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Everest Avalanche - Game Design Document

This 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.

1. Title Page
1.1. Game Name – Perhaps also add a subtitle or high concept sentence.
Everest Adventure –

2. Game Overview
2.1. Game Concept

2.2. Genre
Action Adventure Endless Runner

2.3. Target Audience


Age Group: 18-44
Demographics: Global Audience

2.4. Game Flow Summary – How does the player move through the game. Both
through framing interface and the game itself.
The player shall skate through various landscape inspired by Everest and other
mountain regions of Nepal. The gameplay area is relatively flat, surrounded by
the mountain side (George style location). The player shall go through these
George filled with obstacles and other dangers. As the player goes on he will
complete the levels after meeting the level requirement. Each level has different
requirement to complete and different challenge to face.

2.5. Look and Feel – What is the basic look and feel of the game? What is the visual
style?
The game shall be designed and developed in low-poly art style. Each level in
accordance with the storyline shall have different visual components. However,
the all the visual components shall be in low-poly art style and minimal in nature.

Look at the following reference images.


GAME DESIGN STYLE GAME PLAY STYLE
3. Gameplay and Mechanics
3.1. Gameplay
3.1.1. Game Progression
The gameplay progression for this game shall be a combination of endless
runner and level wise progression of the story. If the player survives the
obstacles and challenges in a level, he/she shall continue play to complete
the level/story. However, each level shall end when its requirement is
fulfilled, and the player shall go to the next level. If, player dies during an
attempt to complete a level, he/she should start the level all over again.

3.1.2. Mission/challenge/Levels Structure


This game will contain at least 25 levels initially. Each level will have a theme
of its own (Environment, Obstacles, Game components and color). Each
Level shall have a story and challenge structure of its own. Following are the
missions/challenge/levels the games “Everest Adventure” will have.

3.1.2.1. Kala Patthar

3.1.2.2. Valley of Wanders

3.1.2.3. Sherpa Valley

3.1.2.4. Gorge of Death

3.1.2.5. Galaxy Nights

3.1.2.6. Monk’s Alley

3.1.2.7. Ball Flow

3.1.2.8. Shiva’s Terrain

3.1.2.9. Purge of the Yak

3.1.2.10. Just Above the Water


3.1.2.11. The Shining Journey

3.1.2.12. Horse Man Raid

3.1.2.13. Tornado Rush

3.1.2.14. Craves Valley

3.1.2.15. Bad Land

3.1.2.16. Magma Rise

3.1.2.17. Ice Age

3.1.2.18. Open Range

3.1.2.19. The Forgotten Land

3.1.2.20. Taiga

3.1.2.21. Protector of the Cave

3.1.2.22. The Slides of Dark Cave

3.1.2.23. The Witch of Anandre

3.1.2.24. Stones of Destiny

3.1.3. Objectives – What are the objectives of the game?


Overall Game Objective: Play and complete the levels to unlock new
stories and environment, get rewarded with various in game components
and tangible cryptocurrency (Excel Token – exchangeable and useable in
Excel Trip Network)

Individual Levels Objective: Complete the challenges provided to you by


the Voodoo. Don’t die, run down the level and get awarded with coins,
gems and possible Excel tokens.

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 can be a very large section.
3.2.1. Physics – How does the physical universe work?
Player Control: The player shall ski along the levels/terrain. Player control
shall have two controls. The left half the screen shall move player to the
left side of the terrain and the right half of the screen shall move player to
the right side of the terrain. The player control activates when the player
presses/holds the respective side of the device screen.
3.2.2. Movement in the game
The character/player in the games moves from bottom to top of the
screen in the games along with the procedural generation of the
environment and other game components. The left-right movements of
the player while on motion shall have noticeable effect of inertia of
motion.
3.2.3. Objects – how to pick them up and move them
Coin/
Power ups
Gems
Mystery boxes
Token boxes (excel trip)
The player simply must touch these components in order to pick them up
3.2.4. Actions
Ski
Jump
Stunt
Die
Glide
Stumble
Dodge
3.2.5. Economy – What is the economy of the game? How does it work?
The game economy contains three kinds of currencies
- Coin: To buy characters, clothes for characters, accessories for characters
and even some premium environment.
- Gems: To buy additional chances to continue level if the player dies in
the middle of a level, To unlock some premium levels, To unlock some
premium characters.
- Excel Tokens: Players shall be able to earn excel tokens by completing
different challenges presented by the game. They shall be able to transfer
those excel tokens to the excel token wallet and use it in excel trip
network as per their wish.
The Shop
The game shall contain a shop section where players will be able to buy
new characters, clothes and accessories for the characters and some
premium environments and levels. Coins and Gems could be spent here.
The shop shall grow with every update.
3.2.6. Screen Flow
The game shall be developed in landscape origin.
Following is the basic screen flow of the game.

3.3. Game Options – What are the options and how do they affect game play and
mechanics?
The Game Option shall have the following options
- Audio: increase/decrease/mute – game OST, In game Sounds
- Game Play: Control Sensitivity
- Other required game settings
3.4. Replaying and Saving
All the gameplay progression shall be saved in Google Play Game Services Cloud
Saving. The player

4. Story, Setting and Character


4.1. Story and Narrative – Includes back story, plot elements, game progression, and
cut scenes. Cut scenes descriptions include the actors, the setting, and the
storyboard or script.

Refer to the Game Story documentation.

4.2. Game World


4.2.1. General look and feel of world
The general look and feel of the game world shall be inspired and
influenced by Nepali mountains/ culture/ architecture and lifestyle.

4.2.2. Areas, including the general description and physical characteristics.


Refer to Section 3.1.2
4.3. Characters
Boy
Girl
Yeti
Santa

5. Interface
5.1. Visual System/ Heads Up Display.
What are the screens the game displays in general to complete the loop
Refer to Section 3.2.6
5.2. Audio, music, sound effects
5.3. Help System

6. Artificial Intelligence
6.1. Opponent and Enemy AI
The active opponent – snow ball, yaks, mystery enemies, active traps, falling
railings and logs
6.2. Non-combat and Friendly Characters/Components
Trees, Rocks, Houses, Snow blocks etc.
6.3. Support AI -- Player and Collision Detection, Pathfinding
7. Technical
7.1. Target Hardware
Android / IOS devices
7.2. Development hardware and software, including Game Engine
Game Engine: Unity 3D
3D Modeling/Animation: Blender
Art and Design: Abode Photoshop/ Adobe illustrator

8. Game Art – Key assets, how they are being developed. Intended style.
9. Social System
9.1. Facebook Share and Invite
9.2. Google Game Play Services
10. Leaderboard
10.1. Weekly Leaderboard
10.2. Monthly Leaderboard
11. Achievement System
12. Reward System
12.1. In game rewards
12.2. Watch videos for Rewards
12.3. Complete challenges to get Excel Tokens as Rewards.

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