:: Game Design Document R2

Replies: 4 Views: 225 Started: Feb 19, 2005, 4:34 AM
:: Game Design Document R2 · Feb 19, 2005, 4:34 AM · edited Feb 21, 2005, 11:49 PM
#3529
Game Design Document
REVISION 2

Goal: To create an easy and simple looking game with allot addictiveness!

[list]Main info
  • Resolution: 800x600 fixed (1024,768 stretched - blurred)
  • Fullscreen: Available (by default)
  • View: 2D bird's-view
  • Genre: RTS
  • Time: Medieval (fantasy)
  • Place: Island (as the game name suggests)
  • Long island surrounded with sea[/list:u]


[list]Game modes
  • Campaign

Single Player. Two sides to choose from on the beginning. Minimum of 10 maps with a few different environments.
  • Single player

Easy / medium / hard. Randomly generated map.
  • Multiplayer Skirmish

Over LAN using TCP/IP protocol. For no more then two players.[/list:u]

[list]In-game: Maps
  • 3 types of ground

- Earth ground
- Grass
- Undead ground
- Water (transparent - all tiles mixed with beach sand)
  • Trees

- Functions:
| health (each point is 1 wood)
| grow for 10 each day (resize)
- Variables:
| max size hp = 100
| unwalkable
  • Stone

- Functions:
| health (each point is 1 stone)
- Variables:
| max size hp = 100
| unwalkable
  • Water

- Variables:
| unwalkable
| alpha & moving effects
  • Gold

- Variables:
| walkable
| glowing effects
(see buildings - Gold Mine)[/list:u]

[list]In-game: Buildings
  • Main Castle

- Works as warehouse for all resources
- Can build houses for warriors,
When you select a house you pick a point on map to put it (house alpha blended as mouse icon, green when buildable - red as unbuildable)
Then it passes thru a LOOP of all workers and finds the one that is not doing anything/closest one or picks a one doing something (saves in variable what was he doing so he can go back to his previous job after completition)...
- Can build workers,
Upgrades are: fetch resources faster, walk faster, make me faster
If worker dies, you need to create new one if you have enough gold &or food.
It takes 30sec to create a new one! (depends on upgrade)
- When destoryed: lose all resources, workers stop working on resources, workers only do food carying between farms and warrior houses
- When upgraded, gives you more buildings to build; upgrades costs lots of gold:
| upgrade 1: Ability to build "Soldier: Small Axe"
| upgrade 2: Ability to build "Soldier: Long sword"
| upgrade 3: Ability to build "Soldier: Big Axe"
| upgrade 4: gives you ability to build a wooden wall
| upgrade 5: Ability to build "Soldier: Long sword + Shield"
| upgrade 6: Ability to build "Soldier: Big Axe + Shield"
| upgrade 7: Ability to build "Soldier: Barbarian with two swords"
| upgrade 8: ...
  • Soldier's Home

- Needed to be built: wood, stone, ?
- Place wherever you want in distance of 128px away from nearest building
- When you build a house, choose the type of soldier that is goning to live in it. You can change that type later (costs gold)
- There can live 2 or more soldiers in each one (depends on upgrade)
- Each upgrade gives you something new to the house;
| upgrade 1: there can live 3 soldiers, they are all little stronger
| upgrade 2: they are all little more stronger
| upgrade 3: they are all little more stronger but they cost more
| upgrade 4: healed when back to their homes
| upgrade 5: there can live 5 soldiers
- When a soldier that lives in that house dies, new one is created automatically if you have enough food.
- It takes 15sec to create a new one!
- Above the house will be small icons notifying you for this:
| number of soldiers in the house
| house level
- Variables:
| Food.number
| Food_max.number (how much food can this house have in it's own storage)
  • Farms

- Needed to be built: wood, ?
- each interval creates 1 food (15sec by default)
- is limited in warehouse (10 food by default ; hold the work if full)
- upgradable
  • Gold mine

- Needed to be built: wood
- Can be built on a special place marked as gold
- Walkable until goldmine built
- Does not require being in the range of nearest building
- Unupgradeable
- 5 workers can dig at a time
- Limited resources (defined in editor)
  • Walls

- Place wherever you want in distance of 186px away from nearest building
- They are made of wood (type 2 : stone?)
- Unwalkable
- Easy to destroy but helps with some tactics[/list:u]

