(Game Design Document)
by Denis Lange [January 27, 2016]
Game Design Document
[September 8th 2015]
Table of Contents
1.0 Confidentiality Agreement: 3
2.0 Game Description: 4
3.0 Settings & Visuals: 5
4.0 Feeling & Soul: 6
4.1 First Level Picture 7
5.0 Movement & Control: 7
5.1 Movement Example 8
6.0 Environment: 9
7.0 Game Play: 10
7.1 Initial Settings 11
7.1.1 Character Model 11
7.1.2 Character Controller 11
7.1.3 Camera Controller 11
7.2 Map Setup 12
7.2.1 General Level Design 12
7.2.2 Movement Grid 13
7.2.3 Layers of Grid 13
7.2.4 Special Locations 14
7.2.5 Grid Travel Value 14
7.2.6 Jumping Failure 14
7.2.7 Hiding Tile 15
7.2.8 Opening Tile 15
7.2.9 Searching Tile 15
7.3.1 Timer 16
7.3.2 Obstacles 16
7.3.3 Noise Levels 16
7.3.4 Treats Effect 17
7.3.5 Dog Event 18
7.3.6 Human Event 18
7.4 End Game 18
7.4.1 All Treats Found 18
7.4.2 Three mouse toys 19
7.4.3 Attacking the dog 19
7.4.4 Victory Screen 19
7.4.5 Defeat Screen 19
7.4.6 Picture Example UI 20
8.0 Release Phases: 21
8.1 Phase 1: Release & Monetization: 21
8.2 Phase Two (future): Interactivity: 22
8.3 Phase Three (future): Virtual Reality: 22
9.0 Assets Needed: 23
9.1 Artwork: 23
9.2 Custom Scripts: 24
10.0 Example Gameplay: 25
11.0 Roadmap: 29
12.0 Final Words: 32
1.0 Confidentiality Agreement:
It is understood and agreed to that the below identified discloser of confidential information may provide certain information that is and must be kept confidential. To ensure the protection of such information, and to preserve any confidentiality necessary under patent and/or trade secret laws, it is agreed that
1. The Confidential Information to be disclosed can be described as and includes:
Game documentation, Game Assets (Codes, Models, Scripts, Data), Concept Arts, Development documentation, Mechanics of the game, Business secrets and/or any aspect that can harm the business.
The Recipient agrees not to disclose the confidential information obtained from the discloser to anyone unless required to do so by law.
This Agreement states the entire agreement between the parties concerning the disclosure of Confidential Information. Any addition or modification to this Agreement must be made in writing and signed by the parties.
If any of the provisions of this Agreement are found to be unenforceable, the remainder shall be enforced as fully as possible and the unenforceable provision(s) shall be deemed modified to the limited extent required to permit enforcement of the Agreement as a whole.
the parties acknowledge that they have read and understand this Agreement and voluntarily accept the duties and obligations set forth herein. Reading this document and/or keeping a copy is acceptance of the terms. If its not accepted, they must destroy all documents within 48 hours.
2.0 Game Description:
Kitty Mischief takes the controversial point of view that cats aren’t evil, just misunderstood. As a small and, frankly, adorable kitten, players will hunt for treats and toys while dodging dogs and owners across gritty urban…nah, it will be a variety of cat-friendly environments.
You play as an average household cat that is attempting to find things through the house. Things like cat toys, food and treats. While on your quest for satisfaction, you will need to avoid making too much trouble. Try as you might, there is always a glass that was too close to the ledge, shelves over packed, or something else that is just begging to come crumbling down and get you blamed for it all!
While entertainment is to be found on your journey, the cruel and tyrannical human is always nearby to stop your fun. You must watch carefully that you do not attract the attention of the vile creature known as a dog, for if you do, his loud and incessant barking is a sure way to ensure your capture. Now play it smart and hide, for if you do, they shall turn upon each other, and the dog shall gloriously be brought outside, leaving you safe and sound.
On the other hand my young furry friend, if you haven’t managed to hide properly on time, you will know the true face of fear – The Dreaded Bath! Or worse…. a trip to the vet!
3.0 Settings & Visuals:
You will be playing the game in normal homes. They could be an apartment, a house, a barn or any number of normal buildings where you can find a cat. Maybe even a warehouse. Do remember that everything looks much bigger to a cat then it does to a human.
