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Public Service Simulator Game Design Document

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Public Service SimulatorGame Design Document

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Index

Index1. Index 2. Game Design

a. Summary b. Gameplay c. Mindset

3. Technical a. Screens b. Controls c. Mechanics

4. Level Design a. Themes

i. Ambienceii. Objects

1. Ambient2. Interactive

iii. Challengesb. Game Flow

5. Graphics a. Style Attributes b. Graphics Needed

6. Sounds/Music a. Style Attributes b. Sounds Needed c. Music Needed

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Game Design

SummaryPublic Service Simulator is a Casual Simulation game built for Mobile platforms, based up-on the success of the SimCity franchise built within the Unity engine that appeals to a wide range of audiences.While building upon the tried and tested Simulation game Public Service Simulator in-novates in a number of key ways:

● Visuals – The Unity engine allows us to create visually stunning games that works on a range of devices from low to high end phones and tablets. The game utilizes a low poly colourful, cartoon like style that is rarely seem in mobile games of this genre.

● Game Design- Public Service Simulator gives the player absolute control of the services within the city with missions being completed on a balance and chance basis that is rarely seen in mobile games.

● Story- Public Service Simulator does not focus on a story within the game but instead allows the user to create their own stories and tales as mayor of the fictional town Public Service Simulator is a heavy stylized Casual Simulation game based upon man-aging a city’s public services that will be released on Android and IOS alongside a console release on PS Vita and PS4 that relies heavily on chance and balance.

GameplayIn the bottom left of the screen you have the 3 services and clicking on them will bring up their statistics and allow you to see the number of units, the amount of money they are receiving as well as the number of available units (ones not out on jobs)

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From this screen you can also make upgrades to the service which will allow you to complete bigger jobs and finish regular jobs quicker, you can also buy new units and if you need more cash you can fire units and save money.

At random points you will see the exclamation mark and this indicates that there is a mission that need to be attended to.

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On the objective screen you are given an overview of the problem and this will allow you to decide if it is worth sending out units to it, for example you may not want to send out the fire brigade to get a cat out of a tree, after reading the overview you choose the type of unit you want to send out as well as the number of units which will show you the cost of completing this

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mission, finally there is a yes and no button which will either send units out or ignore the job all together.

Once completing the objective you will be given an overview of how you did including if you lose units, the money you spent and the money you earned.This money can then be recycled back into upgrading forces or buying extra units to complete more objectives, you lose when you run out of money or you have no units left in any of your forces.This is a mobile game that uses the time system so some missions will take longer than others and you can close the app and come back to them at a later date.

MindsetThe kind of mindset I want to leave the player in is a sense of power being able to take control of a range of units and a sense of achievement when they complete missions.

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Technical

Screens1. Title Screen

a. New Gameb. Load Gamec. Options

2. Gamea. Service upgrade screen

i. Policeii. Fireiii. Hospital

b. Pause Menui. Options

c. Mission screend. Mission end dialog

3. End Credits

ControlsBeing a mobile game I plan to use the normal mobile game control like pinch to zoom in

and out, swipe to move around and circle with 2 fingers to pan around while tapping to interact with elements.

When releasing on PS Vita and PS4 we will be working with the 2 thumbsticks to allow movement and rotation of the camera, the vita’s touchscreen will of course be utilized much the same as a mobile’s screen is when buttons on the PS4 will become mapped to certain on-screen buttons for ease of navigation.

MechanicsCamera mechanics will work on a multi touch system, where pinching in and out on the

screen with 2 fingers will zoom the camera in and out.

We will have a chance system in place when it comes to completing missions and this system is explained in detail below:

· Each mission requires at least one service to attend and deal with the incident· Multiple services can attend, one service is more important than the others so more units from

the important service is required for a successful mission.· Missions come in 3 different difficulties (1 star, 2 star and 3 star)· 1 star are the easiest missions and have the highest odds of success with the lowest units

required.

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· While 3 star is the opposite with the lowest odds of success with the most units required.· Units can be upgraded which gives better odds of success, the best units are upgraded 3 times

better than the base unit. (Normal units, lv 1 units, lv 2 units and lastly lv 3 units).· Each mission has a colour code to suggest how hard it is,· For example green missions are the easiest, quickest to complete and should be done in the

early game· Amber or Orange missions vary in length, are slightly more difficult and are a mid-game

missions.· Red missions are the hardest, longest and are designed for the late game, they will require the

most units and the most up graded units.

Tables explained and odds explained:At the top of the tables shows mission and the difficulties, for example car crash 1 star, 2 star and 3 star. Within each cell it shows the minimum amount of units required to start the mission, for example a turf war mission requires a minimum of 3 police units so that the odds are not too low.To explain more:A Turf War mission is an amber mission and is designed for the mid game. The minimum police units required for a successful 1 star turf war is 3, this 3 will grant odds of 55% chance of the mission being a success. If 2 or 1 units was sent rather than 3 the odds would be halved to 27%.With a turf war mission it requires other units to assist, an ambulance unit is also required so that the mission is successful. When it comes to other services it doesn’t affect the mission as much. for this example in a 1 star turf war mission it requires 3 police and 1 ambulance unit, All other service units that are required for missions give a flat +8% bonus to the odds of success, if the right amount has not been reached it has a negative effect of 10% on the rewards at the end of the mission and a negative 8% on the chance of success. Min Units required: Min%: +1 Unit: +_%+1* Unit: +_%+1** Unit: +__%+1*** Unit: +__%(The * means levels, *=1 level)

