Design Document


PART 1 - GAME CONCEPT

Genre
…. is a free to play single player top down shooter, that features a continuous horde mode style of gameplay.

 


Setting and Story
The game is set hundreds of years in the future, when Earth has just been destroyed by an Alien race. Humanity is virtually extinct, except for one survivor (player) who just managed to escape annihilation on a military spacecraft. He is now headed for the home planet of the aliens responsible. Armed with his rifle and ipod, with no family and nothing to live for, his only mission is revenge.

 


Gameplay
The core gameplay of …. is that of a typical hoard mode top down shooter. The game focuses on a single protagonist who’s sole purpose is to survive as long as possible by killing continuous waves of enemy opponents. Players can upgrade their weapons and pick up new weapons/ammo as they progress.
This progression is determined by the player eliminating a pre-set number of enemies at each stage/level before they can move on to the next stage/level.
Due to the nature of the game there is no end/final level, you are simply trying to achieve the highest score by surviving for the longest/killing the most enemies.

 


Target Audience
The main target groups are fans of top down shooters, freemium gamers, computer and game enthusiasts and casual gamers. Based on its nature, it will appeal more to male players between the age range of 8-21.

 


Key Features
– Clean / Simplistic visual style
– Non-stop action gameplay
– Visual rewards for doing well
– Interesting game levels / scenes
– Weapon and player upgrades
– Free to play not pay to win

 

PART 2 - GAME UNIVERSE

GAME UNIVERSE

The year is close to 2500 A.D. and mankind have begun venturing outside of our galaxy in search of a better home. Unbeknown to us a council of higher beings who control our universe have been monitoring our planet / civilisation and have decided we are too dangerous to join the galactic federation of beings. As such they have sent a mercenary civilization to destroy our planet and protect the universe.

We join the game just as Earth has been destroyed and follow the story of …… a retired lieutenant from the earth defense force who was out in orbit travelling home at the time of the attack.
Enraged by earth’s destruction and the loss of all loved ones …. follows the withdrawing alien ships to their home planet where he can exact revenge.

Armed to the teeth and spurred on by the now pointless existent of his own life, his only mission is revenge. Players will begin spawned next to their crashed ship with the first wave already approaching. Players can move freely about the maps and interact with weapon / ammo pickups and ultimately progress through the game by defeating wave after wave of enemies.

 


Main characters:


The retired Lieutenant and last surviving human. Now an old man with a very rough physical appearance and sound, he is still fantastic at physical combat and endurance based tasks. With nobody except the mercenaries to blame for earth’s destruction, they are now his least favourite thing.

MainCharacter


Alien, part of the mercenary race tasked with destroying planet earth. First and only time seen by humans during the attack. Live on an asteroid in the galaxy next to ours.
Small, slow and bad at physical combat, they rely on their large brains and intelligence to create space weapons to fight their wars.

Alien


PART 3 - GAME MECHANICS

GAME MECHANICS

The game uses a top down camera set at 70 degrees, attached to the player so it follows them, keeping the character in centre screen at all times.
Shooting at an enemy a certain number of times will kill them. There are no melee attacks for the player. Both enemy health and bullet power/speed of each gun will adjust accordingly the further you get into the game.


[Level 1 – 10] 10% power – 10% speed
[Level 11 – 20] 20% power – 10% speed
[Level 21 – 30] 20% power – 20% speed
[Level 31 – 40] 40% power – 20% speed
[Level 41 – 50] 40% power – 40% speed
[Level 51 – 60] 60% power – 40% speed
[Level 61 – 70] 60% power – 60% speed
[Level 71 – 80] 80% power – 60% speed
[Level 81 – 90] 80% power – 80% speed
[Level 91 – 100] 100% power – 80% speed
[Level 100+] 100% power – 100% speed


[Level 1 – 7] 5% health
[Level 8 – 15] 10% health
[Level 16 – 25] 20% health
[Level 26 – 35] 40% health
[Level 36 – 45] 40% health
[Level 46 – 55] 60% health
[Level 56 – 65] 60% health
[Level 66 – 75] 80% health
[Level 76 – 85] 80% health
[Level 86 – 95] 100% health
[Level 96+] 100% health


