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@ -1,34 +1,48 @@
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# Game Design Document
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By Arlo Filley and Santiago Balbuena Goni
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By Arlo Filley, Santiago Balbuena Goni, and Michael Morbin
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# Table of Contents
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1. [Introduction](#introduction)
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- 1.1 [Game Summary](#game-summary)
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- 1.2 [Inspiration / Research](#inspiration--research)
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- 1.2.1 [Similar Games](#similar-games)
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- 1.3 [Player Experience](#player-experience)
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- 1.4 [Genre](#genre)
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- 1.5 [Target Audience](#target-audience)
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- 1.6 [Requirements](#requirements)
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- 1.6.1 [Requirements Research](#requirements-research)
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2. [Concept](#concept)
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- 2.1 [Mini-Game Concepts](#mini-game-concepts)
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- 2.1.1 [Gameplay Overview](#gameplay-overview)
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- 2.1.2 [Mini-Game Types](#mini-game-types)
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3. [Art](#art)
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- 3.1 [Design](#design)
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4. [Audio](#audio)
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5. [Game Experience](#game-experience)
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- 5.1 [Controls](#controls)
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6. [Timeline](#timeline)
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- [Game Design Document](#game-design-document)
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- [Table of Contents](#table-of-contents)
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- [Introduction](#introduction)
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- [Game Summary](#game-summary)
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- [Inspiration / Research](#inspiration--research)
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- [Similar Games](#similar-games)
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- [Wii Play](#wii-play)
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- [WarioWare](#warioware)
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- [Wii Party](#wii-party)
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- [Undertale](#undertale)
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- [Player Experience](#player-experience)
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- [Genre](#genre)
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- [Target audience](#target-audience)
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- [Requirements](#requirements)
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- [Requirements Research](#requirements-research)
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- [Concept](#concept)
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- [Mini-Game Concepts](#mini-game-concepts)
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- [Types](#types)
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- [Games](#games)
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- [Art \& Audio](#art--audio)
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- [By Mikael Morbid](#by-mikael-morbid)
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- [Design](#design)
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- [Audio](#audio)
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- [Game Experience](#game-experience)
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- [Controls](#controls)
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- [Timeline](#timeline)
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- [Glossary](#glossary)
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- [References](#references)
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- [Websites](#websites)
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- [Software](#software)
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- [Games](#games-1)
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# Introduction
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## Game Summary
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A collection of mini-game levels which the user progresses through until the finish
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A collection of mini-game levels which the user progresses through until the finish.
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Minigames can be a race against time or NPCs
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## Inspiration / Research
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@ -36,70 +50,146 @@ A collection of mini-game levels which the user progresses through until the fin
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<!-- Games we want to (steal) magpie from -->
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* WarioWare
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* Wii Play
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* Wii Party
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* Wii Party - Solo Mode
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* Dumb Ways To Die
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* Mario Party
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* Unity Tanks Game
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* Undertale (Fights/Dodging)
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* 60 Seconds
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- Wii Party
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- Wii Party - Solo Mode
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- Dumb Ways To Die
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- Undertale (Fights/Dodging)
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- 60 Seconds
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### Wii Play
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Wii Play is a game consisting of nine smaller mini-games, each of which can be played in single-player or in versus mode with two players going head to head.
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In the Tanks! minigame the player pilots a tank from a top-down perspective. In the single-player mode, the player has a total of 100 levels to be played with increasing difficulties of enemies.
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<!-- Music (Just Some Inspiration)
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I will likely expand on this later.
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This is a markdown callout! See the link below for more information
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https://github.com/orgs/community/discussions/16925
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-->
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>[!NOTE] Wii Play Tanks! Music
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>[The Surprisingly Complex Music of Wii Play's Tanks! - Scruffy](https://www.youtube.com/watch?v=NkBXgcN3fXo)
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Another mini-game in Wii Play was Shooting Range. In this game discs would be thrown through the air and players would have to aim and shoot these discs out of the air.
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Find Mii was a minigame in which players had to find certain Mii out of a crowd based on some sort of characteristic. Such as finding the two matching Mii, locating the fastest-moving character, etc. Choosing the incorrect Mii would reduce the time left on the timer
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>[!NOTE] Links
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>[Wikipedia - Wii Play](https://en.wikipedia.org/wiki/Wii_Play)
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### WarioWare
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WarioWare is a game which is a collection of **microgames**. Each of these microgames consists of a simple one or two-word instruction such as **dodge**, **collect**, **spar**, **grab**. These instructions give an idea about how the user should play the game without being a tutorial or giving away a solution.