The visuals of the game are cartoonie. We want the game to be something kids can get comfortable with easily, that is simple and not too serious, so that our audience can concentrate on enjoying the humour and cuteness of the game.
The goal of the art style is to convey emotions and simple concepts, in a way that is easily understood. For example, if the cat and dog are to fight, only a little combat cloud would appear, showing a feline paw here, canine tail there, cat head here, dog head here, etc all coming out of said small cloud.
Cats can be hilarious creatures to watch as they interact with their environments, and we want to portray that within the game. Example of them trying to jump on top of a fridge to get a treat, from the ground. Sometimes the will miscalculate that jump, and might try to hang out to stuff on top of the fridge, knocking everything down upon them. While we may be mad at the time, in retrospect its pretty hilarious. That is what we want to portray within the game.
Kitten’s where chosen as the type of cat, as everyone adores them and thinks they are cute. Even big burly men can fall in love with those cute little furballs of trouble. So lets deliver them a chance to fall in love with our kitten(s) and into all the different situation they can get into.
4.0 Feeling & Soul:
The game is meant to be a light humoured view on life as a cat. We all love our furry little friends, but we also know they sure can get in a lot of trouble! We really do hope they don’t do on purpose to destroy our home, but sometimes we aren’t so sure any more.
The game is meant to be family friendly. We want a game that isn’t about destroying things as most cat games seem to be, but to solve a hide-and-seek puzzle in the least harmful way. When accidents do happen, there is consequences for that.
We are striving to show normal cat behaviour in the game, that reward when you can think of strategies to explore that doesn’t cause any damage to the home. We think this would be fun, and could make an interesting game for children and adults that is just good, clean old fun.
Thing is, when cats do something wrong, it is usually of epic proportions like jumping on a shelf and sending everything flying! But its important that things be humorous. We want those situations to make the user laugh at the absurdity of how tragic the cat failed his jump, or sent things crashing. Ever see a cat crash into wall because he didnt turn in time? Try to jump on top of the fridge but land face first in the top freezer then gravity kicks in and sends them straight back down where they land on their feet with a dazed look? Since we are going with
comics, we can put those little birdies chirping around the cats head. Try to climb the drapes but have them come crashing down on
them? Yeah, that is what we are going for.
While those situations won’t happen too many times per game-play, the times it does should be epic and something you want to laugh and talk about
with your friends about what your cat just did.
4.1 First Level Picture
5.0 Movement & Control:
To move around the game, the player just clicks on an area, and the cat tries to find the most effective way to get there automatically. If the player clicks on a shelf, we might move the cat to in front of it and then jumps up. Or it could be more effective to jump on the couch then onto the shelf, or even another shelf first. Basically all movement is just click somewhere, the game figures out how best to get there (and if accidents happen on the way), calculating the best route even when there is multiple possibilities.
5.1 Movement Example
The cat is waiting to be told what to do next. So the user double-clicks on a pillow on the bed. Automatically the cat goes to the bed, tries to jump up (there is a chance he fails and ends up on the floor, dizzy, with birds flying around his head). He then proceeds to the pillow. Then we run a script to see if he finds something. Either way a cloud will fill the area (about double the size of the bed), and show an animation of the results. While that happens, the timer is paused. Once the user clicks the bubble, it goes away and we resume play
The same with interacting with certain things. For example the cat could click on part of the couch to either jump on top of it (normal travel route), or even hide underneath the cat (in case the human is looking for it), or even try to open a door of a closet or something.
I envision most items that the cat would have accidents would just fall to their side and make loud noise. Some of them might shatter, and I envision light graphics there too (not to much realism). The darker side of things breaking should be made light-hearted.
A light music (I have no clue what yet) would play in the background. The side effects would mostly be the cat jumping, stuff breaking, stuff opening and closing, etc. The dog barking would also be needed, as well as the voice of the human looking for the cat. Maybe a game over tune as well.
7.0 Game Play:
You play as a cat trying to find a hidden item. This item can be hidden anywhere like on a shelf behind books, under a couch cushion, on the table, under a bed, behind the television, or anything else of the like. Each place you go that has items near you, there is a chance that you knock them over by “accident”. Some items just make noise as they fall, shatter or even have a cascading effect. Each of those times, you gained “noise” points that vary based on the intensity and the object. When you arrive to a certain level of points, the dog comes out and starts barking. From then on, its a race to hide before the human comes out and you get in trouble.
