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Bases del espacio

Game Design Document (template)


Copyright Information
Version history
Time Author Changes

Table of Contents

Contents
GAME NAME
Game Design Document (template)
Copyright Information
Version history
Table of Contents
Game Overview
∙ Game Name
∙ Genre
∙ Target Audience
∙ Game Flow
∙ Look and Feel
∙ Project Scope
Gameplay and Mechanics
∙ Gameplay
o Game Progression
o Mission/challenge Structure
o Puzzle Structure
o Objectives – What are the objectives of the game?
o Play Flow – How does the game flow for the game player
∙ Mechanics
∙ Movement
∙ Objects
∙ Actions
∙ Combat – If there is combat or even conflict, how is this specifically modeled?
∙ Economy – What is the economy of the game? How does it work?
Screen Flow
∙ Screen Flow Chart – A graphical description of how each screen is related to
every other
∙ Screen Descriptions – What is the purpose of each screen?
▪ Game Options – What are the options and how do they affect game play and
mechanics?
▪ Replaying and Saving
▪ Cheats and Easter Eggs
Story, Setting and Character
∙ Story and Narrative - Specific details like scripts and cut scenes may not be in this
document but be in the Story Bible.
o Back story
o Plot Elements
o Game Progression
o License Considerations
o Cut Scenes
Game World
∙ General look and feel of world
∙ Area #1
∙ Characters
o Character #1
Levels
∙ Level #1
o Synopsis
o Introductory Material (Cut scene? Mission briefing?)
o Objectives
o Physical Description
o Map
o Critical Path
o Encounters
o Level Walkthrough
o Closing Material
∙ Interface
o Visual System
▪ HUD - What controls
▪ Menus
▪ Rendering System
▪ Camera
▪ Lighting Models
∙ Control System – How does the game player control the game? What are the
specific commands?
∙ Audio
o Music
o Sound Effects
∙ Help System
Artificial Intelligence
∙ Opponent AI – The active opponent that plays against the game player and
therefore requires strategic decision making (example, Civilization or Chess, how is it
to be designed?
∙ Enemy AI – Villains and Monsters
∙ Non-combat Characters
∙ Friendly Characters
∙ Support AI
∙ Player and Collision Detection
∙ Pathfinding
Technical
∙ Target Hardware
∙ Development hardware and software
∙ Development procedures and standards
∙ Game Engine
∙ Network
∙ Scripting Language
Game Art
∙ Concept Art
∙ Style Guides
∙ Characters
∙ Environments
∙ Equipment
∙ Cut scenes
∙ Miscellaneous
Secondary Software
∙ Editor
∙ Installer
∙ Update software
Management
∙ Detailed Schedule
∙ Budget
∙ Risk Analysis
∙ Localization Plan
∙ Test Plan
Appendices
∙ Asset List
o Art
o Sound
o Music
Game Overview

● Game Name
“”Bases del espacio”” nombre temporal.

● Genre
Estrategia

● Target Audience
● De 16 a 35 años, hombres. Fans de la ciencia ficción y juegos de estrategía. tipo
jugadores medio (mid-core) aficionados a la CC y amantes de los juegos de
estrategia.

● Game Flow
Loop: 2 fases claras, configuración-mejora de tu base (manager), y combates con los
rivales (action phase). A DESARROLLAR.

● Look and Feel


Clash Royale + Boom Beach + Sky Force + Space Run (pero que las naves no den
asco).

Manager: Space Run + Boom Beach

Action phase: sensacion similar al Skyforce + Space Run.

Visual style? Semi-Realista simplificado (con referencias al Boom Beach y Sky


Force).

http://img14.deviantart.net/797a/i/2012/345/b/a/big_cargo_ship_by_obey_art-d5npto
5.jpg

● Project Scope
A summary of the scope of the game.
Gameplay and Mechanics
● Gameplay
o Game Progression

o Mission/challenge Structure

o Puzzle Structure

o Objectives – What are the objectives of the game?


Tener la estacion espacial mas poderosa del espacio. mas puntos y mas
medallas.

o Play Flow – How does the game flow for the game player

● Mechanics
What are the rules to the game, both implicit and explicit. This is the model of the
universe that the game works under. Think of it as a simulation of a world, how do
all the pieces interact? This actually can be a very large section.

