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Design Documents

GameJam Design Documents:

10-Pillar Bowling

Ten-Pillars Bowling is a boulder bowling game whereby you, a disgruntled god, have decided to play a bit of bowling against your disloyal follower's temples and other ancient structures.  

 

The aim of the game is to launch the boulder from a set position, rolling it towards various items that will function as the pins in 10-pin bowling. Working in a similar way to Wii Sports bowling or even its golf game mode or games like golf with friends etc. 

 

Like in real bowling, each object knocked down per throw, should equal X amount of points. Strikes double the next amount of points etc. This should be 1 point per object. So we will keep it to 10 like real 10-pin to keep things simple.

 

Controls will mimic that Nintendo Wii feel through the mouse, by having left and right aiming tied to left and right movement (x-axis) and moving the mouse down to charge before moving up to release the boulder (y-axis). This would even enable touch controls if ever ported to mobile and would be the same for consoles, with a controller using the x and y-axis of the left or right thumbstick. 

Need for Wheat

Need for Wheat is a time-trial racing game where you (and some friends)  [online and/or split-screen = optional feature] are a farmer racing against the clock to collect as much wheat as possible before time runs out.  

 

The game's goal is visualised clearly to the player, as while they drive around the field, the combine harvester will remove the wheat, leaving only dirt. Giving the player a clear indication of what areas they have completed vs what areas they have left to do. 

 

The feeling of the driving should be smooth, drifting should be fun in an arcade racing style similar to that of a kart racer like Mario Kart or other racing games like Need for Speed. There should still be a certain weight to the driving and drifting too, due to combine harvesters being large and heavy, but not too heavy as to feel cumbersome, just heavy enough so that it doesn’t feel like you’re gliding across the field. 

 

The gamejam requires growable crops or raisable animals, the way Need for Wheat will do this will be to have the player run around and water the crops causing them to grow (spawn/appear), this could also be done with a fertiliser vehicle (see below) which would probably be more fun! But this may be time-dependent. Once the player gets into the combine harvester, then the timer starts, while driving the fertilizer tractor or watering by hand (however we end up doing it based on the time we have) will not be timed, this way it can be a nice and relaxing part of the gameplay loop, before the high-speed action of harvesting wheat!

Her Majesty's Secret Service

The Spy Who Shrunk Me is a comedy spy-themed puzzle game. The spy has found themselves stuck in a facility, looking for a way out. Fortunately, they have their trusty Shrink Gun, a gun with the ability to shrink objects (and return them to their normal size and enlarge too). Fun quips and witty lines from the spy as he tries to escape. Also, in the second arm is a spy watch that allows the player to pick up objects and carry them without actually holding them. 

 

The core gameplay loop involves shrinking/enlarging objects to reach and complete the objective of each room. Larger objects could gain mass to activate certain trigger spots, while smaller objects could be used to fit into small gaps to then fall onto hidden triggers etc. Alongside also needing to shrink or grow objects to reach the exit door of each room. 

 

There are probably more things we can do with it, it will test my level design abilities, but I believe it should be doable. Will probably need to do some puzzle design research for myself at least. While from a coding, art, music, etc. side of things, it should be fairly straightforward.

The Depths: Last Song

The Depths: Last Song is a horror game set in an alternative universe where the player is a diver whose safety lines have been severed, stranding them at the bottom of the ocean, where no light reaches, and the wildlife is unknown.  

 

The core gameplay loop is simple. Follow the sound of the beacon from a rescue pod (divers bell) before A. your O2 runs out, and B. before the Last Song reaches you. Once the rescue pod is reached, the player wins, and the game restarts, forming a continuous loop, getting harder each time.

Formula Racing Transformed

Formula Racing Transformed is a retro racing game inspired by games such as Daytona USA, Virtua Racer, and by games like Sonic Racing Transformed. 

 

The core gameplay loop is split into two modes: 

 

The first mode is a simple time trial mode, the player races around the track, every time they pass the finish line they get a lap time, and their personal best gets displayed on top of the screen and is added to a leaderboard in the main menu. 

 

The second mode is a racing mode, where you race against 20 or so AI/bots (19 + the player). You race for 3 laps or so. With 1st, 2nd, and 3rd displaying a podium cutscene at the end. 

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*Note: this GDD was pitched to my team for Game Off 2023 but was not used

Concept Design Documents:

Project: Ninja Penguin

Ninja Penguin is a momentum-based 3D platformer with an emphasis on sliding, swimming, and ninja-themed action combat. 

 

The two core aspects revolve around one, the movement physics, most 3d platformers rely on precise movement, while Ninja Penguin relies on speed and agility as sliding is the main form of movement sliding on the main form of terrain: snow and ice. Water would also be included with underwater aspects, controlling almost like an Ace Combat game underwater (as opposed to more traditional swimming which is often seen as boring and cumbersome). 

 

The other core aspect is the combat, with the movement being heavily based on speed and agility it only feels right to have quick and fast-paced ninja combat, with the main character using shurikens and other ninja tools to ‘knock out’ foes, the game would feature many comical items too, in order to add charm and in order to help keep the game from becoming too mature.

Work-in-Progress

Project: Elevator/Lift Wars

Lift Wars is a fighting game set in the tight and claustrophobic space of a Lift (Elevator). I initially got the inspiration while in a lift on holiday in Cyprus, and I noticed the lift said it could hold up to 10 people, yet it was a very small lift. This event reminded me of the lift fight scene from Captain America: The Winter Soldier, and thus the idea of Project: Lift Wars was born. 

Work-in-Progress

Project: Ωmegaverse

Ωmegaverse was my first true video game idea, it came about in primary school and the easiest way to describe it is with two games that have been announced and/or released since then, these being Destiny and Star Citizen. Ωmegaverse is an MMORPG with a vast open world spanning a whole star system with a strong focus on story, customisation, and sandbox creativity.

Work-in-Progress

Project: Transformers Kart

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