Design Document
by Justin Elkins · 03/12/2006 (12:45 pm) · 0 comments
Today I am going in depth into working on my design document for Codename: Mindscape. Hopefully I can get a good skeletal structure ready for input. This is my first design document so this will be most likely editing a million times. Bought TSE a couple days ago and loving it even with all the bugs. It will prepare me for when I need to work on some levels for the basic prototype.
Todo list: look into adding Cell Shader into TSE.
Short Public Design Document Scrap Paper:
Design Document Scrap Paper
What is this game about?
This game is about a young boy named Keith Gloomdeshe who has blamed himself for his fathers
death ever since he inadvertently caused him to have a car accident after setting off fireworks in his car.
Its 8 years later and he has stained himself with so much negativity that he literally breaths it. He finds himself in another land, in a boat after he was knocked out after, coincidentally, getting himself into a car accident himself. He now must figure out where he is and why he is so important here.
What is the purpose?
The purpose is to provide a compelling story that hasn't been told before and to bring new
gameplay elements into effect.
Who is your target audience?
The target audience for this game is teen to adult in the fact that we are using many darker elements
that only older audiences would truly appreciate. We are also using newer technologies that the
younger population may not have access to.
What type of mood are you setting overall?
This game will give off a darker atmosphere to provide the effect of the players mind being plagued with negativity. Rusty pipes and brooding weather will set the scene in a lot of the different areas that we will present. Other areas will see fire and destruction but the overall feel is decay and darkness. Only when the player has fought his way through each stage will each stage seem to balance itself out to normalcy.
Why would someone play this game?
Codename:Mindscape provides the player with fast paced gameplay with a special emotion/stat building system that will make the player feel he is playing differently each time. Also characters
can find themselves in a variety of different environments rich in detail and dynamic elements such as
cuttable ropes and breakables. Also the host of different characters and beasts in the game is entertaining enough to just play the game to see the different types of persona's.
What sort of environments will I see in the game?
There are a host of different environments you will go through including Towns, Wilderness, Caverns, Dungeons, Towers, and other stranger locales. One town for instance might host burning buildings with a host of various lava filled streams. Fire geysers may sprout as different challenges for the player to face as well as fire beasts who personify Power and hurdle boulders as well as fight with fiery swords.
A dungeon may host various Ghosts and skeleton creatures that try to frighten you. Damp walls and dripping water would be a common element as well as secret floor traps and even spider webs.
Wilderness would host many different woodland creatures infected with a sort of black tar and trees oozing this same thick blackness seem to reach out to attack you giving you a feeling of always being on your feet. Waterfalls filled with greenish brown water and streams that have notable creatures that have washed ashore and accent death.
Todo list: look into adding Cell Shader into TSE.
Short Public Design Document Scrap Paper:
Design Document Scrap Paper
What is this game about?
This game is about a young boy named Keith Gloomdeshe who has blamed himself for his fathers
death ever since he inadvertently caused him to have a car accident after setting off fireworks in his car.
Its 8 years later and he has stained himself with so much negativity that he literally breaths it. He finds himself in another land, in a boat after he was knocked out after, coincidentally, getting himself into a car accident himself. He now must figure out where he is and why he is so important here.
What is the purpose?
The purpose is to provide a compelling story that hasn't been told before and to bring new
gameplay elements into effect.
Who is your target audience?
The target audience for this game is teen to adult in the fact that we are using many darker elements
that only older audiences would truly appreciate. We are also using newer technologies that the
younger population may not have access to.
What type of mood are you setting overall?
This game will give off a darker atmosphere to provide the effect of the players mind being plagued with negativity. Rusty pipes and brooding weather will set the scene in a lot of the different areas that we will present. Other areas will see fire and destruction but the overall feel is decay and darkness. Only when the player has fought his way through each stage will each stage seem to balance itself out to normalcy.
Why would someone play this game?
Codename:Mindscape provides the player with fast paced gameplay with a special emotion/stat building system that will make the player feel he is playing differently each time. Also characters
can find themselves in a variety of different environments rich in detail and dynamic elements such as
cuttable ropes and breakables. Also the host of different characters and beasts in the game is entertaining enough to just play the game to see the different types of persona's.
What sort of environments will I see in the game?
There are a host of different environments you will go through including Towns, Wilderness, Caverns, Dungeons, Towers, and other stranger locales. One town for instance might host burning buildings with a host of various lava filled streams. Fire geysers may sprout as different challenges for the player to face as well as fire beasts who personify Power and hurdle boulders as well as fight with fiery swords.
A dungeon may host various Ghosts and skeleton creatures that try to frighten you. Damp walls and dripping water would be a common element as well as secret floor traps and even spider webs.
Wilderness would host many different woodland creatures infected with a sort of black tar and trees oozing this same thick blackness seem to reach out to attack you giving you a feeling of always being on your feet. Waterfalls filled with greenish brown water and streams that have notable creatures that have washed ashore and accent death.
