Game Design Document(GDD) - AtakanFire/adlGame Wiki

Game Design Document(GDD)

  1. Game Name
    • CodeName: adlGame

  1. Game Concept
    • Strategy game in which every individual's experience and knowledge is managed and the creation of a sustainable environment is aimed.
  2. Genre
    • 3D(Low Poly), Real-Time Strategy(RTS)
  3. Target Audience
    • 18-70 age range who likes to manage the community and the economy.
  4. Core Idea
    • A small community arrives and settles on an island. As managers in that community, we work to meet the needs of each individual in the community and to enhance their capabilities.
  5. Goal
    • Good management and live up to the longest time the community can live.
  6. Topic
    • Survival and strategy with a newly settled community.

  1. Game Story
    • After a storm they encounter an immigrant ship full of people who arrive in an island. They decide to settle on this island and try to meet their own needs. As the community lives and grows, new needs emerge and the community will unite and try to meet these needs by giving value to each individual ...
  2. Game Flow
    • Each individual can do business and learn new things according to their experiences. The individual should work for the society and the society for the individual. In accordance with the needs, the house should be built according to the increasing number of people while providing a livable environment while doing business, a new structure should be created and the happiness of the individuals should be increased in order to increase the productivity. The player will manage the stream itself. In general, collect resources, grow individuals, will take shape in the cycle of production.

  1. Objective(s)
    • Directing individuals to the right jobs in a balanced way.
    • To increase their abilities.
    • Organize activities for the balance of happiness.
    • To make decisions based on requirements and environmental factors.
  2. Game Logic
    • The hungry person (whose needs are not met) dies.
    • The unhappy person does inefficient work. It'il get less.
    • Individuals have experiences. Everyone gains experience from the work they do, and gains in line with their experience.
    • Those with less experience than the required experience cannot do business.
    • Each production has a certain consumption. While some resources can be consumed directly, some resources should be derived from the resources available in nature.
  3. Mechanics
    1. Rules
      • If there is no man left to survive, the game ends.
      • The person who is constantly engaged in the same job becomes unhappy (bored).
      • The homeless couple is unhappy.
      • At least one person should take care of the small child. The child can take care of the child. But at least one job requires a teacher (that is how schools are formed). The child gains knowledge according to the teacher's knowledge.
      • Money is not available until the management (player) specifies. Money is valued in proportion to the existence of the state in total. Individuals use money to meet their needs and start to work for money according to the order of management.
    2. In-game Help and Info
      • When the game starts
      • Hints:
        • When it comes to data in the game interface, it shares information about what the data is.
        • The structures that he can do are shown in green and the ones that he cannot do are shown in red.
    3. Statistics
      • Number of people
      • Played time
      • Resource usage and productions
  4. Game Resources (Score Strategy)
    • Statistics
  5. Game Progress
    • Since the game aims to keep the community alive for a long time and to raise awareness, the happiness of the individuals and the passing time indicate the progress of the game. The number of values that can be produced with grown individuals is increasing.
  6. Economies
    • Economies are resources, resources are three types. It is called consumable, derived, human-specific resources.
      • Consumable resources food, wood, stone, such as resources that can be obtained in nature raw.
      • Derived resources are human-generated resources.
      • Human-specific resources emotions, such as happiness and so on. are invisible sources.

  1. Environment
    • Earth, foliages, cliffs, animals, houses, monuments.
  2. Characters
    • The hero is identified as the main administrator. He can command any hero in the community.

  1. Game Play I/O Controls

    • Keyboard
      • Camera Movements:
        • W, A, S, D, Q, E, R and Mouse
        • Production and Controllers:
        • 1, 2, 3...
  2. HUD(GUI), Interfaces

    • Gameplay Interfaces
      • User resource data and selected entities information

  1. Visual Features
    • Basic Medieval visuals
  2. Audio Features
    • Basic Medieval musics&sounds

  1. System Parameters & Requirements
    • Desktop application that the average laptop can run.

  1. Creativity
    • Ignored!