You can hide behind large furniture like the couch or television. You could also hide under the bed, or behind the drapes. Either way, the dog wants you to get caught. So he is going to bark and try to come near you in the hopes that when the human comes out, he comes to where the dog is to search for the trouble maker. If you are well hidden, you won’t be found and the dog will get grounded by being put outside. You will then be free to roam again to search for your things.
Alternatively go straight towards the dog to ruin his day for rat’ing you out. While that will accomplish a cloud of furry vengeance, it will also produce an end to your game as you both get in trouble. Now if you don’t fight the dog, and still manage to get caught, then it truely is game over for you. You will get given the dreaded bath, or even worse… the vet!
To make things more interesting, we will also add a “timer” to the game that counts down. At 0, it is also “game over”. We now have the option to integrate “items” into the game. For example, a cat treat might reduce your time, a cat toy might reduce your noise level (by being something the human thinks is normal, so disregards some of the stuff he heard), or any combination there of. Maybe even an item to automatically hide even if there is nothing nearby.
7.1 Initial Settings
7.1.1 Character Model
At the basis of the game is the main character the player is controlling. The kitten! It is imperative that this kitten is cute, and all its animations go to making the user feel either ‘Awww how cute’ or even laughing out loud at its antics. We need a lot of rigged movements and different animations (idle, walk, run, vertical jump, horizontal jump, dizzy (with birds flying over his head), landing, pawing at something in front of it, sitting, victory animation). We need sound for the movements and effects as well.
7.1.2 Character Controller
We will be using A* Pathfinding and using a click-to-move system within the game. Double clicking makes the character move to near it if needed and interact with that tile. Effects of tiles are shown as a cloud or star that appear temporarily over the cat.
7.1.3 Camera Controller
The camera system will be static and pre-made in advance to have a top over type view, a little at angle so that its easy to see the whole section of the scene you are in. The player can swipe on the screen to move over to a different view. Once he is in a different camera, he could interact with tiles in that view (for example double click to get cat to go interact with a couch cushion to look behind it).
7.2 Map Setup
7.2.1 General Level Design
There is a few things when it comes to the basic design. We are going with a cartoon style, and letting the level designer interpret my vision of what I need. Everything specified bellow must be in it though. Also remember a cat, dog and human lives there and to include items of such.
You need to make sure there is at least a half dozen hiding spots in the house, two dozen possible search locations, as well as tons of noise items (enough to fill meter from empty to full at least five times over).
Basic House Layout
We need the following rooms: Bedroom, Bathroom, Kitchen, Dinning Room, Living Room, Entrance, Hallways, Dogs Room (Kennels and such)
Each room needs to have appropriate furniture for the room. It is important to include furniture that we can use as a different layer, can include items, can have stuff for the cat to interact with (like hide or search or open).
Room Obstacles need to be spread out. The obstacles are things the cat can knock over (or break) in normal movement. Things like a remote control, a vase, books, plates, glasses, and/or basically anything in a normal house. These are super important as we need some for the cat to knock over to gain noise points!!!
We want included items that not necessarily bring anything to the scene further than immersion. A rug here and there, a painting, blankets, or anything basically showing the house is lived in normally.
7.2.2 Movement Grid
The play level is setup in a multi-layered grid that the player never actually see’s. Every location on this grid that is traversable to is assigned values, including jump locations. Certain grids are not traversable too as they could be solid, but the grid on top can be accessed possibly, and thus would have a jump link (value not much since its a small step up).
When the player clicks somewhere, the character moves to that location automatically, as our pathfinding script calculates the best route.
7.2.3 Layers of Grid
There is multiple “levels”. This is object based. You could jump on top of a couch, the back part of it, or on a table, or a night stand, on a bed (or hide under it), on top of a table, stereo on top of a dresser (or just the dresser) part. Its important there is a lot of surfaces to move to, and jumps of all types of heights.
7.2.4 Special Locations
It is important at this point to mark down all the tiles that are interactable with. Dressers, Doors, Under Bed, Under Couch, Food, Drapes, etc. Those are all things the cat can interact with. We need lots of those.
7.2.5 Grid Travel Value
We need to assign a movement value to everything. Each jump makes the journey shorter so the cat prefers jumping around on/over/under things. There could be a tunnel grid linked under the bed, so that the cat could technically choose to travel under (which may be faster depending where he is). We need to assign links to each of the places you can jump to and from, and higher point cost for higher jumps (but sometimes it wont matter, it would be only route). Every where the cat could technically go to interact or not with something needs to be mapped and have travel to cost.
