, I tried to make she is looks cool and informal person, her action very quick with some fighting skills.  Short hair and dagger is very suitable for her temperament.

Clothing:

主角是一个侦探,我们参考了一些废土,侦探以及朋克的元素在服装设计上。让人一看就有侦探感觉的披肩,废土的物尽其用,以及朋克主题,他们之间有很多共通的地方。
Because she is a detective. I refer to the elements of detective, wasteland, and punk style for her clothes design. I found there are many similar design on these styles, and they are good for the story background as well.

Environments & Places:

世界观设定是星际文明和废土,游戏的主要区域在城市内,所以既可以看到先进的未来文明也而已发现随处可见的断壁残垣。游戏界面采用2D的风格化设计,所以会有很多象征性的符号可以用来表达世界观而不必担心陷入恐怖谷理论之中。
I will use 2D interface for making the game, there are a lot of Symbolic items can be used to express the world. The world combined with planet civilization and wasteland, so we can see the technology and dust everywhere.

  

Objects & Places (Weapons, Items, Abilities, vehicles, etc):

武器和物品方面,合金弹头给我提供了一个很好的学习范例,既有带来爽快感的先进军火,又无处不带着一种破败的感觉。而且恰当地使用特效以及技能又使得画面既热闹又不拥挤。我也将努力尝试调和科技与废土,特效与画面这两者之间的协调性。
Metal Slug give me a good sample in studying how to design weapon and items. Not only take player an exciting feeling, also a show a run-down world. The attack effects make game excited. I tried to learn the technology and wasteland elements, effects with screen.

 

UI & Narrative:

UI方面以带有未来感的朋克机械为主。同时人物对话采用弹出立绘的方式。选人界面为传统的横向选人,游戏界面也类似于大多数横版过关游戏,以战斗场景为主要部分。
I chose future and mechanical punk elements to design UI.
About the storyline, I would like to show player the character portrait when they are talking.
A classical horizontal interface will be used for select character.
Fighting area will be the main area of game like other ACT games.

Colour tone & Mood:

A mystery feeling around, this world is full of fantasy and black humor. So I decide using above atmosphere to choose colour.

 一种迷幻的感觉,这个世界充满了幻想和黑色的幽默。所以色彩上我会选一些类似这些参考图的气氛去制作。

 

Colour Scripts:


 在清洁与充满科技感的区域,颜色会明快轻松一些。而在暴力破败的区域,颜色则会低沉压抑一些,基本上每个大关都会维持自己的颜色基调。
Light colour and relaxed of the city technology area, dark colour and violent of the dusty area. Basically, each level is to remain its own atmosphere of colour.


 Controls & Actions:


控制方面,我认为传统的动作游戏操作方式会让玩家感到亲切,所以采用了前后左右(摇杆)以及重攻击,轻攻击,跳跃,道具/互动这样的操作方式,和其他动作游戏类似,复合使用也会打出爽快的练级。
I think classical act controlling way can let players easy to play. So there are not big change from other action games. 

Interactions:


 互动方面的表现是主要剧情触发(固定的检查点),非主要剧情触发(固定的触发机制),商店购物(关卡结束后)以及非可控角色的自由互动。
Main story (fixed checkpoint), sup story (fixed trigger way), shopping in market (after clear a stage) and non-controllable characters' communication is the main interactive performance.  


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  • Concepts & Mockups:


<Grief Syndrome>

       



❏ Visual : 2D平面 2D flat
❏ Mechanics : 打倒敌人,前进,触发剧情,下一个关卡。 Beat enemies, go straight, trig story, next stage
❏ Progression : 完整的游戏流程,因为是同人游戏所以没有介绍故事。Completely game process, No telling story because it is a Doujin game.
❏ Camera : 固定位置 fixed
❏ Additional diagrammatic information : 如上视频。above video
❏Design Diagrams : 如上 images. above images
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  •  Levels :

❏ Progression : 以Unicursal Maze的形式来叙述整个游戏故事。在游戏过程中穿插 潜意识/非潜意识的提示帮助玩家进行游戏。Tell story in the form of unicursal mazes. Use tips to help players in the process of game.
❏ Objectives : 八个大关,32个小关,完整介绍游戏故事剧情. 8 levels, 32 stages, completely game story
❏ Environment mechanics :陷阱,栏杆,无法/允许损坏的物品/障碍,台阶,辅助工具。trap, railing, items/obstacles that can/can not be damaged, stages, sup-items
❏ Enemies : 飞车党,无赖,飞碟,变异生物etc motorcycle gangs, villain, UFO, mutants
❏ Events : 主线/非主线剧情,机关。 main/sup stories, traps
❏ Items : 道具,装饰品,补给品,人质。 tools,decorations, supplies, hostages
❏ User experience : 流畅,急速,爽快感。smooth,rapid, combat sense.

Schematics / Layouts:

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  • Storyboards & Anamatics 

non available.

❏ Movement & action :
❏ User experience :
❏ Progression :
❏ Mechanics :
❏ Cinematics & cutscenes :
❏ Tutorials :

Cell Machines - Gameplay - User Experience : 

Tutorial : 

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  • Sell Sheet (pitch doc, sales sheet)




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