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Game Design Document

scahill17 edited this page Sep 14, 2021 · 5 revisions

Introduction

This is a living game design document which outlines the general design and principles of 'Ragnarok Racer', and is called Runtime. Runtime is game where you play as a virus infecting a computer, running from the antivirus and attempting to avoid traps so you don't alert the host. Players run through a level avoiding traps and enemies, eventually making it to the end of the level and reaching a safe zone. The anti-virus chases the player as a large 'void', and will kill them if it catches up.

Emotional goals

General Emotional Goals

Tension

The player should feel the tension of running away from a powerful energy, and the adrenaline rush that comes with near misses and daring escapes. This gives the game a tense, fun feeling that comes from surmounting a challenge. Tension should increase as the player moves closer to the enemy 'void' and decrease as they escape.

Specific Emotional Goals

Beginning the Game

Before the game, players feel a sense of curiosity/enthusiasm (measured by noting how the players react to the premise of the game) from exploring the concept and story of the game since it revolves around being a sort of anti-hero, rather than a conventional hero character.

When first beginning the game, as players figure out the controls, they will feel curious and moderately confused (measured by observing the player’s facial expressions and the time it takes for them to master the controls) as a result of being unfamiliar with the game.

Mid-Game

During the first stage of the game, as players begin to encounter relatively easy obstacles, they will feel excited and slightly accomplished (?) (measured by seeing how players approach the first set of obstacles) due to their experience conquering the first set of challenges in the game.

During the second stage of the game, as players encounter more difficult/frequent obstacles, they will feel increasingly under threat or fearful (measured by noting how players approach the new/increased obstacles) due to the obstacles making it more difficult for them to escape the antivirus.

Completing the Game

During the final stage of the game, as players reach the end of the map and thus the final boss, they will feel motivated and slightly nervous (measured by observing the player’s body language as they reach the level’s end) as a result of the escalated risk of death in combination with the opportunity to win the level.

After the game, players feel relief (measured by listening to the players remarks and watching their facial expressions as the win screen is shown) from escaping the antivirus software because they have successfully completed the level.

Mechanics of Runtime

Movement

The player controls a 'virus' character, running through a digital landscape that is represented by various different biomes and areas. The player moves from the left to right side of the screen, and is able to run, jump, and slide along the ground. When the player initially moves they will gradually build momentum until they reach the max speed. Colliding with an object will remove their momentum and force them to speed back up again, while avoiding obstacles by sliding or jumping will allow them to preserve some of the momentum when they return to running. While not running the player will experience friction and gradually slow, meaning that they cannot simply stay in a slide or jump state without consequence. This adds an interesting gameplay choice in terms of trying to minimise speed losses from friction while still avoiding collisions.

Enemies/Obstacles

The level will be peppered with various obstacles which can slow or stop the player. These may be walls to jump under or over, tight spaces to navigate, or various other obstacles found in platformer games. These obstacles may additionally speed up the movement of the anti-virus for the rest of the level, as well as slowing down the player.

In the case of live enemies the play will be able to use a weapon to defeat them, which lets them progress onwards without losing momentum. Live enemies would range from slow, easily-avoided obstacles to strong enemies that shoot at the player and add a lot of challenge.

Checkpoints

There will be a small number of checkpoints placed throughout the levels of the game. Players have the option of resuming from a checkpoint upon death, however in order to do this the checkpoint must be active. Players activate a checkpoint by standing within a radius of it, which means that they will lose their momentum and some headway by standing still. This provides another interesting gameplay choice in that players must decide if they can afford the time loss for extra security, and if they think it is worth the trade.

