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Game design document Version 2.

01
1.1. High Concept
Play as a character that travels the world exploring new environments, chasing the Pipe Catcher and saving the children that have been taken by him.

2.1. Genre/platform
(enter engine details) Web-browser game, role playing game, medieval world

3.1. Characters
Main player character, villager non-player characters (NPCs), Pipe Catcher, gypsies

4.1. Gameplay
4.2. Game Mechanics Exploration. Navigate through the world, following the clues that lead to a lost child. Clues may be physically present in the world or may be in speech from nonplayer characters, including starlings that have a special role as messengers in the game.

Fight enemies who block progress through the game world or mission. Make friends with non-player characters, with gifts. Use magic, especially magic bracelets and glove charms. Develop skills. These are generated by skill items such as magic bracelets. Mixing bracelets allows varied skill combinations to be created. Develop player character through increasing experience and also through collecting and wearing clothing and other items. All pick-ups and items are either collected (found) in the environment or given by nonplayer characters during missions. There are no shop keepers or financial system in the game.

4.3. Quest Structure


The quest structure follows a typical structure of role-playing game quests whereby the player initiates a quest with a non-player character that gives the player somewhere to go; something to obtain from somewhere; or an enemy to defeat in combat.

4.4. Combat system


Combat in Stina & the Wolf RPG will consist mainly of magical abilities (learned through the bracelet system) and melee combat. There will be a set amount of magical bracelets that will contain spells and abilities that players can use to complement their own combat styles.

4.5. Game economy/trade


There will be no economic system within the game however there will be access to trade skills such as gem crafting and tailoring. Players will be able to exchange materials that they have collected with the help of certain NPCs; these materials can be traded for armour, weapons, gems etc.

5.1. Level/environment design


WULFGATE (village) Medieval landscape, architecture and culture etc

6.1. Story
The player creates a character that enters the Stina world, explores the village in which they spawn, quests, searches for the Pipe Catcher (whilst saving children in quests on the way) and eventually faces and defeats him restoring the peace to the area.

7.1. Technology
Engine details, 3ds max models

8.1. Artificial Intelligence 9.1. Target Audience


Our target audience for the game is ages 12 and above. The reason for this age bracket is not to harm children younger than 12 years old with the themes of kidnapping.

10.1. Unique Selling Points

Ambient gameplay integrated into a role playing game. Activities synchronously occurring throughout the game world in real time create a more animate world than any previous RPG. Student built professional quality game. Novel magic system based on bracelets which may be 'layered' to create multiple effects.

11.1. Art
All of the artwork is original, student-created art developed using 3D Studio Max and other modelling software. The style is based on medieval architecture and environments with influence from the Stina & the Wolf animated film, currently in development.

12.1. Sound & Music


The current demo for the game doesnt feature any sound effects or music. Development for this will commence in January 2014.

13.1. User Interface


The user interface includes an isometric camera view of the players character and a heads up display that shows the characters location. Inventory and bracelet options will also be included as well as an expandable section covering the players statistical information (health, magic and attributes).

14.1. Game Controls


The current demo features the point and click navigation system. There is also the potential for a hot key system to be added at a later date.

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