7.2.6 Jumping Failure
Each time the cat uses a jump tile link, there is a chance (10%) that the cat misses and falls to the ground. At this point we display a bubble cloud showing the cat dazed, with birdies flying in circle above its head.
Each value needs to be a variable as possibly for the future we may add extra cats that have different values for jump fail percent, how fast they move, and other stuff like that in the future.
7.2.7 Hiding Tile
These tiles would show a bubble cloud with an animation inside it of the cat laying down with paws over its eyes saying its hiding. As long as its in this tile, the human if he’s out can’t find the cat. It has no effect if the human isn’t out. At bottom of cloud it will show a “Click cloud to exit hiding spot”. So nothing will happen until the player clicks the cloud and then would go back to seeing cat near the spot.
7.2.8 Opening Tile
These represent doors to rooms, or closets, or the fridge. When cat clicks on them, he moves to it, and a cloud appears and shows animation of a cat pawing at something, and sometype of door opening. When its done, the cloud goes away, with cat in front of object, and its then open.
7.2.9 Searching Tile
When cat is at tile, a new bubble cloud appears. It shows the cat looking through a pile of laundry, and throwing items around with his paw. Next you either see animation of cat looking down and sad with text saying he found nothing (and maybe a sound), or you see a happy excited cat jumping up and down, and saying what item you found. Behind the scene, there is a script running to check what you find in that tile (50% nothing, 40% treat, 10% victory item).
The time starts at 5 minutes, and counts down 1 second all the way to 0. Once at zero, the player loses and a game over screen appears. The player is able to “gain” time by finding certain treats. The time is paused while an animation plays, but resumes after. It does give an extra +1 second to give the player time to adjust to being back to controlling his cat.
Each place the cat goes to, there is a chance he knocks over items in his normal movement. When those items fall over, they make noise. We want there to have lots of obstacles, so clutter is king right now. Items also have a chance to shatter. If they do, that makes even more noise. Noise play for items being knocked over (incruing noise points), a different one when it shatters.
7.3.3 Noise Levels
Different values are set to different actions. Normal sound is 10pts, Shatter 15pts, Turning on TV is 30pts (cloud animation of cat stepping on remote, tv turns on with the news playing, with kitty quickly turning it back off). Dog barking is automatic 1pts every second (thus forcing you to resolve the situation).
7.3.4 Treats Effect
Toy mouse: Each toy you find gives you +1 victory point (tracked on top bar, with toy images, you need 3 to win). This shows a cloud of a kitty jumping on a poor defenseles mouse, then cuts off to show a kitty parading around proud of himself).
Kibble: Gives you +30 seconds. Shows cloud with animation of kitty eating from a bowl.
Food Bowl: Gives you +2 minutes. Shows cloud with animation of kitty eating from a bowl.
Toy ball: Noise goes down by 20% and you see an animation of cat playing with ball, and sound of people going “Awww, how cute! Lets disregard some of the trouble the kitty did.”
Dog Collar: This item returns 1 dog life if its needed.
Blanket: Shows a blanket icon on top of screen. The next time the dog starts barking, the blanket icon goes away, and the screen fades out progressively as if someone had thrown a blanket on top. The image then comes back as it was before, but no blanket, no barking dog, and your noise level is reset to 0. Your cat is in same position as it was, nothing else was changed. You can only have 1 blanket.
7.3.5 Dog Event
Once you reach 80% noise level, a dog appears at the nearest doorway to the room your in (if you still have dog lives left that is, if not, nothing happens, and you keep playing normally till you reach 100% at which point you get instantly caught since there is no time to hide), with a dog pointing towards you and barking non-stop. Every second you gain 1 noise level, until eventually it reaches 100%, and it stops barking but human comes out.
7.3.6 Human Event
When human comes out, timer is paused, and you see though cloud of “Whats with all the rocket.” “Oh, its a mess in here” “I wonder who did this” then proceeds to look quickly around. If the dog did come out barking, he will look around. If he spots the cat, game over, as you get dragged for a bath, or the dreaded vet (random cut scene to show that?). If he doesn’t spot the cat, you see him take the dog outside as it gets blamed for everything. Once they are out, your noise levels gets reset to 0, and a voice gets heard to “Go”, and the timer restarts… Now, if there was no dog out as you had no “dog life” left, then the human obviously automatically found you, so you get the bath or vet.
