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"Standard" Game Design Document

Game Design Document


Section 1, Game Overview

1.1 Game Title: Standard

1.2 Game Genre: Turn Based Strategy

1.3 Game Perspective: Top Down

1.4 Game Mode(s): Single player, Multi player 

1.5 Target Audience: Fans of strategy games, fans of wargames.

1.6 Core Idea: Play the Captain of a mercenary company under commission to defend the lands of their employer. This mercenary companies culture changes as it grows, loses people, engages in battle and plays through story events.

1.7 Goal: To defeat the armies and factions ranged against the companies employer. 

1.8 Topic of game: Turn based strategy across the Thanan Subcontinent
Section 2, Game Background & Game Flow

2.1 Background Story:
The city states of Thanan are in turmoil, piracy, secessionist uprising and the high and noble make naked grabs for power. You and your Company have been commissioned to hold Northern Thanan, the Aurican Empire, together against threat from within, and without.

2.2 Characters Stating Story:
The secessionists of Thread light their camp-lights on the hill overlooking Hinion, the port city that plays host to your command. Your company, the ___________, Has been commissioned by Emperor Aurican III to keep order and organize the defense of the remaining empire. These secessionists pose a serious military and ideological threat. A diplomat approaches from the secessionist hills, what do you do?

The choices made here will set the initial culture of the company, and set the game rolling. In this tutorial section, the player will learn how to navigate the game.

Section 3, Gameplay


3.1 Objectives:
-Use troop movement to defend the empire, defeat external armies and secessionists.

-Interact with text based events to alter the culture of your company, defend the empire, improve territory, etc.

-Build your companies culture through events, battle and new recruits.

-If the Capitol city is taken, the game is lost, commission failed.

-If the lands of empire are brought back under its controlled, Commission succeeded.


3.2 Game Logic:
-The company has a long list of statistics including: Strength, Engineering, Faith, Command, Agriculture, Seamanship, troop type, morale, and more. These determine the companies makeup, culture and effectiveness.

-If there is only 1 force in a territory, that force can choose to garrison that territory, putting it under that factions control.

-Each territory has a list of resources it outputs every turn, including food, gold, iron, horses, etc.

-Territory resources can be used to upgrade and improve a faction and its holdings.

-If a territory reaches a critical level of sentiment torwards one faction, that faction takes over, or grants a bonuses to that faction.

-A force with a higher military strength after modifiers like terrain, sentiment and fortification re applied, wins against a weaker force, helving that forces number and forcing it to retreat to an adjacent territory.


3.3 Mechanics:
-Opposing forces must fight if on the same territory

-Oversea travel costs gold and requires a force to set off and dock at a port.

-If you run out of food, your morale drops relative to how long you have been out.

-if a force has nowhere safe to retreat into, it is destroyed.

- If a territory has strong enough negative sentiment against its controller, they will spawn a hostile force. Defeating this force will improve sentiment.

-If you run out of gold, friendly forces will turn hostile on defeat.

-If you reclaim 95% of the maps territory, you are victorious.

-if the Capitol is lost, you are defeated(In multiplayer, if all enemy Capitols are taken, you are victorious)


3.4 Game Progression:
-The first 5 turns of the game are a tutorial, teaching all of the required controls and core mechanics.
-Completing the game on harder difficulties and completing certain in game events unlock different cosmetics, factions and events.
-The culture of the company becomes more unique and specialized as the game goes on. The company gains bonuses that range from statistical to rouge-like. (stat increases and special abilities that stack).
-Events and actions progress the story, with different endings dependent on choices made.

3.5 Economies:
-Resources gained from lands held by your company can be used for upgrades, events, training, purchasing of skills and building of fortifications.
-Lacking resources like gold and food apply negative modifiers, and increase difficulty.
Section 4 - Game Elements

4.1 Environment
-The game takes place on the Subcontinent of Thanan, in the depths of the collapsing Aurican Empire.

-Looking down at your map, managing a campaign from your command tent.

-Each territory has its own stats and attributes. Some are mountain ranges, some are ocean, some are grasslands or heavily forested.

-There are cities that confer additional importance and benefits on some tiles.


4.2 Characters
-The Captain, the player character, leader of the mercenary company.
-Characters like commanders, sorcerers and craftsmen gained through events.
-Opposing characters like enemy faction leaders, the leaders of cities, etc.


4.3 Events
-Rebel uprising.
-Territory Secedes.
-A capable commander joins the Company
-A sorcerer joins the Company
-A craftsman joins the Company
-Territory Specific story progression missions
-Improve a territory
-Improve a city
-Many many more possible events
Section 5, Gameplay Controls and GUI interfaces

5.1 Gameplay controls:
-Mouse
-Keyboard(Hotkeys, screen navigation)
-Possible VR capability later on in development


5.2 GUI Interfaces:
-Mode: Singleplayer or Multiplayer
-Difficulty: Easy, Normal, Hard, Conqueror
-Options: Key-bindings, Graphical settings, Audio settings
-Help: Help Topics
-Statistics, Cosmetics, Unlocks
-Exit


5.2 GUI Interfaces:
-Resume: Resume the game
-Options: Key-bindings, Graphical settings, Audio settings
-Exit: to main menu or desktop
Section 6, Visual & Audio Features

6.1 Visual Features:
-Hud: 
Mini-windows are toggleable and are able to be repositioned by player.
The windows contain information, statistics, resources, etc
-Events:
Events pop up with text, images and choices based on current company culture.


6.2 Audio Features:
-Title screen music
-Ambient sounds and music
-Battle sounds during combat
-Event music and sound clips
-Event and troop movement sound effects for choices
-Voice acting for story events.
Section 7, System Parameters and requirements

7.1 System Requirements
-Keyboard
-Mouse
-Monitor
-Speakers(optional)
-Low hardware requirements
-Windows, Mac, Linux
Section 8, Creativity and Special Enhancements in Game Concept

8.1 Creativity and Special Enhancements Due to Top Down Perspective
-Organization of notes, stats, etc requires game to be in 3D
-3D lets us implement a more tactile and immersed feel
Dynamic shadows needed.
-Unity is a great tool that takes care of Standard physics and lighting needs.
-Ability to pick up objects in 3D
-A 2D interface on top of 3D would make management easier.
-The peripheral command tent and ambience immerses the player more deeply in the role of Captain.
-Sound effects for objects moving on table
"Standard" Game Design Document
Published:

"Standard" Game Design Document

Published:

Creative Fields