Games DevelopmentTask 1: Game Design Document

Games Development - Task 1: Game Design Document

 April 21, 2025

 23/4/2025 - 21/5/2025 (Week 1 - Week 5)
GU QIANKUAN | 0369385 
 Game Development | Bachelor of Design (Hons) in Creative Media | Taylor's University 
 Task 1: Game Design Document


TABLE OF CONTENTS 

1. Lectures
2. Instructions
3. Task 1: Game Design Document
4. Feedback
5. Reflections


LECTURES

Week 1/ Introduction to Module
In the first week of Semester 4, miss provided an introduction to the Games Development module, outlining the tasks we'll be working on and the assessment criteria. He highlighted the key components of game development, which include game design, game art, and game technology, emphasizing that every game should have a narrative behind it. 

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.


The following is my proposal idea 
Deep Crown Platformer Game.,作者 QIANKUAN GU


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:

  1. Goblin: low health, fast, swarm attacks; pursue player on sight; avoid via digging or bombing.

  2. 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


Character Design
miner




boss

Alice

Goblin Minion

I created the background and the rest were responsible for the ui button design and character design.




Slide Presentation
Deep Crown Platformer Game.,作者 QIANKUAN GU


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