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Game Design Document

Grhong edited this page Jun 30, 2017 · 2 revisions

Table of Contents


Game Design

Objective

The goal of this game is to get as far as you can by dodging the randomly generated obstacles. Your avatar will automatically fall but you can tap the screen in order to give it a jump.

Gameplay Mechanics

This is a real time reaction game.

Level Design

This is an infinite runner so you would not be creating many levels but rather you would procedurally generate obstacles within a certain range so as to not create an unwinnable scenario. The difficulty does not increase over time however as it is already difficult.

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Technical

Scenes

There is only one screen where the avatar is loaded and you fall right away. If you die there is a restart button that will reset the scene so you can play again.

Controls/Input

You can control the game through taps which will give you a jump through the form of a physics impulse.

Classes/SKS

  • Classes
    • [list classes needed and some basic information about required implementation]
  • SKS
    • [list SKS files you will need to create]

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MVP Milestones

[The overall milestones of first playable build, core gameplay, and polish are just suggestions, plan to finish earlier if possible. The last 20% of work tends to take about as much time as the first 80% so do not slack off on your milestones!]

Week 1

planing your game

  • [goals for the week]

Week 2

finishing a playable build

  • [goals for the week, should be finishing a playable game]

Week 3

  • [goals for the week]

Week 4

  • [goals for the week, should be finishing all core gameplay]

Week 5

starting the polish

  • [goals for the week]

Week 6

submitting to the App Store

  • [goals for the week, should be finishing the polish -- demo day on Saturday!]

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