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Royal Reckoning (Team Six)

Public Group active 1 year ago

Chess meets capture the flag

Game Design Document (17 posts)

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  • Avatar Image draenix389 said 1 year, 1 month ago:

    Post stuff for the GDD here.

  • Avatar Image tigerfantom said 1 year, 1 month ago:

    damn dude i posted alot of stuff in the ideas part lol

  • Avatar Image draenix389 said 1 year ago:

    Here is a link for Game Design Document we are supposed to use.

    http://www-personal.engin.umd.umich.edu/~bmaxim/cis488/BaldwinGameDesignDocumentTemplate.doc

  • Avatar Image luna said 1 year ago:

    @draenix389 can you post to this forum the edited GDD that we made in class? It'll help me and probably others to focus only on the areas we need to fill out.

  • Avatar Image draenix389 said 1 year ago:

    1.      Title Page  
    1.1.   Game Name – Perhaps also add a subtitle or high concept sentence.
    1.2.   Copyright Information
    1.3.   Version Number, author, date
    2.      Table of Contents – Make sure this includes all the subsections to make finding material.  If practical, hyper linking the document will help here. 
    3.      Design History – This is a change listing quickly describing each major version and changes.
    4.      Section I – Game Overview
    4.1.   Game Concept
    4.2.   Feature Set
    4.3.   Genre
    4.4.   Target Audience
    4.5.   Game Flow Summary – How does the player move through the game.   Both through framing interface and the game itself.
    4.6.   Look and Feel – What is the basic look and feel of the game?  What is the visual style?
    4.7.   Project Scope – A summary of the scope of the game.
    4.7.1.      Number of locations
    4.7.2.      Number of levels
    4.7.3.      Number of NPC’s
    4.7.4.      Number of weapons
    4.7.5.      Etc.
    5.      Section II – Gameplay and  Mechanics
    5.1.   Gameplay
    5.1.1.      Game Progression
    5.1.2.      Mission/challenge Structure
    5.1.3.      Puzzle Structure
    5.1.4.      Objectives – What are the objectives of the game?
    5.1.5.      Play Flow – How does the game flow for the game player
    5.2.   Mechanics – What are the rules to the game, both implicit and explicit.  This is the model of the universe that the game works under.  Think of it as a simulation of a world, how do all the pieces interact?  This actually can be a very large section.
    5.2.1.      Combat – If there is combat or even conflict, how is this specifically modeled?
    5.3.   Game Options – What are the options and how do they affect game play and mechanics?
    5.4.   Replaying and Saving
    5.5.   Game World
    5.5.1.      General look and feel of world
    5.5.2.      Area #1
    5.5.2.1.General Description
    5.5.2.2.Physical Characteristics
    5.5.2.3.Levels that use area
    5.5.2.4.Connections to other areas
    5.5.3.      Area #2
    5.5.3.1.etc.
    5.6.   Characters
    5.6.1.      Character #1
    5.6.1.1.Back story
    5.6.1.2.Personality
    5.6.1.3.Look
    5.6.1.3.1.      Physical characteristics
    5.6.1.3.2.      Animations
    5.6.1.4.Special Abilities
    5.6.1.5.Relevance to game story
    5.6.1.6.Relationship to other characters
    5.6.1.7.Statistics
    5.6.2.      Character #2
    5.6.3.      etc.
    6.      Section IV – Levels
    6.1.   Level #1
    6.1.1.      Synopsis
    6.1.2.      Introductory Material (Cut scene?  Mission briefing?)
    6.1.3.      Objectives
    6.1.4.      Physical Description
    6.1.5.      Map
    6.1.6.      Critical Path
    6.1.7.      Encounters
    6.1.8.      Level Walkthrough
    6.1.9.      Closing Material
    6.2.   Level #2
    6.3.   etc.
    6.4.   Training Level
    7.      Section VII – Technical – This may be abbreviated with most in the Technical Bible.
    7.1.   Target Hardware
    7.2.   Development hardware and software
    7.3.   Development procedures and standards
    7.4.   Game Engine
    7.5.   Network
    7.6.   Scripting Language
    7.7.   etc.
    8.      Section VIII – Game Art – This may be abbreviated with most of the content in an Art Bible.
    8.1.   Concept Art
    8.2.   Style Guides
    8.3.   Characters
    8.4.   Environments
    8.5.   Equipment
    8.6.   Cut scenes
    8.7.   Miscellaneous
    9.      Section X – Management
    9.1.   Detailed Schedule
    9.2.   Budget
    9.3.   Risk Analysis
    9.4.   Localization Plan
    9.5.   Test Plan

  • Avatar Image crazedghoul1704 said 1 year ago:

    Game Name: Royal Reckoning, a team-based tag game involving different classes and kings. To win, players must tag the opposing team's king.