7.4 End Game
7.4.1 All Treats Found
If there is no more searchable locations, you win the game.
7.4.2 Three mouse toys
If you find all 3 mouse toys (from random events from searchable spots), you win the game.
7.4.3 Attacking the dog
This is game over. If when the dog starts barking, you double click the dog, your cat will run to the dog, and a bubble cloud will show an animation of a cat and dog fighting in the form of a cloud and see a canine paw here, feline tail there, canine head here, feline paws there, etc… with fighting sounds. It then fades to game over screen.
7.4.4 Victory Screen
If you “win” the game, the screen will fade to black, and then back to screen showing kitty naping comfortably in his box with blanket in it, purring noise showing he is content. Though bubble showing “What a great day, I had lots of fun. But now, its time for a nap…” You then get to click anywhere (with text saying so) to load the next fun filled level (though in our case right now, its end of the game as you have won, so show next screen of victory, and credits).
7.4.5 Defeat Screen
If its game over for you, screen fades out, and gets replaced with GAME OVER in big bright red (sometimes slowly flashing) and a text saying to click the screen to reload this level and try again.
7.4.6 Picture Example UI
As you can see, to the top left is the number of “dogs” that they have left before the owner goes “screw it, your all getting it!”. It also has the number of treats left that they need to acquire to win the game. In top middle is the noise bar, with picture of a doggy at 80% and a human at 100%. To the top right is the minutes left, and this clock is updated live. Bottom left is the camera controls. Bottom right is a pause game.
8.0 Release Phases:
The idea is we will release the game in three phases. First the full game, then the interactive version, then an upgrade to virtual reality. There is a different way listed to make money off each method.
8.1 Phase 1: Release & Monetization:
We would like to release the game first within game portals found on the PC/Mac, as well as the two main mobiles game shop (Android & Apple) and their respective tablets. That is 6 different platforms at launch (PC’s, Mobile & Tablet).
We are aiming for a release price between $0.99 and $4.99 USD for the full game. We are also considering adding advertisement to the splash screen between levels as well as a recommended games list at the end to augment the possible revenue streams. Though this may be left out for the future phases as we are trying to make it so the customer does not need to be online to play the full version of the game.
8.2 Phase Two (future): Interactivity:
On a future version we could implement interactivity within the game. That would permit us to re-release on all the previous platforms as a free-2-play game (but with limitations) as well as other mobile platforms like Blackerry & Windows, and of course the lucrative Facebook!
To do that we would have to let users get profiles online, and create a server side applications to track their account. They would have only a certain amount of lives per day, and could gain some doing task’s like sharing the game, viewing ads or downloading other games.
Players could purchase certain items, extra lives, or maybe even premium account that gives bonus (or removes ads). If we go this way, maybe take out the ads completely.
Either way, we would control the maximum amount of lives people get so they can’t stock pile too many lives (but won’t take away any they gained from purchases).
8.3 Phase Three (future): Virtual Reality:
With new technologies like the Occulus Rift, Steam VIVE and Google Cardboard, virtual reality is here to stay! The experiance of moving around and playing like a cat could be accentuated by VR. Development here could be interesting as we turn everything to a virtual 3d! Since there is still many openings for greatest hits in this market, it gives us very interesting opportunities. This upgrade could be priced at $4.99 for existing clients. Or we can rebrand the game for those options, and sell it for up to $9.99 or so.
9.0 Assets Needed:
This is a list of all the assets we will need to acquire and/or develop ourselves. There is artwork and coding aspects to handle. Furthermore, there is also “level design” needed to be done.
Apartment or small home
Various living items
(toothbrush, books, plates, etc..)