Power-Ups

The player will be able to collect power-ups, which temporarily improve their abilities in a number of ways. The specifics of these items are not yet decided, but the general design is such that they provide a temporary boost in a stressful situation. The player will be able to hold onto 1 power-up at a time, and can delay activation if they wish. Possible examples of power-ups could be:

  • An item that speeds up the player beyond their normal max speed
  • An item that gives the player a 'shield', allowing them to go through obstacles. This could be either for a set time period, or last until it is 'used' by a collision
  • An item that temporarily stops or slows the anti-virus

Points/Currency

Players will be awarded a score at level completion. Faster level completion times award higher scores, as does 'perfect' or near-perfect level playthroughs - playthroughs in which the player collides with little or no obstacles. Additional score could be given for collecting coins or other items placed in hard-to-reach places. This score could be used to assign the player a 'grade' upon level completion, encouraging them to replay and try and improve on this.

Players could also be awarded some form of currency or credit based on their score and collected items, which could be used to buy character upgrades to max speed, acceleration, etc. These upgrades would last for the next playthrough only, making them a tactical choice to use when stuck at a certain point.

Level Boss

Each level would conclude with a level 'boss', a strong enemy that the player must defeat by either attacking, collecting certain items, or simply outliving. Level bosses would be located in a safe zone, meaning the antivirus is stopped while the player fights them. Some bosses would be located outside a safe zone, but they must move along with the player so that they are not consumed by the anti-virus as well.

Table of Contents

Home


Game Design

Game Design Document

Void/Antivirus

Loading Screen

Game Sound

Menu Assets

Player Design

     Original Design

     Final Design


Gameplay

Movement

Jumping & Sliding

Jump Pads

Portals & Bridges

Buttons

Pick-Ups

Physics

    Momentum & Physics

    Gravity

    Collision


Level Design

Level 1

     Background

     Textures

     Map Design

Level 2

     Background

     Textures

     Map Design

Level 3

     Background

     Textures

     Map Design

Level 4

     Background

     Textures

     Map Design


Sprint Round-Up

Sprint 1 Summary

Sprint 2 Summary

Sprint 3 Summary

Sprint 4 Summary


User Testing

Testing Plans

Sprint 1

     Team 1
     Team 2
     Team 3
     Team 4
     Team 5

Sprint 2

     Team 1
     Team 2
     Team 3
     Team 4
     Team 5

Sprint 3

     Team 1
     Team 2
     Team 3
     Team 4
     Team 5

Sprint 4

     Team 1
     Team 2
     Team 3
     Team 4
     Team 5

User Testing

Sprint 1

     Sprint 1 - Game Audio
     Sprint 1 - Character Design
     Sprint 1 - Menu Assets
     Sprint 1 - Map Design
     Sprint 1 - Void

Sprint 2

     Sprint 2 - Game Audio
     Sprint 2 - Character Design
     Sprint 2 - Menu Assets
     Sprint 2 - Interactable Design Animation
     Sprint 2 - Levels 1 & 4, and Level Editor
     Sprint 2 - Proposed Level 2 & 3 Designs
     Sprint 2 - Current Game State

Sprint 3

     Sprint 3 - Menu Assets
     Sprint 3 - Map Design
     Sprint 3 - Score Display
     Sprint 3 - Player Death and Spawn Animations
     Sprint 3 - Pick Ups and Pause Screen

Sprint 4

     Sprint 4 - Gameplay
     Sprint 4 - Game UI and Animation
     Sprint 4 - Level Background and Music
     Sprint 4 - Game User Testing
     Sprint 4 - Final Game State Testing


Game Engine

Entities and Components

     Status Components
     Event System
     Player Animations Implementation

Level Editor

Level Saving and Loading

Status Effect


Defunct

Development Resources

    Getting Started

Entities and Components

    Level Editor (Saving and Loading
         Multiple Levels)

    Service Locator

    Loading Resources

    Logging

    Unit Testing

    Debug Terminal

Input Handling

    UI

    Level Saving/Loading

    Status Effects

    Animations

    Audio

    AI

    Physics

Game Screens and Areas

    Terrain

    Concurrency & Threading

    Settings


Troubleshooting

MacOS Setup Guide

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