    Copyright: Team Ssixxx

    Game Concept: After teams have been created and a king has been enthroned, players must choose a class and prepare for battle! To win, players must tag the opposing team or teams' king. With different classes, the game is never the same twice, and players must be aware of what they are and how they can manage to be the most effective in helping their team. Specifics on classes are discussed later in the document.

    Genre: Live action role-playing?

    Target Audience: 16+
     

  • Avatar Image draenix389 said 1 year ago:

    For the Management section of the gdd what are the expected deadlines of the website and the like?

  • Avatar Image luna said 1 year ago:

    If we can get both the GDD and the Website complete by next weekend I think we'll be good: we should shoot for this goal.

    Also, for some other parts of the management section:

    Risk Analysis:
    Considering the scope of our game, I really don't think there is that high of a risk. We'll be putting in our time and effort but this is going to be one of those games where either people play it or they don't and as long as some people get enjoyment out of it we'll be good (or at least that's how I feel).

    Test Plan:
    Two tests – a preliminary test this Saturday at 1pm and one the following Saturday at 1pm (ideally).

    For the preliminary test, players will be asked afterwards for:
    a) Their general impression of the game: did they like it or not?
    b) Ideas for improvement

    We can make a test plan for the following week based on the feedback we get from this week

  • Avatar Image mswd said 1 year ago:

    Here's something for the mechanics. Just decided to take everything from Rules and stick it here.

    ~~~

    Flags as identifiers. Tagging is method of capture. Can only be tagged on enemy base (King is the exception).  Tag the Commander and the game ends.  No time limit or points system.
    *capturing and tagging are the same thing
    Class – what class it is
    Enemy: what the class can do on enemy territory
    Home: what the class can do on home territory
     
    Assassin – A class best suited to sneaking around. Used to capture the king.
    Enemy: can be captured by anyone on the opposing team except for the king himself. This is the only class that can capture the king on the king’s home territory.
    Home: Can capture absolutely anyone.
     
    Commander – The primary target of each enemy team. The game ends if the King is captured.
    Enemy: If they venture on to enemy territory, they can be captured by anyone.
    Home: Can capture anyone except the assassin.
     
    Knight – King’s personal guard. 
    Enemy: Can only be captured by Assassins, Knights, and Kings.
    Home: Can capture anyone except Bishops when applicable.
     
    Soldier – The majority of the players will have this title
    Enemy: Can be captured by anyone except Seekers
    Home: Can capture anyone except for Seekers and Bishops when applicable.
     
    Seeker – Primarily used for gathering information
    Enemy: Can be captured by anyone except Soldiers
    Home: Cannot capture anyone
     
    Bishop – A special class that has specific rules for capturing and being captured
    Enemy: Can only be captured on odd numbered floors or by other Bishops or Assassins on any floor, can be captured by Kings
    Home: Can capture anyone while on even numbered floors and other Bishops on any floor
     
    /*Warden – Charged with escorting prisoners to the prisons.
    Home: Can capture soldiers, but is mainly used for making sure captured prisoners don’t wander and go directly to a jail
    */Enemy: Can be captured by anyone.
     
    In any given game, we can have any number of the classes in play. Commanders and Assassin’s are the only constants.
     
    Multiple prisons.  Unit that captures an enemy unit escorts it to the prison.  Tagging the prison frees all prisoners.
     
    No-Man’s Land: *No one can be tagged in the following locations*
    Streets
    Stairwells
    Elevator (including outside an elevator)
     
    Units can switch classes only in home base, and must have someone to switch with.
     
    Knights must be 5 meters away from the king unless the king is in danger of being tagged.
     
    Ratio of Units (PER TEAM): *20 ppl per team in a game with 2 four floor buildings
     
    1 Commander
    3 Assassins
    3 Knights *knights can act as a warden for prisoners
    2 Seekers
    4 Bishops
    7 Soldiers
     
    Events:
    Nerf Guns – Instead of tagging, use Nerf Guns
     
    Walkie Talkies – Kings can communicate to teammates through walkie talkies *open to possibilities*

    Players freed from jail must first go back to their home territory before they do anything else in the game. While the freed players are heading back to their home territory their enemies may tag them and return them to jail. 