 


Enemy classes

Enemies will kill you by getting close, swarming you and hitting you a number of times.
Certain enemies will have higher health thresholds and more powerful offensive capabilities such as faster attacks. Each round the enemy count will increase by 10


Follows normal enemy class health %’s


Spawns every 1 in 7
Speed increases 1% every level (capped at 100%)
Health follows normal enemy class %’s

AlienFaster


Spawns every 1 in 20
Melee strength increases 1% every level (capped at 100%)
Health follows normal enemy class %’s

AlienMelee


Spawns every 1 in 40
Health increases 2% every level (capped at 200%)

AlienStronger


 


PICKUPS

Pick-ups located around the map will include new weapons, ammo and special pickups that will automatically be added to the player’s inventory / take effect when the character touches/run through them.


Type A – Standard
Follows normal gun %’s

GunStandard


 

Type B – Faster
Speed increases 2% every level (capped at 200%)
Power follows normal gun %’s
Spawns after level 20
Spawns every 1 min

GunFaster


 

Type C – Better attack
Projectile strength increases 2% every level (capped at 200%)
Speed follows normal gun %’s
Spawns after level 40
Spawns every 2 min

GunStronger


Type A – Standard
100 shots
Spawns every 30 seconds

Ammo

 


Type B – Big refill
1000 shots
Spawns every 2mins

Max Ammo


Type A- Bomb
Kills all spawned enemies
Spawns every 5 mins
Takes 1% less time between spawns after every wave until constantly spawned

Nuke

 


Type B – Care package
Refills health
Spawns every 2 mins
Takes 1% less time between spawns after every wave until constantly spawned

Health

 


Type C – Invincibility
Temporary invincibility
Spawns every 3mins
Takes 1% less time between spawns after every wave until constantly spawned

Invincibility


PART 4 - LEVEL DESIGN

Look and feel
As the game is a horde mode there will only be 10 levels. You will receive 10 waves of enemies on each map before seeing a cut-scene taking you to the next level.
Each map will be slightly larger than the last.
The maps will have a clean simplistic 3D feel with simple low poly models of game objects such as trees, rocks etc.

I want the levels to be textured mostly in white and have a Mad World / Sin City type feel. I will stick to a strict colour palette, consisting of red, white, a range of greys and black. The blood of the aliens and my players bandana are the only things coloured in red, so they stand out the most. Any pickups will be made out of a reflective material.

BetweenBears

Mad World

wet

 


sketches

Gamelevel

 


Audio soundscapes and music
The music will be a continuous playlist timed to increase in tempo as the game gets harder and more enemies appear.

Musichttps://www.youtube.com/watch?v=YXj4mVzAouU
Gun Soundhttps://www.youtube.com/watch?v=jz-WqM6mGTw
Enemy death soundhttps://www.youtube.com/watch?v=jz-WqM6mGTw
Character lose health soundhttps://www.youtube.com/watch?v=jz-WqM6mGTw
Character death soundhttps://www.youtube.com/watch?v=jz-WqM6mGTw

PART 5 - LOADING SCREENS + CUTSCENES

TITLE SCREEN

Upon starting the game, this is the menu you will receive. Click play game to load the rest of the game and first level.

Titlescreen

 


Loading Screen

After clicking the play game button on the previous screen you will be transferred to this load menu. The game will briefly be explained (with pictures) as the game loads in the background. Once all 4 pages have been shown the game will load.

loadingscreen

 


Level Cutscenes

After every 10 waves you will unlock the next stage / next map. Once you have killed all enemies on the 10th wave at each stage, you will be transferred to this screen telling you that you have proceeded to the next stage.
After this screen has played for a few seconds the next map with the next 10 waves will load.

Nextstage

 


Death Cutscene

Should you die while playing you will be transferred to this screen.
From here you have the option to share your score or replay the game from the beginning.

Deathscreen

 


PART 6 - GAME FLOW

My game is very linear with limited options so the game flow is incredibly bare.

PART 7 - FAKE SCREEN

FAKE SCREEN

Here is a basic, un-textured version of how the game will look. The player’s score is displayed in the top centre and his ammo in the bottom right.

Fakescreen


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