Game design document

Here’s an imaginary path for each iteration of the game that I’m making. If you have any ideas that you would love to see in a game like this, I would love to know! I enjoy keeping the ideas quite freely moving and changing until I have to actually make that version.

Version 0.1

  • A couple of planets, with gravity forces.
  • A rudimentary ship with a thrust and mouse-controlled turning, that can collide with the planets
  • In deep space, thrust is needed to accelerate or decelerate; thrust is also needed to land on planets else you die.
Version 0.2
  • Static enemy turrets, that can fire lasers at the smuggler ship
  • Smugglable resources and fuel on planets; cost money
  • Multiple solar systems
  • An exponential thrust system for the smuggler ship to quickly cover large distances
  • Fuel supply and damage amount for smuggler ship
Version 0.3
  • Other solar entities such as asteroids/ asteroid fields, stars, non-inhabitable planets – all cause damage to ship.
  • large-scale enemy ships with AI to avoid asteroids and planets, and fire at the smuggler
  • improved graphics 🙂 sound effects.
  • Trade/ smuggling screens for each planet’s resources
  • save/ load games
Version 0.4
  • Guns on the smuggler’s ship
  • Physics collisions with parts of smuggler’s ship breaking off
  • Modular repairs/ upgrades for smuggler’s ship, with per-module damage amount.
  • Small enemy ships with AI to chase the smuggler quickly and shoot at it.
  • Directional boosters (left right up down) for smaller ships.
Version 0.5
  • Ability to call for ally backup a limited number of times.
  • Galactic map…
  • Distinction between options of trading legal substances for less money or illegal substances with higher risks
  • Nefarious pirate ships
Version 0.6
  • Shady repairs, and occasionally vendors of ‘legal’ goods/ supplies, can screw you over.
  • Shields/ cloaking devices that fail if you take damage
  • Fuel stations and repair stations as well as planets
  • Non -smuggling ‘missions’ – take down satellites, get bounty hunters/ assassins trying to kill you, team up with other smugglers and protect them from incoming fire, kill off other smugglers taking your business, low-level flying and bombing planets.
Version 0.7
  • Ground level chases from tipped off police ships when loading/ unloading cargo
  • Given option to switch sides if your ship crashes on a habitable planet – you start taking out other smugglers and shutting down illicit substance manufacturers.
  • Buy planets to gain a steady income from illegal substances grown/ mined/ purified, but with high risk
  • Possibly combat mechanics like slow motion, different weapon types

I’m trying to think of a catchier name for this project than “smuggler game”. Do you have any ideas for a unique and interesting-sounding name? Thanks!

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About reecpj2

I created this blog to motivate myself and chart my process in the production of a video game I am making over the summer. I also want to share ideas and feedback with anyone interested in the process! I'm not really a programmer; I starting learning C++ a couple of months ago. I did a C++ and OpenGL halftone program for a uni project, which, despite plenty of bugs, has given me the confidence to try and make a 3D game without a studio or masses of time. It remains to be seen whether this is total folly. I'm 20, male and studying Computer Visualisation and Animation at Bournemouth University, UK. I have always been interested in making games but haven't done anything about it since I was about 14 and making terrible flash games. I recently got an inkling as to how complicated games are when modding Skyrim to change the mesh of one hat. This is about the first time I've committed to sharing any work I've done online or started a blog/ personal website.

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