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Game Design Document

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GAME DESIGN DOCUMENT

Core Concept:
The core concept of the game is to collect the ball using basket.
Colour switcher makes the ball to change its colour. There are obstacles to make the
ball move in different direction. Move the basket and collect the targeted ball.
Minimum Viable Product:
Concept=>Prototype=>Test=>Production=>live=> get feedback
from user=> changes=> partially add features.
As the game is an MVP so we going to implement some features only. After getting
feedbacks from the user will change partially. As of know we focused on visual,
mechanics and bugless output. And also, we have some features also now. But we
will implement later once the product has been in the live.

Platform:
The game will launch in Android and IOs. Currently the users are more in
these platforms’ comparative to another platform.

Scenario:
Win Scenario and Lose Scenario are the scenario in the game.
Win Scenario – Collect one star to go to the next level
Lose Scenario- If didn’t collect the single star then level fails.

Objective:
Objective of the game is to collect the Targeted colour ball. Collect the
colour ball same as basket colour. fifty different colour balls drop from the machine.
Catch 20 balls to get one star, 25 balls to get two stars, 30 balls to get three stars.

Features and Settings point:


• Add more levels as possible to update from the user feedback.
• Add backend table to get the user data for the level complexity.
• Add leader board to see his friend level by connecting
Facebook. And also saving his data, once the user un-install
and install the app.
• Achievement task – this makes the user to engage more to
gameplay.
• Add powerups to the game. Powerups like bucket size
increases for some time, hide the obstacle for some time.

Settings point:

Main menu- Music and sound.

In game- Music, sound, restart and quit.


Rules and Dynamics:
• Player can collect the ball by moving the basket in the footer
platform.
• Collect the target colour balls in the basket.
• Some ball comes out as one colour from the machine and once
hit the colour rotator the ball changes its colour as the colour in
the rotator stick.
• Once the player presses the restart button the level gets restart.
• The game stepping to the next level only when the player gets
one star.
• After completing level, the player gets reward of coins; The
reward will be given to the bases of stars. One star – 5 coins,
two star – 10 coins and three star- 20 stars.
• Using the coins, player can purchase the different theme balls
and basket in store.

Mechanics and User experience:


Mechanics:
• Fall down – The ball drops from the machine and hitting
the obstacle to move down.
• Colour change- Once the ball hits the colour rotator the
ball change as the same colour in the rotator.

Monetization:
• The game contains in-app ads. User can watch the
video and get 2x reward after completing the level.
• Remove-ad option to remove ads for the user who
purchase this option.
• Banner ad in the header of the game screen.
• Every three levels once ad have to come
automatically.
Game Flow Chart:
Art:
• https://www.figma.com/file/LGC46baxzsT36qEWE9
DMHH/Untitled?node-id=0%3A1

• Check the flow and wireframe.


• Studio Logo>>Game Logo>>Menu screen>>In game
Screen>> Level completed/Level failed are the screen to
implement.
• Design the assets in the screen size of 1080x1920 and
2224x1668. 1080x1920 for mobile phones and
2224x1668 for tablets.
• Don’t use more than two fonts in the design. Choose one
font for heading and another font for buttons and
description.
• Use icons for most of buttons if necessary, use the text.
• Logo should relate to the colours and balls.
• Design different styles of balls and basket to make
purchase. Balls as normal, rare and legendary and same
as bucket also.
• Once the ball hit the obstacle add some colour splash
effect to it.
• If the ball reaches the platform ground add blast effect
and splash effect.
• After collecting the targeted balls in the basket show
confetti blast effect.
• Completion effect- add animation to stars.
• Add effect twinkle effect to the reward coin.
• Make completion poster like bucket filled with balls
• Maintain the button size equally in all screen.
• Give the button size as 512x512 to development team.
• Try to give assets in equal size to the development team
• Give the effect sprite sheet in 4x4,3x3 and 2x2 in
256x256 or 512x512 as the requirement.

Level Design:
• Design the level as easy, intermediate and
professional.
• In easy add little obstacle to make the player to play
complete easy.
• Like that intermediate and professional levels add
obstacle to make tough to the player.
• Make the obstacle count same in all easy level but
change the position of the levels.
• Level difficulty have to be increase partially.
• Add moving obstacle also in further levels.

Development:
• https://www.figma.com/file/LGC46baxzsT36qE
WE9DMHH/Untitled?node-id=0%3A1

• As the game is an MVP so will increase the features


as partially by get the feedback from the users.
• So, give the feedback options in the menu screen to
give them to write their review.
• As mentioned, the functionality in the Flowchart.
• Make the level obstacle as dynamic but maintain
the level as easy, intermediate and professional.
• In Easy level – the level designer gives the obstacle
count as 5 then dynamically change the obstacle
position only. Same for Intermediate and
Professional also.
• Add 85-90% of targeted ball colour in the machine.
• Ball count in the machine and target collecting ball
also change as per the level difficulty like easy- 50
balls in the machine and targeted ball is 20 balls,
intermediate- 75 balls in the machine and targeted
ball is 30 and pro-100 balls in the machines and
targeted ball is 50.
• Mechanics- Fall down(gravity) and colour changing.
Once the ball hit the colour rotator change the ball
colour.
• Add splash effect to the ball whenever it touches the
obstacle it splashes the colour of the in the
obstacle.
• After collecting the targeted balls in the basket show
confetti blast effect and then ball drops and hits
ground platform blast the ball and splash effect.
• Implement the banner ad in the footer.
• And Every three-game ad should come
automatically. Even though if the user watches the
reward ad.
• Once the game completed, if the balls remaining in
the machine then release all the ball at a time and
hide the obstacle. Like the balls are directly
dropping to the ground
• After completion, the star pop will appear and show
2x reward button only for 5 seconds. After 5
seconds show ‘no, thanks’ button.
• Rewards- give the reward as 5 coins for 1 star, 10
coins for 2 stars and 20 coins for 3 stars.
• Pricing the ball in normal as 100 coins, rare as 500
coins and legendary as 1000 coins same as for
bucket also.
• Add loader in game logo screen and in-game play
screen.

Audio Implementation:
• Button sound, balls come from the machine, ball
blast sound, ball splash sound and star sound in
completion screen
• Vibration- when the ball hit the ground and
when the ball catches in the basket.

Controls:
Drag the bucket in left to right and right to left. One finger only access in
the screen. More than one screen cannot access.

Marketing:
Creating a blog on the website is one of the most reliable long-term
investments and is beneficial for several reasons. Make SEO and bring the traffic to
visit it helps for further games and applications also. App store optimization, play store
optimization, Social media like Facebook and Instagram and You Tube, already many
users are currently using this thing so it will be good to marketing in these platforms.

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