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>[!NOTE] Example Microgame
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>![WarioWare Microgame Example](WarioWare.png)
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WarioWare includes 9 stages with 210 total microgames. Stages are unlocked by beating previous stages boss levels. The boss levels are a microgame unique to each level that is more complex than the others.
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>[!NOTE] Links
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>1. [Wikipedia - WarioWare Inc](https://en.wikipedia.org/wiki/WarioWare,_Inc.:_Mega_Microgames!)
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>2. [List of Microgames](https://www.mariowiki.com/List_of_WarioWare,_Inc.:_Mega_Microgame$!_microgames)
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>3. [GameFAQs Guide/Walkthrough](https://gamefaqs.gamespot.com/gba/589714-WarioWare-inc-mega-microgame/faqs/24737)
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>4. [Example Microgame](https://en.wikipedia.org/wiki/WarioWare,_Inc.:_Mega_Microgames!#/media/File:WarioWare_Inc_screenshot_Wario_Whirled.png)
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### Wii Party
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Wii Party is a solo and local muptiplayer multiplayer where the player chooses Party Games, Pair Games, House Party and Minigame Modes. Party Games are games of up to 4 people, where advancing is done through playing and beating other players/AI in minigames. Pair Games are minigames of pairs, working with against against the other player. Houser Party is minigames that are played in real life, sometimes with actions from the TV. Minigame Modes is a collection of side modes including all minigames and solo modes.
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>![Wii Party](WiiParty.png)
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### Undertale
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Undertale is a role-playing game developed by Toby Fox. Of interest here is Undertales unique fighting system. These fights are turn-based, with the player making some action and then having to dodge enemy attacks in a bullet hell mini-game.
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>[!NOTE] An example dodging mini-game
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>![An Example Dodging mini-game](Undertale.png)
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The size, speed, difficulty, and other variations depend on the enemy type the player is currently fighting.
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## Player Experience
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<!-- What the player will experience when they go through the game -->
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The player will be met with a map in which to advance they will have to complete a series of minigames. The player will have a multitude of hearts which will allow them to atttemmpt a minigame several times before failing and losing the overall game. Sometimes the player will be able to choose which path to take which will lead to different minigames.
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Some minigames will be solo and time based while other minigames will be against AIs. It's possible in the future for this to become multiplayer but not in the scope right now.
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## Genre
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* Puzzle
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* Action (Possibly)
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* Rhythm
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* Pshycological Horror (Maybe)
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* Platformer
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- Puzzle
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- Action (Possibly)
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- Rhythm
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- [Psychological Horror (On a bad day)](https://ddlc.moe/)
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- Platformer
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## Target audience
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Casual Audience
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Younger Audience ~10y
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A Younger, casual audience. Roughly 10 years old.
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## Requirements
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<!-- What we need to be able to develop the game -->
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- A strong will to live
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- Unity
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- Visual Studio Code
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- Git
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- Blender
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- A ***STRONG*** will to live!
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- Music/SoundFX software
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- Gimp/Krita
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### Requirements Research
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- FMod (Unity Asset)
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- [FMod (Unity Asset)](https://assetstore.unity.com/publishers/46440)
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- Some kind of music software
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- [Pirate Software Recommended Programs](https://develop.games/#nav-tools-audio)
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- [FamiStudio](https://famistudio.org/)
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- [Anvil Studio](https://www.anvilstudio.com/)
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<!--
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||||
FL Studio looks like it is paid but seems to have an unlimited free trial
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||||
-->
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- [FL Studio](https://www.image-line.com/fl-studio)
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# Concept
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A selection of randomly selected minigames the user has to get through to reach an end
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Minigames will range in type and genre giving the player a diverse playing experience
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## Mini-Game Concepts
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### Gameplay Overview
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### Types
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A selection of randomly selected minigames the user has to get through to reach an end
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- Memory Games
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- Reaction Games
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- Puzzle Games
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- Rhythm
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### Mini-Game Types
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### Games
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* Memory Games
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* Reaction Games
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* Puzzle Games
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- Dodging (Undertale style?)