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(average percentage chance increase with better units)

Green missions Amber missions Red missions

1 star +1 Unit: +5%+1* Unit: +7%+1** Unit: +10%+1*** Unit: +15%

+1 Unit: +3%+1* Unit: +5%+1** Unit: +8%+1*** Unit: +12%

+1 Unit: +2%+1* Unit: +4%+1** Unit: +6%+1*** Unit: +8%

2 star +1 Unit: +4%+1* Unit: +6%+1** Unit: +8%+1*** Unit: +14%

+1 Unit: +2%+1* Unit: +4%+1** Unit: +7%+1*** Unit: +11%

+1 Unit: +2%+1* Unit: +3%+1** Unit: +5%+1*** Unit: +8%

3 star +1 Unit: +3%+1* Unit: +4%+1** Unit: +7%+1*** Unit: +13%

+1 Unit: +2%+1* Unit: +3%+1** Unit: +6%+1*** Unit: +10%

+1 Unit: +2%+1* Unit: +3%+1** Unit: +4%+1*** Unit: +8%

(AVERAGE chance of success with number of min units required reached)

Green Missions Amber Missions Red Missions

1 Star Missions 70% 55% 40%

2 Star Missions 65% 50% 30%

3 Star Missions 60% 45% 25%

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(Police) Types Of Missions

1 Star 2 Star 3 Star Other Units

Car Chase(green)

Min Units required: 1

Min%: 70%+1 Unit: +8%+1* Unit: +10%+1** Unit: + 13%+1*** Unit: +17%

Min Units required: 3

Min%: 60%+1 Unit: +5%+1* Unit: +8%+1** Unit: + 10%+1*** Unit: +13%

Min Units required: 5

Min%: 50%+1 Unit: +5%+1* Unit: +8%+1** Unit: + 10%+1*** Unit: +13%

Police:Fire:Rescue:+1 Unit:+1* Unit:+1** Unit:+1*** Unit:

Car Crash

Arson

Turf War(amber)

Units required:Min:+1 Unit: ++1* Unit: ++1** Unit: ++1*** Unit: +

Units required:Min:+1 Unit: ++1* Unit: ++1** Unit: ++1*** Unit: +

Units required:Min:+1 Unit: ++1* Unit: ++1** Unit: ++1*** Unit: +

Police:Fire:Rescue:+1 Unit:+1* Unit:+1** Unit:+1*** Unit

Major Injury

Missing Persons

Heist

Riot or Protests(amber

Min Units required:

Min%: 55%+1 Unit: +_%+1* Unit: +_%+1** Unit: +__%+1*** Unit:

Min Units required:

Min%: 50%+1 Unit: +_%+1* Unit: +_%+1** Unit: +__%+1*** Unit:

Min Units required:

Min%: 45%+1 Unit: +_%+1* Unit: +_%+1** Unit: +__%+1*** Unit:

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+__% +__% +__%

Bomb Scare

Terrorist Attack

Street Racing

Community Events

Robbery

Assaults

Level Design

Themes1. City

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a. Moodi. Bustlingii. Vibrantiii. Colourfuliv. Busy

b. Objectsi. Ambient

1. Pedestrians2. Cars3. Pigeons

ii. Interactive1. Police Station2. Fire Station3. Hospital4. Mission Markers

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Game Flow1. Player starts with £100 and 1 unit in each service.2. Tutorial objective initiated and text bubbles talk the user through the process.3. The users chooses the service and amount of units they want to spend.4. A range of factors come into play and adapt outcome of the mission.5. Player lands back in the city and waits for new objectives and updates all units as

wanted.

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Graphics

Style AttributesThe game will use lots of bright colours to fit the cartoon/low poly style, I went with this style due to the constraints of the mobile platform we are targeting, the bright colours and cartoon style go very well together to catch the user's attention.

We will provide the user with positive feedback after each mission with a generous reward meaning it will make the player feel good and keep coming back and playing.

Reference Images:

https://d13yacurqjgara.cloudfront.net/users/91456/screenshots/1642959/dribbble_shot_1x.png

http://www.designshared.com/wp-content/uploads/2014/07/11.jpg

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Graphics Needed1. Characters

a. Pedestrians (3 or 4 variants)b. Police Manc. Fire Mand. Paramedice. Bank robberf. Police Carg. Fire Trackh. Ambulance

2. Blocksa. Police Stationb. Fire Stationc. Hospital

3. Ambienta. Roadb. Street lampc. Carsd. Binse. Birdsf. Office blocksg. Houses

Sounds/Music

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Style AttributesTo fit the cartoony art style I want the music to be very upbeat and simple with music

that is very childish and cartoony but as you move into jobs the music will change based upon their difficulty, the harder they are the more intense the music will get.

Sound effects will be mission based so if there is a fire there will be a crackling fire sound and as you pan closer to the objective the noise will get louder, as for ambient sound I wanted this game to be immersive so I will be using a lot of ambient sounds such as birds tweeting, people talking and cars driving past to give the game world a sense of realism.

In terms of animation there will be very minimal animation involved with models following a very simple waypoint marker system, this means that it will fit the simplistic art style and also give the city sense of realism and movement.

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Sounds Needed1. Effects

a. Birds callingb. Chatterc. Cars driving

2. Feedbacka. Police Sirensb. Fire Truck Sirenc. Ambulance Sirend. Dispatched chatter (explains the mission)e. Cash sound (when money is spent)

Music Needed1. Upbeat, childish music that fits a city scene.2. Slow sad, downbeat music for when player loses.