Cat Model & Animation
Dog Model & Animation
Voice Overs for human
Music for Game
Custom Cat Animation (birdies flying over head when dizzy)
Custom Fight Animation (Cat & Dog fighting in cloud)
Animation for showing cat getting caught
Animations for cat hiding
Animations for cat looking but finding nothing
Animations for cat finding a treat with effect
Animation for cat finding a victory treat effect
Animation for dog getting kicked out
9.2 Custom Scripts:
Dog & Human Movement
Character Controller for Cat
Score System (Dog, Human, Win & Game Over)
Human Detection if Cat is hidden
Different tile effects (mishap when jumping check)
Treat effects script
10.0 Example Gameplay:
You start the app. You turn the cellphone so its larger horizontally. The logo and introduction screen shows up. You see on the screen the choice to start a new game, or continue from last location. You choose to start a new game. The screen fades away to be replaced with the loading screen. Once game loads, you can see a bedroom. The view you can see is a bit above as if the ceiling. You see the cute little kitten, its busy licking itself. It is laying on top of a bed with blue sheets and pillows.
You do notice a few GUI elements at the top of the screen. It shows that you have 0 of 3 needed treats to win in the middle. Right underneath that in middle is also showing 3 dogs (showing 3 lives). At the extreme right, You see a timer starting at 5:00 Minutes, and counting the seconds down towards 0. To the extreme left you see a long meter that is empty. Tiny icon of a dog at 80% and a human at 100%.
You can spot a night stand, but the camera angle mean’s you barely see them. So you swipe from middle to top, and the camera angle changes to showing a view from the top centre of room, down towards the bottom part of the north wall. You see a bit of the bed to the south as that’s where you “came” from camera wise. You see a dresser, with a drawer half opened and socks coming out. On top of it you see some various perfume bottles, magazines, a mirror, some flowers and a big radio/cd player.
You double click on the drawer, and the camera switches back to the kitty. It gets up and then automatically walks towards the location you double clicked. The kitten automatically walks to the north edge of the bed, and jumps down. As it jumps down, it switches to that other view with the dresser. Your cat continues moving to the dresser. Once it arrives, it starts pawing at it and meowing. Suddenly a small cloud or star thingy appears over the kitty and location he was searching. Inside a new cartoon image shows of a toy, and a sound of success is heard. The player has found his first toy (out of 3 needed to win). The view then reverts to the cat standing normally in front of the drawer. If the player clicks again, the cat just shows a though bubble saying “I already searched there and didn’t find anything”.
The player then clicks on top of the dresser. So the cat automatically proceeds to jump on top…. but distress! He isn’t lucky and fails the jump. You see the kitten try to jump, but he’s too low, and falls back down. When he lands on the ground, another cloud thingy appears over him, and you see an animation of the kitty looking up and shaking his head in tune to birds flying in circles over his head, and a silly sound of daze being heard of birdies chirping.
A few seconds pass by, and then the cloud vanishes, replaced with just the kitty. Player then clicks again on top of the dresser. This time the cat manages to get on top. The player doesn’t see anything of real interest, so he clicks on the top of the radio so he could have a better vantage point. The cat proceeds to jump on top, but sadly, it knocks over! A loud crash can be heard as the stereo crashes to the ground and numbers 10 flash upwards on the screen. Top of the screen shows that the metter is at 10 on 100 right now (its a nice bar, with 10% filled in red. At 80% mark has a tiny dog, and 100% mark has a tiny human). Cat is still on top, wondering what happened.
Player panics and swipes a few times to get a view of the side of the bed, and clicks underneath. The camera switches back to the cat, and keeps switching to follow the movements of the cat. The cat first jumps down from the dresser, runs towards the bed, and then a cloud thingy appears and an animation shows the kitty laying down and putting his paws over his head, with a bubble showing “Im hiding… Im hiding…”. Time passes by, as the clock keeps ticking down. So player clicks on the cloud, and the cat is shown in front of the bed where he was before.
Player swipes to check more around the room and see’s the door to exit the room, and its only partially open. No problem! Player double clicks the door, and the normal camera and movement stuff happens as the cat moves there (though the path the cat takes is he jumps on the bed, moves on the bed, and jumps down, as that is quicker than moving all around the bottom of the bed). Once the cat is there, cloud thingy appears showing the kitty sitting and pawing at something as if to open it. A few seconds go by, and the cloud is gone, and the kitty left standing in front of the door, that is now fully open.
The player can now see the hallway with doorway’s to other rooms. He also see’s a treat on the ground. It looks like a kibble of some type. Player clicks on it, and the normal movement happens till the cat arrives in front of the kibble. A cloud thingy appears, and you see the kitten sitting and eating some food from a bowl, and hear eating sounds. You then notice that your time that was going down, you suddenly gained an extra 2 minutes of searching time, giving you more time! When the cloud dissipates, the treat is no longer there, and the kitten is left sitting where it was, waiting for the next command.