[list]In-game: Units
  • Worker

- Variables:
| Walk.speed (/2 if holding something)
| Collect_wood.speed
| Collect_gold.speed
| Collect_stone.speed
| Holding_items.number
| Ability_to_fight as Boolean
| Attack_damage.number (max 1 if able)
| Health.number
| Sight.number (works in pixels, 190px (for minimap, showing enemies on it)
| Cost.number (10 + (castle upgrade level * 5))
- Functions:
| When they are given an order to cut a tree they return and continue on nearest one
| All items they are holding are delivered to the Main Castle
| He feeds himself each X of seconds (goes to the farm for 1 food)
| Carries the food to the castle only if the houses are full
| Flees to the castle to heal himslef when injured <10% if moral=false which is randomly declared on his creation
  • Soldier

- Variables:
| Walk.speed
| Attack.speed (1 per sec)
| Attack_damage.number (divided by health precentage)
| Shielded as Boolean (if he have a shield)
| Shield_undamage.number (-50% from attack)
| Ability_to_fight as Boolean (true by default, non-changeable)
| Ranged.number (in pixels, 0 for non-ranged)
| Health.number
| Sight.number (in pixels - 200px, for minimap - showing enemies on it)
| Cost_gold.number (20 + (upgrade level * 10))
| Cost_food.number (20 + (upgrade level * 10))
- Functions:
| Flees Home to heal himslef when injured <10% if moral=false which is randomly declared on his creation[/list:u]

[list]In-game: User Interface
  • HUD position

- On the right so the playing area stays cubic size
- One HUD on the top showing resources info (gold, stone, wood, food)
- Showing random stats if nothing selected - like if castle is selected (icons to buld the house, worker and stuff)
  • Minimap [HUD]

- In the right hud (at bottom)
- Always showing full map
- ..with all the buildings and units shown as little blue dots (small and big).
- Enemies are shown the same way, colored red and visible only if in range of a local building / soldier sight
- MiniMap will have its own functions that will update map graphicly [Add(x,y,type), Remove(x,y,type)].
| When soldier sees something it will call the Add() function that will (like the Remove()) save the changes in variables.
| On the end of the frame, mini-map will update only the variable-things that are in your sight.
| Houses and trees works the very similar way - when built or destroyed, it will Add()/Remove() the changes that will be updated the first time it comes in you sight..
| Add() and Remove() can be substituted with Add(x,y,type,optional Remove as Boolean = False)
  • House selected [HUD]

- Showing house current upgrade level and what's new in the next one
- Also showing soldiers / workers living in it with their info
- An info showing soldiers that live in that house
- Icons that shows you what type of soldiers are currently in-for production
- if there's a free slot you can pick a soldier to live there
- when right clicking on the soldier production type icon - you can change it to another soldier for production
  • Soldier / Worker selected [HUD]

- Showing his stats
- Commands:
| GO HOME
| Attack on sight (goes after enemy unit until is dead or died)
| Guard position (attack anyone in sight but returns on pos if gone too far)
| Hold position (do nothing, deffend only if attacked)
  • Options [HUD]

- PAUSES the game and opens as a little wooden menu (center screen)
- Commands:
| SAVE GAME (10 slots for each campaign, unlimited number of campaigns can be created - job for main menu)
| LOAD GAME
| OPTIONS (Music Volume, Sound effects Volume, Fullscreen as Boolean)
| QUIT TO MENU
| EXIT GAME
- Some info like Time played and similar..[/list:u]

[list]Game Rules
- Game lost --> castle and army eliminated
- Time --> 6min of real time = 1 day in game
- You must build a home for your soldiers
[/list:u]

THAT IS ALL FOR NOW, IF YOU HAVE A SIMPLE IDEA FOR THE GAME PLEASE TELL US ABOUT IT!
Post #2 · Feb 21, 2005, 11:33 PM
#3625
EVO GA, FINISHED!

Mozete ga citati jer je ovo finalno od R2 verzije dokumentacije!

Jos sto sljedi je planiranje glavnog menija i svih njegovih opcija PLUS editor koji ce najvjerovatnije ici kao poseban proizvod!

Have Fun! ;)
Post #3 · Feb 21, 2005, 11:36 PM
#3627
Ako to bude tako onda :clap: :clap: :clap: :clap: :clap: :clap: bit će dobro :thumbsup:
Post #4 · Feb 22, 2005, 3:52 AM
#3634
Cim pocnemo aktivnije raditi na igri cu poslati Najavu na gamer! sa ovom dokumentacijom!
Post #5 · Feb 22, 2005, 8:15 AM
#3635
Bravo Edi sad je lakse sad tek znam sta se radi u igri onako je sve bilo konfuzno :D

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