Game Design Document
Executive Summary
- Game Concept: A brief description of the game, including the genre, setting, and gameplay.
- Target Audience: Big Tiddie Goth Gfs?
- Project Scope: MVP is 1 Fun Level with Low-To-No-Bugs, released to the Steam. The Product is playable with Mouse and Keyboard and has no placeholder assets, and runs on all Test Machines. The Full Scope is a Playable Product with 2 Levels.
Logistics
- Release Platform: RogueJester will be releaesed to the Steam Store
- Development Space: RogueJester is being developed on Unity. 2021.3.11f1
- Build Update Rules: Unity Dev Ops Builds is To Be Determined pending Billing investigation
Gameplay
- Objectives: The goals of the game, and how players can achieve them.
- Progression: How the game progresses, and how players can unlock new content.
- Gameplay Mechanics: The rules and mechanics of the game, such as how characters move, interact with the environment, and fight enemies.
- User Interface: The user interface of the game, including the menus, buttons, and other elements that players will interact with.
Mechanics
- Combat: The rules and mechanics of combat, such as how players attack enemies, defend themselves, and use special abilities.
- Physics: The physics of the game world, such as how objects move and interact with each other.
- Other Mechanics: Any other mechanics that are important to the game, such as crafting, inventory management, or character customization.
Game Elements
- Worldbuilding: The setting and lore of the game world.
- Story: The plot of the game, including the characters, events, and challenges that players will face.
- Characters: The characters that players can control or interact with.
- Locations: The different locations that players can visit in the game world.
- Level Design: The design of the levels in the game, including the enemies, obstacles, and puzzles that players will encounter.
Assets
- Art: The art assets for the game, such as character models, environment assets, and textures.
- Music: The music and sound effects for the game.
- Programming: The code that powers the game, including the gameplay mechanics, user interface, and level design.
Conclusion
This game design document provides a high-level overview of the game. For more detailed information, please refer to the attached documents.
This is just a template, so you can feel free to modify it to fit your specific game. You may also want to add additional sections, such as a marketing plan or a financial plan.