Golden Apple Project (Game Design Programming)

Game Design Document Outline

 
Benigi Garda Anvadin - 2201828373

Marcell Adrian Rusdianto - 2201770782

Abdiel Chris Tanto - 2201761853

Olga Husada - 2201760693

Quinnica Hadi Wijaya – 2201770334

 

Golden Apple

A game design document is the blueprint from which a game is to be built.  As such, every single detail necessary to build the game should be addressed.  The larger the team and the longer the design and development cycle, the more critical is the need.  For your purpose, the intent is to capture as much as possible of your design.  I want you to think big…bigger than what you are able to develop.  I also want you to be clear about what the software delivers and what the design entails.  My recommendation is that you define the ultimate game and then clarify what it is that you have developed.  If you are finding it too difficult to do that, you may produce too documents.

 

1.      Title Page  

1.1.   Golden Apple

2.      Game Overview

2.1.   The concept of this game is player need to move forward to the goal and get the Golden Apple the game will have two ending depends if you collect all the apple or not . player need to fight some enemy mushroom, slime, and firehead. Everytime player fall from stage or get hit by enemy player will die and player will respawn on respawn point. Sometimes enemy or golden apple will make a land dissappear it will block the access for player to go to the next apple so player need to be smart.

2.2.   The Game Genre is Platformer

2.3.   Target Audience for this game is minimum 13 years old.

2.4.   Player will move mostly to the right of the stage like super mario bros and after reach the end of the stage player will move to the next stage. This will be done for every level until the last stage(level 3) and get the ending.

2.5.   The look and feel for this game will be a different for each level at first level the feel are sunny bright since the stage are in plain grass at the second level the place will be at the forest and a bit dark to increase the feel of evil witch territory. At the third level the stage will be at witch castle which will be dark like graveyard or abadoned house.

3.      Gameplay and  Mechanics

3.1.   Gameplay

3.1.1. The gameplay will be like Super Mario Bros or trap adventure to progress the game player just need to move forward collect the golden fruit and defeat enemy that will be obstacle for player to move. Player need to move to the end of the stage to move to the next stage.

3.1.2. There is enemy that will kill player if the player get collision by enemy after player died the stage will be re-load and the player will respawn on respawn point.

3.1.3. For challenge player will need to be smart and know where platform that will be gone if apple got picked or enemy got killed.

3.1.4. To complete the game player need to move to the stage 3 and reach the end of the stage if player collect all golden apple the player will get good ending. If not the the player will get bad ending.

3.1.5. The game flow story will straight forward to the end of the game with no side quest or any extra mission

3.2.   Mechanics – What are the rules to the game, both implicit and explicit.  This is the model of the universe that the game works under.  Think of it as a simulation of a world, how do all the pieces interact?  This actually can be a very large section.

3.2.1. Physics – How does the physical universe work? The game will be implemeted as 2D game if the player attack the enemy then the enemy will dissapear or destroyed. If the player get collision to the enemy then the player will die instead.

3.2.2. Movement in the game – Player can move horizontal and jump but player cannot go down from the stage.

3.2.3. Objects – Object in this game will be enemy and GoldenApple

3.2.4. Actions, Golden Apple can be taken  by simply make the player move to it and the golden apple will be taken.

3.2.5. Combat – The combat at this game will only player press attack button which is “J”button.

3.2.6. Economy – There is no economy at this game.

3.2.7. Screen Flow -- The only screen that exist when player in game are player camera. Player camera will move if player move to the end of camera and camera will move again to the right.

3.3.   Game Options – at this option player will be given start and exit game when player click start player the game will start with a cutscene first to tell small story after that player can play the game at level 1.

3.4.   Player can play the game again from the beginning if the player already finish the game earlier.

3.5.   No cheat and easter egg.

4.      Story, Setting and Character 

4.1.   Story and Narrative – In a kingdom, the king's daughter was born, along the time, the princess grew up well and pretty, the princess always helped her people sincerely, but the witch felt jealous of the princess's beauty and fame. So that one day the princess was cursed to sleep by the evil witch. To cure the curse evil witch need to be defeated. Only the magic fruit can defeat the evil witch but only one or two golden apple are not enough to defeat him so the knight need to collect many apple.

4.2.   Game World

4.2.1. General look and feel of world

There is a majestic and fertile kingdom surround by forests full of monsters. The citizens of the kingdom really avoid the forest because no one know what monsters are in the forest.

4.2.2. Areas, including the general description and physical characteristics as well as how it relates to the rest of the world (what levels use it, how it connects to other areas)

The majestic kingdom with good citizens, a wise king, a smart queen and a pretty princess. Surround by forests filled with monsters, and roads that no one knows, in the forest there is an evil witch who wants to destroy that good and peaceful kingdom.

4.3.   Characters. 

4.3.1. The princess

Knight’s bride that cursed to sleep forever by evil witch.