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- Whackamole
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- Catch
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- Beating With Sticks
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- Sorting
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- Centre Balance
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- Conveyors
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- Defend!
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- Jump Rope
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- Parkour
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- QuickShot
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# Art
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# Art & Audio
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### By Mikael Morbid
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## Design
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The game will be 3D
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- The game will be 3D
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- Low Poly
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- Minimalistic Textures
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- stylised/cartoony
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![Wii Play Tanks Minigame](Style.jpg)
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>[!NOTE] Wii Play Tanks! Minigame
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![Wii Play Tanks Minigame](Wii-Play-Tanks-Minigame.jpg)
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# Audio
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@ -113,8 +203,47 @@ The game will be 3D
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<!-- Statuses: Not Started, In Progress, Finished -->
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<!-- Types: Art, Audio, Coding, Design, Planning, Other -->
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<!-- Finish by dates in dd/MM/YYYY format -->
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<!-- Finish by dates in DD/MM/YYYY format -->
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| Assignment | Type | Status | Finish By | Notes |
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| -------------------- | -------- | ----------- | ---------- | ----- |
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| Game Design Document | Planning | In Progress | 01/05/2024 | |
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| ---------------------- | -------- | ----------- | ---------- | ------------------ |
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| Game Design Document | Planning | Finished | 01/05/2024 | |
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| Mini-Game Concepts (10) | Design | Completed | 08/05/2024 | Completed on time |
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| Mini-Games Playable | Coding | Not Started | 18/05/2024 | |
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| Mini-Game Map | Coding | Not Started | 22/05/2024 | |
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| Main Menu Theme | Audio | Not Started | 22/05/2024 | |
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| Main Menu + Settings | Coding | Not Started | 22/05/2024 | |
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| Mini-Game Select | Coding | Not Started | 22/05/2024 | |
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| Mini-Game Concepts (10) | Design | In Progress | 29/05/2024 | |
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| Mini-Games Playable | Coding | Not Started | 08/06/2024 | |
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| Polish | Other | Not Started | 15/06/2024 | |
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# Glossary
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>**Mini-Game**
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>A small game within a larger game, often featuring its own set of rules and objectives.
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>**Microgame**
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>A very short and simple game, often lasting only a few seconds or requiring a single action.
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>**Retro-inspired**
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>Designs or elements in a game that evoke nostalgia for older video games, often featuring pixel art, chiptune music, or gameplay mechanics reminiscent of classic titles.
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# References
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## Websites
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|
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1. **Wikipedia - Wii Play**. (n.d.). In _Wikipedia_. Retrieved from [https://en.wikipedia.org/wiki/Wii\_Play](https://en.wikipedia.org/wiki/Wii_Play)
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2. **List of Microgames**. (n.d.). In _Super Mario Wiki_. Retrieved from [https://www.mariowiki.com/List\_of\_WarioWare,\_Inc.:\_Mega\_Microgame\$!\_microgames](https://www.mariowiki.com/List_of_WarioWare,_Inc.:_Mega_Microgame$!_microgames)
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3. **GameFAQs Guide/Walkthrough**. (n.d.). In _GameFAQs_. Retrieved from [https://gamefaqs.gamespot.com/gba/589714-WarioWare-inc-mega-microgame/faqs/24737](https://gamefaqs.gamespot.com/gba/589714-WarioWare-inc-mega-microgame/faqs/24737)
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## Software
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1. **FMod (Unity Asset)**. (n.d.). In _Unity Asset Store_. Retrieved from [https://assetstore.unity.com/publishers/46440](https://assetstore.unity.com/publishers/46440)
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2. **FamiStudio**. (n.d.). Retrieved from [https://famistudio.org/](https://famistudio.org/)
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3. **Anvil Studio**. (n.d.). Retrieved from [https://www.anvilstudio.com/](https://www.anvilstudio.com/)
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4. **FL Studio**. (n.d.). Retrieved from [https://www.image-line.com/fl-studio](https://www.image-line.com/fl-studio)
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## Games
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1. **Wii Play**. (2006). \[Nintendo Wii\]. Developed and published by Nintendo.
