Game design outline template


Game Design Outline Template 

1. Game Mechanics  

Discuss any and all game mechanics unique to your game idea 

There will be unique melee and ranged attack mechanics. The game will also have limited in-air attack combos. The sprinting mechanic will have different levels/stages depending on how far into the game you are. Shape 

2. Genre  

Game genre 

The game is an action-adventure fighting game with RPG elements Shape 

3. Platform and Controls  

What consoles and why. Map out control schemes 

The game will be available only on PlayStation because that’s what I play on. Shape 

4. Avatar  

The main character that you control. Look, abilities, background 

The main character will be a lean swordsman starting with basic armour that will be upgradable and changed as the story progresses. The character will have maximum of 3 special abilities depending on which weapon is equipped. The main character will start out only able to use one of these abilities with the other 2 being unlocked when levelling up. Basic light, heavy and in-air attack combos will useable from the start of the game with more becoming unlockable as the story progresses. the main characters background will be unknown as he seemingly just showed up in the swordsmith/swordsman village one day as an infant. Shape 

5. Camera Perspective  

this/first person? Top down? Etc. Why? 

 There will only be one camera perspective. 3rd person. This will be the only camera angle because it will give the player a 360 degree view of the plot, characters and world. Shape 

6. Goals and Scores  

What are you aiming to do? What are your rewards? What ‘currency’ do the game have if any (what can you spend) 

The aim of the main character is to find and rescue the daughter of the village chief and exact vengeance on her kidnappers Shape 

7. Progression and Variety  

How will you keep the game varied and interesting throughout 

Each region will introduce new challenges, bosses, environments, NPC’s and more. No two bosses will be that same. They will all have a different move/skill set, they’ll all take a different strategy to beat them. The variation in weapons, combos and special abilities will ensure that the player is never bored with the combat.  Shape 

8. Tension and Rest  

How will you build moments of tension and excitement. How and when will you let the player relax (but not become bored) 

Tense moments will be built up when necessary by a small zoom in and a gradual decrease in volume or sometimes they’ll be thrown right at the player by a big zoom in and sudden increase in the music volume. The player will be able to relax after a boss fight and while trying to find important items , of course there will still be light enemies and puzzles to get in your way but they will be light enough to let they player relax.Shape 

9. Obstacles and Penalties  

What is in the way of the objective? What is the penalty for failing an objective. 

The penalty for failing an objective will simply be that you wont receive the rewards from it. The failed objective may be available at a later time.Shape 

10. Resources  

What can you pick up and use? 

You can pick up healing items, currency and ammo/throwable weapons. The healing and recovery items you pick up don’t have to be used straight away and can be stacked anywhere from 5 to 20 times depending on which difficulty you’re playing on. Shape 

11. Decisions  

What decisions can the player make during the course of the game, action or story based? 

Decisions made by the player mostly don’t have a large affect on the story since the narrative is already set in stone. Decisions made will mostly effect action and gameplay.                                                                                                                                                                                                                                                                          Shape 

12. Storytelling  

How will the story be told? Through game, cut scenes, voice overs, etc 

The games story will be told through cutscenes.Shape 

13. Art Direction and Style  

How will the game look, what is it’s visual inspirations? 

Shape 

14. Sound Design  

Most of the music used in the game won’t have lyrics and just be instrumentals to fit the tone of the scene. Unique sounds will be used for each different action and movement, a punch and a kick wont sound the same. 

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