4.3.2. The evil witch

Filled with hatred, and evil heart from the root, she cursed the princess to sleep forever.

4.3.3. The knight

Kind, brave, and really wanted to cure the princess.

5.      Levels

5.1.   There will be 3 level in this game first level will placed at plain grass green sunny level indicated that player just leave the kingdom after player finish level 1 at level 2 player will be placed deep forest indicated that the player is inside the witch territory the place will has dark atmosphere. Level 3 will placed in witch castle the place will has atmosphere like it was an abadonned castle.

5.2.   Training Level

The instruction only appear at the beginning of the level 1 and will only provide basic control such walking, jumping, and attacking and at level 3 instruction will appear to tell the player that there is an enemy that cannot be killed.

6.      Interface

6.1.   Visual System.  If you have a HUD, what is on it?  What menus are you displaying? What is the camera model?

There will be no HUD at the stage but there is Button at Main Menu Start Game and Exit, Start Game will make the game start and Exit will make application quit.

6.2.   Control System – How does the game player control the game?   What are the specific commands?

player can be moved using A and D keyboard and also “J” to make player character attack.

6.3.   Audio, music, sound effects

Background music will be added at Main Menu and each level has different unique music.

6.4.   Help System

There is no Help System, all instruction will be added at the beginning of stage 1.

7.      Artificial Intelligence

7.1.   Opponent  and Enemy AI – The active opponent that plays against the game player and therefore requires strategic decision making

Enemy not follow player and only move left and right but each enemy will have different speed and firehead cannot be killed.

7.2.   Non-combat and Friendly Characters

Because this is single player, there is no friendly characters.

7.3.   Support AI -- Player and Collision Detection, Pathfinding

There is fade effect if player get killed or fall from stage.

8.      Technical

8.1.   Target Hardware

This game will be developed and playable at Personal Computer.

8.2.   Development hardware and software, including Game Engine

it will use unity for game programming and we use aseprite to make asset

8.3.   Network requirements

This game is designed to be played offline.

9.      Game Art
For the key assets in the "Golden Apple" game, big potentially, we will use 2 Dimensional game assets game asset will be original from us except the background music.Then the style of the game "Golden Apple" has several different atmospheres at each level, for now there are 3 levels, where level 1 has a light tone, level 2 has a dark tone in a forest, and the last level 3 has a dark tone in a castle.

Game Balancing Methods

·       Type #1: Fairness
- Symmetrical Games, because the game "Golden Apple" is a Single Player game. So, this  "Golden Apple" game only consists of 1 player and there’s no other player playing.

·       Type #2: Challenge vs. Success
this game consists of 3 levels, and while we can complete level 1, then we will continue to level 2 and so on up to level 3 (last level) start from the easiest to the hardest, hardest mean many enemy and more platform that missing.

·       Type #3: Meaningful Choices
This game is straight forward, that means player just need to keep moving and collect apple as many as player can.

·       Type #4: Skill vs. Chance
In this game, there’s no skills for the player, but for the chance we apply it when the player fails to complete the mission at each level, then we won't be able to continue to the next level.

·       Type #5: Head vs. Hands
Because this game is a simple 2D game, the technique we can apply to this game is that when we control the player we can use A and D button to move Space to Jump and collect fruit.

·       Type #6: Competition vs. Cooperation
In this game there are only 3 levels (level 1, level 2, level 3), and each level has different atmosphere and difficulity.

 

10.   Different between the first document and this document

There is significant different between the first document and the game. There is no boss battle but we change it to two ending instead,GoodEnding can be achieved by collect all Golden Apple from stage 1 to stage 3 (Total 22 GoldenApple) and BadEnding will happen if Total GoldenApple player take are below 22. Another change are how enemy and player will interact each other in first document enemy should have their own hp but we make all of them destroyed in single hit and make the game more puzzle genre instead by destroy the platform if the spesific enemy die.

 For Art Style we decide to use aseprite instead of photoshop to create pixel art. The HUD changed from Setting Button to instruction using worldwide panel and it will only exist at the beginning of stage 1. Musics in this game are only background music that is means there is no sound if player pick apple or kill enemy.

The story telling at this game are only text instead full art graphic and we not include king at the storyline.

And the final different is how the camera work, camera not following player like Super Mario Bros game instead the camera will move its position to other platform if player move to right end of camera.

11.   Gameplay:

    Main Menu


    CutScene


    Level 1 and Introduction


    Platform will gone if player pick the first apple

    
    With the platform gone player cannot collect the apple above him.

    Level 2
    

    

    Enemy can also destroy platform so be carefull.

    Level 3
    

    There is enemy called FireHead it cannot be killed the only way to pass FireHead is by jumping     it.

    Ending
    

    Ending outline pretty much same like cutscene, there is 2 ending Good and Bad. GoodEnding        can be achieved by collect all the apple and BadEnding will happen if player fail to collect al        the apple.








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