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Game Design Document
A Sound Of Thunder
NICK.T
MR.BARAZZUOL
A Sound Of Thunder
Genre Action
Target Audience
Teens & Adults
14+
1 Contents
2 Visual Appeal
2.1 Character Appeal
2.2 Lighting & Effects Animation
3 Innovation
3.1 Gameplay Mechanics
3.2 Narrative
3.3 Licensing and IP
4 GamePlay Features
4.1 Reward Systems
4.2 Modes of Play
4.3 Audio Ambition
1 CONTENTS
5 Game Dynamics
5.1 Physics & AI
5.2 Object Interaction
5.3 Camera Behavior
6 Controls
6.1 Configuration
6.2 Interface/HUD
7 Game Structure
7.1 Tutorial & Training
7.2 Level Design
7.3 Replay Reveal
7.4 Save System
8 Network
8.1 Sony Network
VISUAL APPEAL
2.1 CHARACTER APPEAL
The side character
Eckles represents a
more scacred
character and brings
the stupidity aspect to the game.
Travis the main
character on the left is
carrying the weight of
realtiy on his shoulders.
He also takes on the hunter look as he was
the travel guide at
safari Inc.
The one on the right is
Lesperance your partner through the
storm and he is also a
safari guide, but he
takes on the form of a
hunter too.
2.2 Lighting & Effects
Animation
The graphics of the game offer 4k resolution at 60 FPS. The game has a darker colour to match with the games theme.
The background varies in different colours, the most common colours are dark grey and dark blue. The game brings a suspenseful aspect to the game.
3.1 Gameplay
Mechanics
A Sound of Thunder offers a 3D perspective
to maximize the scenery within the game.
The game has a variety of controls that can
be changed to your likings in the menu.
When you fail a mission it will take you to the last checkpoint and you will be spawned
there.
3.2 Narrative
You play as the protaganist Travis, a safari
guide also hunter. Travis has gone through a
tramatic experience that can forever
change the world he once knew; you play as
Travis whos mission is to revret the world back to its original state before Eckles ruins it again
once more. On your journey you encounter
many obstacles that slow or prevent you
from completing your mission, and one of the
obstacles is the new president Deutsher who is the anatgonist and does everything he can
to prevent you from changing the world.
Licensing and IP
All characters were created by a website called https://www.cleanpng.com/free/kiss.html. And all the sounds for this game are from a youtube channel called NoCopyRightSounds and you can use their non copyrighted music in your own project. There is no licensing for this game to be launched.
4.1 Reward Systems
Each mission has a certain
amount of stars required to pass
that mission, stars are gained
from finishing quests within the
mission and when passing a mission you can gain costume
outfits to change the style of
your character.
4.2 Modes
of Play
Currently our game has accsess too both single and multiplayer/CO-OP.
Single player allows you to fully enjoy our game to its full extent.
CO-OP allows you to have fun while playing with a friend and both can enjoy the experience of ancient and futurstic times.
4.3 Audio Ambition
The soundtrack that will be used will bring a sense
of hope and struggle to match the theme of our
game which can reemble trial and error.
The tempo of the soundtrack is moderato (flows
at a moderate speed) with upbeat music from
NCS which has multiple futurstic sounds that
relate to the game. Natural sounds like rain and
thunder are merged within the soundtrack. As the scene gets more intense so does the
soundtrack and flow together.
5.1 Physics and AI
Using the 3D physics the main character you operate can have an extra
range of vision and motion. There are many AI's within the game that will
make your time playing the game not easy.
5.2 Object Interaction
When you want to
interact or make a
descision there will be
a visible bubble outline
around the item indicating which
button to press.
5.3 Camera
Behaviour
The camera design was desgined to
follow the player as you move, and the
camera angle can zoom in or out when
in certain positions. When you feel that
the camera is uncomfortable to your liking you can customize the camera in
the settings and adjust the height and
camera perspective.
6.1 ConfigurationL1- Healing Menu
L2- Aim, Guard
R1- Item Menu
R2- Attack
Touchpad- Item backpack
Left Stick- Move, navigate
Right Stick- Look
Triangle- Switch weapons
Square- Reload, Attack
X- Jump
Circle- tapping circle will allow you to crouch, holding circle interacts with people or objects.
Options- Menu and navigation
6.2 Interface/HUD
We watned to have a clear interface, so there is
not a lot information that is displayed on the
screen during your gameplay and most of the
information is displayed through radios so this way
you can play with more focus and get lost within the game.
7.1 Tutorial and Training
In our game there is no tutorial, the game will teach you how to play as you progress through the story. There will be sentences and voice audio that will
explain how to operate the game and you can always go to the control's
menu to learn the controls of the game.
7.2 Level Design
In the game each level/mission is created with a mix of a backstory to explain the characters background and there are quests within the game that is
required to finish the mission. When you pass a mission the levels will get harder
as you progress.
7.3 Replay Reveal
Some missions will be difficult for you to pass on
your first try so there is a replay system that is used
when you fail or die that you will respawn at the
last checkpoint that you cleared. Checkpoints
can be gained when finishing a quest.
7.4 Save System
The game has a simple save system, after finishing
a quest or mission a checkpoint is saved within
the game. If you try to leave the game without
finishing a quest the game will tell you that all
your progress that you have dnoe will be lost and will give you two options to leave or stay.
8.1 Network
THE NETWORK THAT IS GOING TO BE USED IS
SONY NETWORK
DLC'S WITH ALTERNATE
GAMEPLAY WILL BE ADDED MONTHLY
AFTER THE GAME HAS LAUNCHED