Saturday, 21 January 2012

Game Design Document


Parchment

Overview
Essence Statement / Core Concept
Elevator pitch (really short summary) of the game
Parchment is a vertical platform game based on the concept of spiritual enlightenment.  Players have to interchange between the physical and spiritual environment to progress up the platforms and reach the end. However players must be careful not to stay in the spiritual world for too long or they may become trapped there for good.  The main character is portrayed as a monk who is searching for enlightenment and it is the players job to enable the character to do this using the gameplay provided.


Gameplay Promise / Key Features
What is the core gameplay mechanic?
The core gameplay mechanic is the switching between the physical and spiritual environments.  In changing the image/environment this fits closely with the concept of the brief: morph. Players will need to work out what path to take and learn to take risks in order to get to the next stages.
What are the secondary mechanics?
The first secondary mechanic is that of the time limit on the spiritual state which will challenge players to make decisions fast, and to learn from their previous mistakes.  As well as this a point scoring system will be used to encourage replay, based on the time taken to complete a level.  There may also be a collection/pick-up based incentive to give more purpose to the player in playing the game.  Another key mechanic is the enlightenment element in the game.  The player will be chasing after the ‘ultimate enlightenment’ object giving then purpose to continue through the game.
What makes it fun?
The elements of risk and strategy will be important in making this game fun.  Players will need to engage with the environment, ahead of their character, and will need to devise solutions to problems within the environment based on the information they receive.  As the game progresses the routes will become harder, ensuring that the difficulty/skill level is correct, this will help to add challenge.

Technology Requirements
What technologies will the game use?
            Include specific software / hardware / programming languages
            Any other custom hardware outline here
The game will use the Flixel game engine which is built using Flash Actionscript to work as the basis on which the game can be developed.  Flixel will be used inside Flash Builder, a Flash and Actionscript software which will be used as the IDE for this game.  In being built using Flash and Actionscript 3 the game will run on a computer with Flash Player 11 installed and the interaction of gaming will also require a keyboard and mouse. Speakers or headphones will be required for the audio.   The brief also requires the game be housed in a webpage and so the player will also require an internet connection and browser.  As well as code based development software including Adobe Photoshop and Illustrator will be used for the design development.

Gameplay & Mechanics

Primary Mechanic
Detailed description of the primary gameplay mechanics, unknown elements, how you will test it
The primary mechanic of Parchment is to swap between two worlds, the physical world, and the spiritual world in order to progress up the platforms and reach the end.  In order to do this the player will press a key on the keyboard to trigger the switch from one to another.   In order for this to be an achievable game there are three different types of floor block, spiritual, physical and ‘safe’.  The safe floor type will exist in both worlds to give the player an idea of the next place they have to reach in the level that will be ultimately safe, and from which they can work out what to do next. This main mechanic we have already tested slightly by use of our quick prototype.  This test proved that there are interesting aspects to the mechanic which we will be able to use to make the game engaging and challenging to the player.
The main unknown element with this mechanic is the complexity to which we can take the levels, purely based on blocks.  It is possible to add other more dynamic elements in to counter balance this.

Secondary Mechanic 1
Detailed description of the secondary gameplay mechanics, unknown elements, how you will test it
The first secondary mechanic used is the time limit on the spiritual world. The spiritual world has a limited time applied to it which will force players to work fast and also to take risks on level sections they have not been to before. This mechanic is relatively basic, but hopefully will provide challenge within the gameplay.  The amount of time required for the spiritual world limit will have to be tested to ensure that it is at a viable length for the challenges provided by the platforms.  It may even be required to make the time limit variable depending on where a player is within the level system.  We will be able to test this by creating the game level that we design for our product and then getting people to play it to determine what is a fair time span.

Secondary Mechanic 2
Detailed description of the secondary gameplay mechanics, unknown elements, how you will test it
The secondary mechanic will consist of the chasing aspect of the game.  There will be an enlightenment element in front of the character which will move along a path to direct the player to where they have to go.  This will encourage the player to play as they have an on screen incentive that urges them to continue.  This will also help us to build on the achievement aspect of the game, as the final part of the game in which the player manages to retrieve the enlightenment object will be more poignant to the player.  One unknown about this mechanic is the path aspect to the item.  We will have to work out how far ahead the object should fly and also it follows directly the path that should be taken by the player or not.  This will be decided upon by implementing the mechanic and then play testing it to work out what works best.

Controls
Consider the technology and the interface when designing the control systems.  Are there any industry standard control systems?  What works best for your game?
The controls used in our game will be keyboard based.  In terms of character control the industry standard for this on a keyboard is usually the arrow keys, or WASD keys and often the space bar for jump control.  It is most likely we will use the arrow keys for this game as it does not require any multiplayer controls. This game will also require a key to change between the worlds.  In our prototype the space bar was used for this, as it is a nice, easy to access key for quick changes such as this, but this may not be the best choice of key, as sometimes it could conflict with people’s expectations for the jump key.  We therefore could use the left over arrow key/keys, but this may also be conflicting and it may be better to use a ctrl of shift key instead.  This mainly depends on what we believe our target audience would be for this game as hard core gamers have a much different expectation towards standardised controls to other less experienced players.

Scoring
How will players score in your game?
Scoring in the game will initially be calculated based on time taken in each section.  Other aspects however could include number of deaths, number of collected items, or number of morphs made. The aspects chosen will then be put together to create a final score which will be shown to the player whenever the finish the game.

Screens
User flow through the menu systems and in-game screen(s)
The user flow for Parchment should be relatively basic.  We will require a menu screen from which to begin the game and then the game level screen itself.  The level will be continuous with checkpoints and so there will be no requirement for multiple levels.  We will also need a menu area which can include the credits, sound options etc and may consider adding on an introduction screen for the branding of our game/team.  Depending on the methodology at the start of the game, we may also require an instructions screen to explain to the player how to play.  The graphical concept of Parchment is that it is drawn onto a piece of parchment in a Japanese painting style.  In particular we are thinking of using a scroll format for the basis of the viewport, so this scroll concept could be a good way to present each of the various menus and screens.  For more on the design aspects see the Design Notes post.


Reference
Include sources of inspiration etc.

There are a number of sources from which we have found inspiration both graphically and functionally with this game.  These include:

  • Contre Jour
  • Mario
  • Braid
  • Tron
  • Samurai Jack
  • Fez
  • Shift

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