Game Design Document - MaxNits/PuzzlePlatformer GitHub Wiki
Purpose of this project is to incorporate all the Unreal Engine knowledge gained from tutorials into a playable alpha-version of an puzzle platformer game. There should be 3 levels completed as proof of concept. Complexity of levels should vary while player progresses through the game.
Reference GDD - http://marceltau.com/files/Arcana_Project_GDD.pdf
Game Description
The game is a puzzle game with 3D platformer mechanics, reactive environment and has a maze-feel to it.
Design Goals
The game aims to achieve the following goals:
- Involve player into finding dependencies among puzzles
- Bring maze-feel to the levels, constantly provoking thinking process
- Have fun and rewarding graphical and musical experience
- Game should have at least 3 hours of pure gameplay from start to finish
Influences & Sources
Strong influences are puzzle platformer games such as: Portal, Trine, Refunct. Main source of inspiration for this very project is a Refunct game, which has simple to no interface and straight gaming process.
Target Market
Our ideal user has the following characteristics:
- teens aged 13-19
- young adults aged 20-30
- played puzzle games in the past
- likes solving riddles
Although young males are the primary targeted user, the game at its fundamental level has a more universal appeal.
Functional Specifications
Core Game Play
Gameplay principle is simple - player walks and jumps across the platforms with a goal to resolve all of the issues which block him from completing the level. Player starts from an easy setup and proceeds to more complex levels. As new levels come, game mechanics may change and more sophisticated methods of solving puzzles may take place. These changes in mechanics should be strictly documented before implementation phase.
Game Flow
Actions that the Player Character (PC) can perform are:
- Move across the map
- Jump onto platroms
- Interact with buttons, gears, levers
- Collect and use items
- Sprint while Stamina level is available
Characters / Units
- Main character is the only one present in the game
Game Play Elements
These are elements present in the game level that the PC can interact with:
- Gear levers to start up mechanisms
- Buttons to open / enable something
Game Physics and Statistics
Physics in the game works as such:
- player walks and can perform single sprints with stamina level decreasing
- player jumps in regular person's fashion
- gravity is subject to change depending on mechanics of the level
Multiplayer
The game is strictly a single-player.
User Interface
Flow Chart
GUI Objects
- Splash: This is the initial screen and introduces the studio logo.
- Main Menu: Presents all of the possible choices for the user as well as a dynamic graphic scene that introduces the look and feel of the game and of the series with involving musical background.
- Options: Gives the user the ability to control some of the game’s attributes, such as sound volume and music volume.
Art and Video
Art is simple and thematic. Theme varies with each level, but has to be somewhat progressive and futuristic.
Sound and Music
Overall Goals
It is necessary to establish futuristic ambient atmosphere which would create both relaxed but engaging experience. Consider partnership with artists like Kisnou.
Sound FX
Effects has to be stylized according to artistic environment which would be developed further down the project.
Story
Story is absent in this game.
Player Characters
Secondary Characters
Enemy Characters
Story theme
Visual theme
Story Outline
Level requirements
Technical Specifications
Game Engine
Currently Unreal Engine 4.15 is used in development.
Platform and OS
Windows 7/8/10 x32, x64.