Games DevelopmentTask 1: Game Design Document
Games Development - Task 1: Game Design Document
April 21, 2025
TABLE OF CONTENTS
LECTURES
In Week 1, we formed a 5-person group. My teammates are Zhang Hanyuan, Zhang Xinyue, Chen MinHua, Yousof, and myself, Yan Zhi Xuan. Our initial task was to brainstorm individual game ideas. After that, we held a discussion to choose one concept that we will develop further through more in-depth research.
In the end, the group decided to move forward with my proposed idea.
GDD
Basic information
game title / Deep Crown
Team name/ member organization / Paw Patrol
Genre and platform /
Story Adventure 2D game
Concept and purpose / One can change one's destiny by focusing on one thing
consistently.
Game overview (brief description of the game) /In a forgotten underground world, long cut off from the surface, an ancient prophecy foretells the return of a missing princess who holds the key to the kingdom’s revival—or its downfall. For centuries, the kingdom has been buried in darkness, waiting.
In a forgotten underground world, long cut off from the surface, an ancient prophecy foretells the return of a missing princess who holds the key to the kingdom’s revival—or its downfall. For centuries, the kingdom has been buried in darkness, waiting.
Inciting Incident
One day, the Demon King, ruler of the cursed inner underworld, descends upon the village and kidnaps Alice. He is convinced she is the lost princess spoken of in prophecy. In a single moment, Kai’s peaceful world shatters.
Quest and Motivation
Driven by love and determination, Kai embarks on a perilous journey to rescue Alice. He ventures through collapsing mines, ancient ruins, monster-infested caverns, and long-forgotten underground cities. Along the way, he uncovers hidden truths—not just about Alice, but about the world’s history and his own origins.
Story and narrative (plot, backstory and story progression)
/
World’s view:
Time: Late 19th century,
Location: Underground cavern network
Start-Process-Result: Miner discovers collapse → explores
caverns → rescues princess & defeats Demon King
game objective (what does the player need to achieve) / Free the princess through side missions and killing the final
boss.
target audience (age group, player interests, etc.) / 12–30 years; fans of pixel-art adventures and light
action.
inspiration (other games, media, or concepts that inspired
this one) / Cave Story (exploration), Terraria (mining), Shovel Knight
(combat), fairy-tale rescue tropes
Game Design
Game mechanics (core actions, rules, and interactions) /
-
W/A/S/D to move; hold Ctrl + W/A/S/D to dig (pressing S digs downward).
-
Space to jump over obstacles or reach higher platforms.
-
F to place bombs: bombs destroy surrounding blocks and damage small enemies within blast radius.
-
Return to base & flight (TBD): upon returning to start area, gain short flight ability (pending feasibility).
Controls (how the player interacts with the game) /
W/A/S/D: move (Up/Down/Left/Right)
Space: jump
Ctrl + W/A/S/D: dig (including downward)
F: place bomb
TBD: return to base & temporary flight
game setting/ world building (environment, time period,
visual style) /
Options: full screen, audio toggle, sound bar
Environment: underground caverns with bioluminescent fungi
(TBD)
Time period: Day/Night cycle (TBD)
Visual Style: pixel art, earthy tones with jewel accents
(TBD)
level design (layout, structure/ blueprint/ skeleton of the level, difficulty progression) /
-
Early levels: simple branching tunnels, fixed obstacles, few enemies
-
Mid levels: mixed enemy groups, basic puzzles (find key → open door)
-
Late levels: tight boss arenas, complex traps, multi-phase final fight
game loop (what the player repeatedly does) /
Explore → Mine resources & place bombs → Combat &
solve puzzles → Complete side-quests → Unlock new areas
Game Balancing (how fairness and difficulty are managed)
/
Adjust enemy health and damage, resource availability, and
bomb cooldown to test difficulty curves
character & entities
Main character design (Protagonist's abilities, personality,
role) /
Role: Miner hero
Abilities:
-
Jump: use Space
-
Digging Sense: use W/A/S/D(underground)
-
Bomb Placement: use F (destroys blocks, damages small enemies)
-
Flight: TBD (short aerial maneuver upon return to base)
Personality Traits: determined, brave, stubborn, loyal
enemy design (Types of enemies, AI Behaviour, difficulty)
/
Types of enemies:
-
Goblin: low health, fast, swarm attacks; pursue player on sight; avoid via digging or bombing.
-
Demon King (Boss): high health, area attacks, multi-phase; summons Goblins and shockwaves.
AI Behavior:
-
Patrol set paths; switch to straight-line pursuit when player detected.
Difficulty:
-
Early: few Goblins, simple layouts, bombing not required.
-
Mid: mixed Goblin waves, environmental puzzles.
-
Boss arena: tight space, bomb usage critical, multi-phase fight.
NPCs/ Other characters (Allies, merchants, or story-driven
characters) /
NPCs give hints and side-quests.
Princess: strong-willed captive to be rescued.
Visuals and layout
Game layout design - UI, menus, HUD (health bar, inventory,
XP bar, objective tracker) / TBD
Art style & visual direction - pixel art, 2D cartoonish
with atmospheric lighting / TBD
Audio
Music & sound design (background music, sound effects, voiceovers) / TBD by audio designers
Technical and development
Tools & technologies (game engines, art tools, etc)
/
Game Engine: Unity
Art tools: Aseprite, Photoshop (TBD)
development plan/ timeline (Milestones and goals) /
Milestone 1: Core movement & digging prototype – Week
2
Milestone 2: Bomb mechanic & basic combat demo – Week
4
Milestone 3: Level 1 design & playtest – Week 6
Milestone 4: Final boss arena & polish – Week 8
I created the background and the rest were responsible for the ui button design and character design.
评论
发表评论