    Players must have a class indicator on them at ALL TIMES and it MUST BE VISIBLE, otherwise they will be disqualified from the game.  

  • Avatar Image tigerfantom said 1 year ago:

    Just an idea but I was thinking since we played the game me might need another type indication for identifying the class.  Since we test played it last saturday all we did was run when we saw each other.  I don't think anyone was worried about who was what class though we knew it was knights vs. assassins.  I'm thinking the game might actually need nerf swords, fake knifes, and shields to determin which class is which. 

    Also I really believe that the no-man land rule should stay in effect.  It was fun running from people, two people jumped stairs which one got cut.  Nobody is really worried about oh I hope I don't tag him hard enough so that he/she will fall when chasing up or down the stairs.  To ensure saftey I believe the no-mans land should stay in the rules

  • Avatar Image draenix389 said 1 year ago:

    Luna asked me earlier if there was anything else I need help on for the GDD. It just occured to me that I need some help with the Section VIII – Game Art. I personally dont have any pictures or anything that i could use for this section. If anyone wants to send the pictures to my email philiplande3@gmail.com or if anyone wants to do this section and then post it or email it to me i would appreciate it.

  • Avatar Image tigerfantom said 1 year ago:

    Here is sum pictures

    <a href="http://s106.photobucket.com/albums/m246/fantom6_x/?action=view&amp;current=warrenscell.jpg" target="_blank"><img src="http://i106.photobucket.com/albums/m246/fantom6_x/warrenscell.jpg" border="0" alt="Photobucket"></a>

    <a href="http://s106.photobucket.com/albums/m246/fantom6_x/?action=view&amp;current=map1.jpg" target="_blank"><img src="http://i106.photobucket.com/albums/m246/fantom6_x/map1.jpg" border="0" alt="Photobucket"></a>

  • Avatar Image draenix389 said 1 year ago:

    thx for the pictures. The first link doesnt work. If you could fix that i would be greatfull.

  • Avatar Image draenix389 said 1 year ago:

    Here is what i have for the Game Overview section. Feel free to comment on any corrections you think i need to make. I will be posting other sections for aproval throught tommorow and wednesday.

    Game Overview

    Game Concept – The game concept for Royal Reckoning was to combine games from our childhood into one big game. The main games we put together were chess, capture the flag, and hide and seek.
    Genre – Royal Reckoning is a live action social game
    Target Audience – Royal Reckonings target audience is any social group that likes to get together and play games. The main social group we were thinking of while creating this game were college students.
    Game Flow Summary – The player moves through the game by their own two feet. The players select the location of the game so there is no set way to complete each game.
    Look and Feel – The players decide what the players wear and what they use to designate the different teams and classes wear to differentiate themselves. We will discuss the look we used for our testing in a later section.
    Project Scope – The scope of Royal Reckoning can be as large or as small as the players want. For our testing purposes we decided to use 20 person teams and a single building to test the rules and gameplay.

    Number of locations – Players can use one or two different locations to play within. These locations can be opposite sides of a park to different buildings in a city.

    Number of levels – However many levels there are in the building or designated floors in a building.

    Number of weapons – The main weapon for the players will be their hands. In certain events players will be able to use other kinds of weapons.

  • Avatar Image draenix389 said 1 year ago:

    Here is the Management section

    Management

    Detailed Schedule:
    Saturday April 30th 2011 at 1 p.m. – First game test.
    Thursday May 5th 2011 at 5:30 p.m. – Presentation of game.
    Saturday May 7th 2011 at 1 p.m. – Second game test.
    Thursday May 12th 2011 at 11:59 p.m. – Deadline for game design document, website, and game video.
    Risk Analysis – The risk for creating this game is minimal. We don’t plan on making any money by making or playing this game. This game will either be played or it won’t but either way it will not cost our group anything. Our start up cost and maintenance cost are zero. Our Time and effort are the only things we put into Royal Reckoning.
    Test Plan – We will be doing two tests on Royal Reckoning before the games deadline.
    After the preliminary test the players will be asked:
    a)      Their general impression of the game, if they liked it or not.
    b)      Ideas for improvement
    We then implemented the results in the second set of game testing.

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