Professional Documents
Culture Documents
Bases Del Espacio
Bases Del Espacio
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.
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 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 Talking
o Reading
o Options Screen
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 Back story
o Personality
o Look
o Physical characteristics
o Animations
o Special Abilities
o Statistics
Levels
● Level #1
o Synopsis
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
● 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?
● Non-combat Characters
● Friendly Characters
● Support AI
● Pathfinding
Technical
● Target Hardware
● 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
▪ Animation List
▪ Effects List
▪ 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