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HoTen TenGame GDD

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0% found this document useful (0 votes)
22 views7 pages

HoTen TenGame GDD

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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[Game Name]

Target Platform & Target Device


PC (Win, Mac), Mobile (Android & iOS),…
Game concept
 Game idea
The basic concept of our Super Shooter game is that it will be a 3D game featuring a
Futuristic Hero Soldier as the player character. The character must fight against Enemy
Soldiers, who are intent on destroying our Hero's base and anyone that gets in their way,
including our Hero.

 Input controls
 Winning and losing
Our winning condition will be when all the Enemy waves have been eliminated.
There will be two different ways the player can lose the game:
1. The first losing condition is when the base life becomes 0.
2. The second losing condition is if the Hero's life becomes 0.

Game characters
 Hero:
Idle: This animation will play when the character is not being moved by the player.
Run: This animation will play when the character is being moved by the player.
Shoot: This is an animation that will cause the Hero to shoot a bullet.

 Enemies:
Run: This animation will play when the Enemy's AI is moving the enemy toward the
base.
Shoot: This is an animation that will be played when the AI decides to shoot at the
Player's Base or the Player's Character.

Gameplay
 Game-world layout
We will create a base environment that consists of large metallic floor tiles, walls, and
doors where the enemies will spawn. The base building will be located at the opposite
end of the Enemies' Spawn positions (the Doors in the following figure), where the
enemies need to reach to start attacking it.

Wall: Impenetrable barriers that prevent the player from going outside the play area.
Door: Impenetrable, like the walls, but will also serve as the Spawn Position of the Enemies.
The Enemies will spawn behind them and can penetrate them to enter our Base Area.
Player Start: This is the Hero's start position.
Base Building: Our Base. The enemies must be close enough to attack it.

 Starting condition
When our game is first launched, we will have several starting conditions set. Here is a list of
those conditions:
The number and placement of Enemies' Spawn Points: As you saw in our earlier mock-
up, there will be several possible spawn points in the game (the doors).
The number of Waves, the number of Enemies in each Wave, and how often the enemies
will spawn: We will write a script to spawn waves of enemies, which will be used for
each wave.
Our final starting condition is the base placement: As you can see from the preceding
figure, this is placed on the opposite side of the doors—so, the enemy must traverse the
whole empty space between them, giving the player a chance to attack them.

 Ending condition
Remaining Waves: A wave is considered finished when all enemies in it die.
Base Health: Damaged by the enemies.
Player Health: Also damaged by the enemies.

 Point system
 UI

Hero Health: A classic health bar that allows us to see the amount of life left. We choose a bar
instead of a number because it is easier to see in the middle of an intense fight, instead of reading
a number.
Hero Avatar: An image next to the health bar just to show our Hero's face.
Score: The number of points we have gathered.
Bullets: The number of bullets remaining. The player must check this number frequently to avoid
running out of bullets, as they are limited. Anyway, at the end of the book, you will be more than
capable of creating a bullet-drop system if you want to.
Remaining Waves / Remaining Enemies: Information about the current state of the wave and
game, just to let the player know when the game is going to end, putting some pressure on them
in the process.
Base Health: Another important piece of information so the player can see the health of the Base.
It's of a sufficient size to let the player notice when the base is being attacked and take action in
that case.

Implementation plan
 We will spawn five enemies in the first wave and add two new enemies per consecutive
wave.
 We will establish a pretty small vision area for the Enemies, making it easy for the Hero
to sneak past them and, perhaps more importantly, outrun them.
 We will configure the Player's bullets to damage enemies so that two bullets are needed
to kill them.
 We will configure the Enemies bullets to damage the player so that 10 bullets are needed
to kill them.
 The Player will shoot bullets at a frequency of 2 per second.
 The Enemy will shoot 1 per second.

Development Roadmap

Milestone 1: Game design document – 11/11/2024


Milestone 2: Levels design complete - 18/11/2024
Milestone 3: Player complete - 22/11/2024
Milestone 4: Gameplay complete - 27/11/2024
Milestone 5: UI complete - 02/12/2024
Milestone 6: Final project – 06/12/2024

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