Fast forward a little bit, and the cat is now exploring the dining room. He clicks on the table and the cat jumps on top. Uh oh he knocked over a plate while he jumped up, and then a few more utensils and plate as he walked on the table towards where he had clicked. Luckily for him, none shattered, but each time an item crashed to the ground you gained +5 noise level. Eventually you double click on a plater in middle of table. Cat moves to it, and luckily knocks a few more stuff, but they don’t fall down thus make no noise. A cloud thingy appears over you as you arrive at the plater, you see the animation of kitten sitting and eating a bowl of food in front of him. You see +2 minutes appear over your cat, and the timer goes up 2 minutes. Though you also see +10 noise level as it did make noise when you moved the plater and started eating from it.
At this point your timer is at 80%. Suddenly you hear loud barking. You notice that your noise level keeps going up 1% every second. You swipe around quickly trying to locate the source of the barking, and there it is, at the entrance to the room, you see a dog barking, with a though bubble over its head “The cat! Look what its doing! Come get the cat! The cat!”. As the time continues ticking down and your noise meter ticking up, you quickly look for a location to hide. You remembered there was one in the bedroom, so you swipe around till you arrive to the bedroom. You double click underneath the bed.
The camera switches to your kitten, who proceeds to quickly jump off the table (making more objects fall and make noise), and then bolts it, the camera following, as its running towards the bedroom.. Its about 2 steps from the bed hiding spot as the noise hits 100% and you are frozen in your spot. A big cloud thingy fills the screen, and you see a human shake his head, a kitten looking down in front of it. The human then picks it up and walks away with it. Game over music play’s over the background. Eventually at the bottom you see appear “Game Over” and underneath “Click here to reload this level” and beside it “Click here to exit the game”.
Create this Game Design Document
Add Writing Content to GDD
Add Graphics to illustrate points in GDD
Acquire Home Assets
Design and implement basic structure of house to Unity
Add main furniture (beds, couch, tv, curtains, tables, toilet, etc)
Add “living” items (books, plates, vases, controllers, etc..)
Acquire Kitten Assets
Bring in Kitten to Unity
Rig Animation of Kitten
Acquire Movement Script
Rig Kitten with Movement Script
Acquire Camera Script
Rig in Camera Script
Add Game Instructions TextBox
Lock all terrain that needs to be locked
Mark Furniture as Furniture
Setup tiles for movement
Setup cost of each tile for movement
Setup tiles containing special items (hiding, possible looks, treats)
Setup ‘jumpfail’ detection script
Add animation of cat getting knocked out (birdies!)
Add links to area the cat can hide under/behind
Rig Animations for that event
Add links to area the cat can open and/or to look into
Rig Animations for those events as well
Map out cost of each movement
Mark Items that can be shattered
Come out with “Shatterable” animation
Rig Shatterable Animation for that object class
Add sound for item shattering
Add script to detect weither event happens on tile
? Add numbers overhead item to show points gained ?
Setup Score System
Add Box monitoring for Score System
Setup “item” they need to find to win (random?)
Add TextBox for Winning
Add sound for winning
Setup timer bar
Bring in doggy for when bar gets at 80%
Rig animation for doggy
Add sound for doggy barking
Setup script so doggy goes near kitten and barks to fill bar
Bring in human for when bar gets at 100%
Rig animation for human
Setup script so human goes near doggy and looks around
Add voice for human looking
Setup script to look if kitty is there for 10 seconds, if not go away with dog.
Add voice for human not finding kitty (and blaming doggy)
Add voice for human finding kitty (Game Over)
Add TextBox for GameOver
Add animation if cat and dog get close (fight cloud!)
Acquire “treats” Assets
Add treats to Unity
Rig in treats model to appear randomly as needed
Acquire script of effect of treats (win, bonus effect, etc..)
Add music to game
Polish, Polish, Polish!!!!
? Add “though bubble” for kitty ?
? Add “though bubble” for doggy & human?
12.0 Final Words:
Please do remember that this is a living document, and represents my vision of how the game should be. It may change as we develop and find out certain things don’t work out as we expected it to. We may add new way’s to deal with things. We may remove others for not being fun. Basically we will adapt to what is needed for the spirit of the game.
(Game Design Document)
by Denis Lange [January 27, 2016] [Page# 32]