Updated Concept Document


I've fleshed out my concept document a lot more. Let me know what you think and any suggestions you have. As my game is still in the design stage, your comments and suggestions are appreciated to help guide me in my progress. Here's my updated document:

WHAT IS THE GAME ABOUT?

Before getting into the goals though I want to address what the game is about in a little more detail. I've been studying game development for a few years now as a hobby and something to keep me busy in retirement. So for my first real game (not something created following a tutorial), I want to make something using simple mechanics, yet providing the player with some interesting challenges. The game maybe trite in that it revolves around the well-worn save the princess  type. One of my strongest influences is the original Mario games I played years ago. But I am designing the game with what I feel are a few new twists to it. Besides the player just running along and collecting coins, defeating enemies, etc. I plan on having a few challenges inspired from other 80's games. I've been designing the game along those lines.  

PLAYER EXPERIENCE

A lot has been written about the player experience and how designers should approach the game design from the perspective of what experience they want the player to have. So what experience do I want my players to have? Since I don't have any experience really, this is not easy for me to handle. It's to be a casual game, something the player would play to relax and kill some time playing. I also don't want it to be something mindless like playing Solitaire. That's why there is a bit of a story and some challenges for the player to overcome. The player will have to kill a lot of enemies, and I've read where that is "fun". They will also collect coins which is another "fun" activity. Jumping around on platforms is "fun" as well. I intend to have the levels be visually distinct with their own challenges. The player won't be seeing the same graphics all the time as I have experienced in the platformers I have played.  

Thus I want the player to feel relaxed, but at the same time a little tension as they surmount the challenges, kill the enemies, and fight the Evil Warlord. The setting is semi-fantasy but not nearly has intense as a RPG. It also won't have the complexities of character development, inventory management, character stats, etc. Since it is a 2D side-scroller, the player will have a larger view of the level and can see what's ahead. This minimizes tension as well as the player doesn't worry about being surprised by enemies or other obstacles popping up out of nowhere.  

The other part of this, is the mood of the game. As a casual game the mood should be light, yet to make things interesting for the player there will be some tension. The visuals will be bright (except for the cave level and possibly the Warlord's lair). I will be doing all I can to avoid a sober and dark atmosphere.  

THE GAME'S GOALS

The first thing I want to get solidified are what I see as the broadly stated goals for the game from the player's perspective (as best I can):  

LONG-TERM GOAL

The big picture goal is to kill the evil Warlord and save the princess. Achieving this goal, the player wins the game.  

INTERMEDIATE GOALS

I've bookmarked in the Brainstorming Toolbox book the section on intermediate goals. The author presents quite a list. In my game, there will be several intermediate goals the player will seek to achieve:

  • Complete the current level
  • Collect all the coins (some of which will automatically upgrade the character and/or weapon)
  • Defeat the enemies
  • Avoid the traps and pits
  • Improve the movement skills
  • Solve the puzzles presented in order to progress
  • Explore the level to find any secrets (there will be some)

These may be somewhat high level and maybe too broad, but it is a start.  

MOMENT-TO-MOMENT GOALS

The author refers to these goals as the feedback systems to inform the player they are progressing, whether they are in trouble, etc. The list below are some of the initial M2M goals for my game and will need to develop systems to provide information to the player as needed:

  • Player health (either a bar graph or icons)
  • Identifying and defeating the enemies (number, type, location, etc.)
  • Seeking locations to hide or otherwise avoid contact with enemies
  • Seek ways to collect coins presented
  • Check status of coins collected
  • Seek out ways to collect special coins (increase health, upgrade weapon, etc.)
  • Determine the best way to defeat an enemy
  • Negotiate the platforms 

CHARACTERS

There are three primary character types in the game:

  • Player hero - the primary interface for the player
  • Guide character - the Wizard who sets the Hero on the quest to save the princess and appears from time to time within the game to offer advice
  • Boss enemy - the evil Warlord who has kidnapped the princess to force the king to submit to his authority.

In addition, there will be many lower level characters, mainly enemies of various types and abilities the Hero must defeat before finally confronting the Warlord. As this is a fairly simple game, none of the characters require any real depth to them. This will make their development easier. There will also be no need to develop any backstory.  

The Hero character will have fairly basic moves-walk, jump, climb, use one of two weapons. The Wizard character will only walk, though I am considering some type of weapon usage if needed to help the Hero defeat the Warlord.  The Warlord will have the same movement abilities as the Hero. He will also have a couple of weapons which are yet to be determined. The lowest level enemies will walk and use their particular weapon when in the vicinity of the Hero. Higher level (but still lower than Warlord) enemies will be able to walk, jump, and use their particular weapon.  

The player will control the movement and weapon usage of the Hero character. All other characters will be controlled using AI. However, for this simple game the AI will not be that complex or sophisticated.

 

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