Groundless Game Design Document

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Introduction


Color the dreary gray world of Groundless with NEON as you battle your way through monsters and overcome challenges. Jump down into mysterious depths to find new identities and defeat vicious bosses in this 3D Action-Platformer Roguelike.

Choose your identity before the run by choosing a mask that offer unique abilities to experience combat in a new way. Get stronger and unlock them all to head for the bottom of the world!

Short Description




Note

In a few paragraphs or a page, describe the game to the readers as if they are the players. Use the second-person perspective -- "you." Try to make this section an exciting narrative of the player's experience. Encompass all the key elements that define the core game play by describing exactly what the player does and sees. Avoid specifics such as mouse-clicks and keystrokes, but don't be too vague. You want the readers to become the player's character. Hover your detail level right above the GUI interaction. You would say something such as, "You scan your tactical radar and pick up two more bogies coming up the rear," instead of "You click on your tactical radar button and the window pops up revealing two bogies coming up the rear." The description section should make the content and entertainment value of the game obvious and convincing.

You find yourself in an overgrown mountain pass. The only way forward is to jump down into the misty depths. Once you land on something stable, you start to see walkable paths and traversable gaps within the dark frosty air.


TODO

Add stuff about masks and HUB


You want to jump down because the areas provide challenges that get progressively harder and reward you with new abilities and stats. Whenever you die you lose all your temporary progress which is fed into your mask to make you stronger in the next attempt.

Moment-to-moment challenges define the core gameplay (combat, timed puzzles, movement segments).


TODO


Add more info in general and rewrite paragraphs


Unique Selling Points(USP)


  • A 3D platformer about jumping down and fighting enemies in contrast to usually jumping up in platformer games
  • A Combination of 3D-Platforming and Roguelikes, which no other known title has done
  • Colorful NEON elements in a dreary world gives it a spellbinding look
  • Every new Mask will offer a new way to fight and overcome challenges

Genres


3D Action-Platformer Roguelike in a fantasy/sci-fi world


Target Platform


PC, Single-Player

Controller-focused, also controllable with Mouse+Keyboard


Target Group


Our target group are players that like to:

  • Overcome challenges
  • Have fast-paced action
  • Explore worlds
  • Get all collectibles

MoSCoW Analysis




Must have
  • Player Character
  • 3 unique Item mechanics
  • Simple platform mechanics & smooth player movement
  • 1 Enemy
  • 1 Map
  • Basic sound effects and music
Should have
  • 3 Enemies
  • 10 unique Item mechanics
  • 2 masks
  • Full SFX coverage
  • Basic Tutorial
Could have
  • More Enemy types
  • More Item/mask/platform mechanics
  • Currency to buy items and map/HUB upgrades
  • Polished animations
Won't have
  • Multiple playable characters
  • Online or co-op functionality
  • Multiple maps
  • Procedural map/terrain generation





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