GDD Example
GDD Example
GDD Example
Game Summary
Title:
Ebonmire
Genre:
Version:
v. 3.0
The game follows an adventurer as he attempts to get to the end of the dungeon
and collect the treasure at the endthat is if they can get past the traps and
monsters first! Dungeons are procedurally generated upon the start of the game
with props, enemies, and traps randomly dispersed throughout the level according
to the selected difficulty. Monsters and traps are going to be guarding the treasure
with a boss or big team fight happening at the end where the players goal is
located.
Category:
Taking cues on combat from Dark Souls/Bloodborne, Dark Siders, Dragon Age:
Inquisition, and For Honor. The overall tone however is more on a lighter tone as it
is in keeping with games such as Fable to help the game to appeal to younger
audiences as well.
The game has both single and multiplayer, however these function more akin to the
Rainbow Six: Siege set up for single player than as an actual campaign usually seen
in the genre.
Platforms:
License:
Potentially have to pay Wizards of the Coast for use of the 3.5 OGL if that becomes
an issue. Otherwise this is going to be a new IP with its own myth, legends, and
storyline. The only other license issues might be for software. This type of game
lends itself to a franchise easily with new dungeon environments, weapons,
creatures, and player options expanding the scope and further developing the world
for the players to explore and become fond of.
Play Mechanic:
The player can move, jump, and crouch using the usual PC controls for the genre.
They are able to manage an inventory system that they are able to tailor to their
potential dungeon prior to entering, as well as allocate skills or purchase armor and
weapons using gold collected during dungeons. Once inside however, the player is
only able to use the gear that theyve brought with them or whatever else can be
scavenged during the play through, this is going to force players to consider
carefully what items, weapons, armor, and gear they plan to take with them and
then have to think on their feet to complete what challenges lie ahead. In
multiplayer this will also make communication between the party extra important as
not having a certain item could potentially spell doom for the would be adventurers.
Technology:
Target Audience:
Marketing Summary:
Demo that allows for 5-6 randomly generated dungeons to pique the interest
of the community.
Allow players to have access to the OGL to help them get interested as well
as get them engaged with the IP.
The game is quick and easy to get into as it doesnt require much in terms of
having to beat a campaign or worry about On-Rails style of gameplay.
..But it still has a ton of room for really dedicated or serious players to nail
down strategies and tactics to be able to crush higher difficult dungeons
either solo or with a party.
With player choice and exploration being lauded and rewarded, the game will
be able to provide a real sense of an open, vibrant, and living world even
though its confined to a dungeon.
The Core Concepts:
Characters:
Player:
The player is able to create their character from a selection of races, deciding
their sex, customize their looks, as well as being able to outfit their characters
weapons, armor and equipment in order to tailor it to their preferred playstyle and
aesthetic. Story wise the players are either solo or a party of adventurers that are
plunging into the unknown dungeons across the world of Ebonmire in the pursuit of
riches, prestige, and power. Their agendas are up to them and the game allows for
players to express themselves via the aforementioned character customization and
the styles of play so that every player is better able to immerse themselves in the
role they choose to take up both in gameplay as well as the game world as a whole.
Enemies:
Enemies are divided up into two main groups: minions and bosses. Minions
are lower-level enemies that are at or below the power of the player character(s);
they have a variety of appearances with sex, race, and equipment able to be
randomly assigned upon game startup. Bosses are similar to minions but with a few
key differences, first they are a challenge at the end of the dungeon that is intended
to be a tough fight for the player so they tend to have above average stats,
weapons, armor, and tend to be physically imposing as well. They are also a few
levels of difficulty above the player with the difficulty scaling depending upon the
number of players present at the time, this ensures that they wont just be able to
be overwhelmed by four players attacking simultaneously. Like minions, bosses
also vary in terms of their sex, race, and equipment to ensure variety as the
player(s) progress through the game.
Obstacles:
The dungeon itself is a perilous opponent even without the presence of
minions and bosses attempting to impede the players progress towards the loot at
the end: traps, puzzles, and the maze-like nature of the layout all contribute to
make the difficulty of the run greater. Players will have to contend with pits, arrow
and blade traps, collapsing ceilings, fires, explosive glyphs, bear traps, among other
things as they navigate around, all of these can be disabled or avoided if the
players are attentive and pack the proper gear to handle what they come across,
however given the level of unknown present in every play through there is always a
sense of urgency and hesitancy that keeps the players on their toes.
Worlds:
The game takes place in the High Fantasy world of Ebonmire, an expansive
continent that opens up many possibilities for the players to explore on their
dungeon delving expeditions. From coastlines to mountains, jungles to highlands,
and deserts to tundras, Ebonmire offers a rich lore filled excursion for players to
discover the secrets of the ancient gods, the plethora of the monsters and creatures
that inhabit the wild places of the world, and to trade and be social with one
another in the hubs that are scattered around the varying regions.
Gameplay:
Combat:
Combat is set up in such a way as to give the player some freedom with their
approach while at the same time force the player to confront the mortality of their
character; this is done via an assortment of weapons and armor that is available to
the player(s) as well as to the minions/bosses. Players and enemies alike are only
able to take ~2-4 hits before they die depending upon their armor and weapon
choice. Armor is broken up into light (the best mobility at the cost of protection),
medium (a nice middle ground), and heavy (the best protection at the cost of
mobility). Weapon choice affects combat in the following ways: overarchingly there
is the choice between melee and ranged weaponry. Melee weapons can only be
used up close and personal and give the player the ability to parry/block incoming
melee attacks for reduced damage while ranged weapons can be utilized a further
distances with the target being unable to parry/block to reduce damage but this
comes at the cost of being able to parry melee attacks yourself making it much
more deadly to engage targets up close.
Weapons:
Melee:
Sword and Shield (Mace and Shield)
This melee combo provides a greater parry/block bonus to incoming damage
at the cost of your own damage dealing potential.
Warhammer (Axe)
This two-handed melee weapon offers immense up close damage while only
offering adequate protection when parrying incoming melee attacks.
Ranged:
Crossbow (Bow)
This ranged weapon offers a faster fire rate than the black powder weapons
but this comes at the expense of raw damage potential
Movement:
Story:
The story of the game is more open-ended than most in the genre as it
follows that player characters as they delve deep into dungeons to find wealth,
fame, and prestige to make their livings as the adventurers and (anti)heroes that
they are. Lore discovered while exploring the dungeons that are present in the
various regions as well as what is learned from completing them/vanquishing the
monsters therein to learn more about the game world, to gain hints about upcoming
content, to help influence player decisions in terms of gear and equipment, and
overall gameplay strategies.
Ebonmire is a continent that hides many secrets and dangers for only the
bravest of adventurers to discover at their own peril. Magic and
Controls:
Movement:
W Move Forward
S Move Backward
D Rotate Right
A Rotate Left
E Strafe Right
Q Strafe Left
Space Jump
Left Shift Sprint
Ctrl Crouch
Combat:
MB1 Attack
MB2 (hold) Parry (Melee Weapons Only)/Aim (Ranged Weapons Only)
Environmental Interaction:
F Use/Interact
Miscellaneous Controls:
Esc Pause Menu
M Map