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2. **WarioWare, Inc.: Mega Microgame$!**. (2003). \[Game Boy Advance\]. Developed by Nintendo R&D1. Published by Nintendo.
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3. **Undertale**. (2015). \[Multiple Platforms\]. Developed and published by Toby Fox.
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Documentation/Mini-Game-Concepts/Catch.pdf
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Documentation/Mini-Game-Concepts/Conveyors Mini-Game-Concept.pdf
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Documentation/Mini-Game-Concepts/Defend!-Mockup.png
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After Width: | Height: | Size: 2.7 MiB |
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Documentation/Mini-Game-Concepts/Defend!.md
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@ -0,0 +1,12 @@
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# Defend!
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This game will be a tower defense minigame. Enemies will move in a predetermined route towards the players base. The player can towers to slow, stun, and defeat the enemies. The player will start with a few lives and if enough enemies reach the players base then the player will lose all of their lives, and eventually the mini-game.
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|
||||
To keep this mini-game simple the player will start with all of the funds they will need to defeat the waves. The mini-game could be made more difficult by adjusting this starting balance. The player would have to use these funds to defeat a few waves of enemies as they move towards the players base.
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One way this could be made more interesting is by adding certain rougelike elements to make the experience unique each time. This could include randomly generate obstacles or giving players a random set of three out of a set of towers each time they play. This would add replayability by making the game different each time.
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||||
This game would be a tile based top-down perspective game. This could be easily implemented by using a 2d array in Unity. Each tile could be an obstacle an enemy path or a placeable tower tile. There could be multiple lanes for enemies to move through towards the players base.
|
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>[!NOTE] Defend! Mockup
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||||
>![](Defend!-Mockup.png)
|
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Documentation/Mini-Game-Concepts/Dodge! Mini-Game Concept.pdf
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3
Documentation/Mini-Game-Concepts/Jump-Rope.md
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@ -0,0 +1,3 @@
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# Jump Rope
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|
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This game will be very simple. It will be played from side on with the player having only one input. Which makes the player character jump. The jumps will need to be timed with a jump rope which will over time spin faster and faster. To beat the game the player would have to last past a certain time limit, such as 20 seconds. Another win condition could be that the player has to jump over the rope a certain number of times. If the player mistimes their jump and hits the rope the game would be over and the game would be done.
|
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Documentation/Mini-Game-Concepts/Parkour-Mockup-1.png
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Documentation/Mini-Game-Concepts/Parkour.md
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@ -0,0 +1,13 @@
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# Parkour
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## Summary
|
||||
|
||||
The parkour mini-game will consist of a platforming game over a hazard of some kind, such as a pit of lava. The player will have to reach the end of the level before they hazard catches them. If they are not able to reach the finishing platform before the hazard reaches them they will lose.
|
||||
|
||||
>[!NOTE] Parkour Mockup
|
||||
>![](Parkour-Mockup-1.png)
|
||||
|
||||
There will be a select set of courses that the player could have for the parkour mini-game. Each of these will be distinguishable from each other by the hazard used in the level. Some possible hazards could be rising lava or acid, a large tsunami wave chasing the player. The hazard will always be chasing the player in some way. It could even be an enemy that is trying to shoot the player if they stand still for too long while they platform their way to the end.
|
||||
|
||||
Another way the parkour mini-game could work is with a timer. This would put more emphasis on the player to be fast rather than surviving a hazard of some sort. In both ways this mini-game would take no longer than 1:30 minutes to complete. To make the mini-game more difficult the amount of time the player has could be easily adjusted.
|
||||
|
||||
The biggest challenge of this game will be to keep the game scope small. There is a lot of room to add more mechanics, whether they be for movement, in the form of levels, enemies or so on. When developing the game it will be aimed to be kept simple. Simple mechanics, sprint, walk, jump, double-jump, etc.
|
BIN
Documentation/Mini-Game-Concepts/QuickShot.pdf
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Documentation/Mini-Game-Concepts/Sorting-Mini-Game_Concept.pdf
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Documentation/Mini-Game-Concepts/Whack-A-Mole Game Concept.pdf
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Documentation/Undertale.png
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Documentation/WarioWare.png
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Before Width: | Height: | Size: 592 KiB After Width: | Height: | Size: 592 KiB |
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Documentation/WiiParty.png
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After Width: | Height: | Size: 1.4 MiB |