● Para evitar que te ataquen puedes activar el modo ocultación (como en star trek ;))
pero este modo consume energía que necesitas para otras cosas.
● Para el modo SP: llamarlo entrenador o simulador, atacas a otras bases que son
bot y consigues progreso en este modo que se muestra al resto de jugadores
(usamos bots de tu mismo nivel para cuando no tienes conexión puedas jugar).
● Para empezar un ataque, tap en el espacio posiciona la nave y a continuación tap
en un nodo de la base que quieres destruir, cuando el nodo es destruido la nave se
queda esperando nuevas órdenes, tap sobre la nave y tap sobre nuevo objetivo..
● Cuando destruyes nodos u otras naves aparecen objetos recolectables haciendo tap
sobre ellos, esos objetos son los que necesitas para evolucionar en el juego (en el
clash of clans, recolectas de los edificios).
● Cuando destruyes nodos u otras naves aparecen personas que tienes que rescatar
manteniendo el dedo sobre ellas un tiempo (como en el sky force).
● Otro modo de SP puede ser lluvia de asteroides, en lugar de atacarte naves vienen
un montón de asteroides que tienes que destruir y que te dan recursos. Puede ser
un gatcha o un plus de puntos (como el coche de street fighters).
● En lugar de atacar a otra base con tu base, podemos usar naves más pequeñas
usando nodos como en la base, asi tienen que crear más nodos y se monetiza más.

● Movement

o General Movement

o Other Movement

● Objects

o Picking Up Objects

o Moving Objects

● Actions

o Switches and Buttons

o Picking Up, Carrying and Dropping

o Talking

o Reading

● Combat – If there is combat or even conflict, how is this


specifically modeled?

● Economy – What is the economy of the game? How does it


work?
Screen Flow
● Screen Flow Chart – A graphical description of how each
screen is related to every other

● Screen Descriptions – What is the purpose of each screen?

o Main Menu Screen

o Options Screen

▪ Game Options – What are the options and how


do they affect game play and mechanics?

▪ Replaying and Saving

▪ Cheats and Easter Eggs


Story, Setting and Character
● Story and Narrative - Specific details like scripts and cut
scenes may not be in this document but be in the Story
Bible.
o Back story

o Plot Elements

o Game Progression

o License Considerations

o Cut Scenes

▪ Cut scene #1
▪ Actors

▪ Description

▪ Storyboard

▪ Script

Game World
● General look and feel of world

● Area #1

o General Description

o Physical Characteristics

o Levels that use area

o Connections to other areas


● Characters no hay personajes
o Character #1

o Back story

o Personality

o Look
o Physical characteristics

o Animations

o Special Abilities

o Relevance to game story

o Relationship to other characters

o Statistics
Levels
● Level #1
o Synopsis

o Introductory Material (Cut scene? Mission briefing?)

o Objectives

o Physical Description

o Map

o Critical Path

o Encounters

o Level Walkthrough

o Closing Material

● Interface

o Visual System
▪ HUD - What controls

▪ Menus

▪ Rendering System

▪ Camera

▪ Lighting Models

● Control System – How does the game player control the


game? What are the specific commands?

● Audio

o Music

o Sound Effects
● Help System

Artificial Intelligence
● Opponent AI – The active opponent that plays against the
game player and therefore requires strategic decision
making (example, Civilization or Chess, how is it to be
designed?

● Enemy AI – Villains and Monsters

● Non-combat Characters

● Friendly Characters

● Support AI

● Player and Collision Detection

● Pathfinding

Technical
● Target Hardware

● Development hardware and software

● Development procedures and standards

● Game Engine

● Network

● Scripting Language

Game Art
● Concept Art

● Style Guides

● Characters
● Environments

● Equipment

● Cut scenes

● Miscellaneous

Secondary Software
● Editor

● Installer

● Update software

Management
● Detailed Schedule

● Budget

● Risk Analysis

● Localization Plan

● Test Plan

Appendices
● Asset List
o Art

▪ Model and Texture List

▪ Animation List

▪ Effects List

▪ Interface Art List

▪ Cut scene List


o Sound

▪ Environmental Sounds
https://www.assetstore.unity3d.com/en/#!/content/10169

▪ Weapon Sounds
https://www.assetstore.unity3d.com/en/#!/content/10169

▪ Interface Sounds
https://www.assetstore.unity3d.com/en/#!/content/10169

o Music
Intentar colaborar con Ivan Torrent (poniendo un enlace a su trabajo en la
pagina de carga o algo similar).
https://soundcloud.com/ivantorrentmusic/ivan-torrent-architects-of-life-fea
t-celica-soldream
https://soundcloud.com/ivantorrentmusic/ivan-torrent-supernova
https://soundcloud.com/ivantorrentmusic/one-of-us-feat-julie-elven
https://soundcloud.com/ivantorrentmusic/ivan-torrent-glimmer-of-hope
https://soundcloud.com/ivantorrentmusic/ivan-torrent-the-light
https://soundcloud.com/ivantorrentmusic/ivan-torrent-the-sylvan-path
https://soundcloud.com/ivantorrentmusic/the-dark-one
https://soundcloud.com/ivantorrentmusic/ivan-torrent-th3-awak3n1ng
https://soundcloud.com/ivantorrentmusic/human-legacy-teaser

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