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1|Page GDD Thomas Ouimet

Keven Pangus
Marcos Escobar

The Greatest Show Unearthed


Game Design Document

Index
1. Index
2. Index Continued
3. Brainstorming & Idea Revision
4. Game Design
a. Summary
b. Gameplay
c. Mindset
5. Demographic
a. Target Audience
b. Development Platform
c. Platform Resolution
6. Setting
a. Immediate Setting
b. World Building
7. Setting Continued
8. Character Sheet
a. General Statistics
b. Personality
c. Favorites
d. Emotional Descriptions
e. Relationships
f. Special Skills/Abilities
9. Character Sheet Continued
10. Character Sheet Continued
11. Character Sheet Continued
12. Character Sheet Continued
13. Character Sheet Continued
14. Character Sheet Continued
15. Story
a. Purpose
b. Granularity
c. Plot Mechanisms
16. Story Continued
17. Core Mechanics
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Keven Pangus
Marcos Escobar

a. Entities
b. Mechanical Relationships
c. Resources
18. Game Balancing
a. Player Interaction
b. Difficulty Balancing
c. Gameplay Feedback
19. Enemies & AI
20. Enemies & AI continued
21. Enemies & AI continued
22. Enemies & AI continued
23. Enemies & AI continued
24. Level Design
25. Level Design continued
26. Level Design continued
27. User Interface
28. Sounds/Music
a. Audio Overview
b. Music
c. Sounds (SFX)
29. Monetization
a. Crowdfunding
b. Promotion
c. Price
3|Page GDD Thomas Ouimet
Keven Pangus
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Brainstorming & Idea Revision

Themes
1. Steampunk
2. Dark Comedy
3. Horror
4. Psychological
5. Carnival

Game Mechanics
1. Exploration
a. Searching areas for hidden rewards. Extra content that’s optional.
b. Exploration involves high risks and high rewards.
2. 2D Sidecroller
a. Similar to Mario it will start from the left side of the screen and progress
towards the right.
b. Focus on a linear path of destroying enemies and making it past obstacles.
3. Item Collection
4. Upgradeable weapons
5. Strategic defense for defending against waves of enemies. Tower Defense style
mechanics.

Final Game Ideas


1. Gear Tower Mutation
o A tower defense game that utilizes gears that make up the base.
o Steampunk theme.
o Background story is about a man trying to repress former memories and having
psychological warfare by fighting a parade of monsters in his dreams. World
decays and breaks down in the dreams.
2. Carnival of Dementia
o 2D sidescroller focusing on a linear path of defeating enemies with upgradeable
weapons.
o Optional exploring rewards the character based on various risks and challenges.
o The game will be based on a carnival theme with clown and monster hybrids as
the enemies.
4|Page GDD Thomas Ouimet
Keven Pangus
Marcos Escobar

Game Design

Summary

Similar to Mario the game will be presented as a 2D sidescroller with enemies and obstacles
obstructing the path. The game will feature psychological horror elements throughout the game.
The game will also feature optional exploration that poses a risk but rewards the player. As the
player explores they will be able to upgrade their default weapon based both on game progress
and optional exploring.

Gameplay

Being a 2D sidscroller, the gameplay largely consists of focusing on a linear path of defeating
enemies with upgradeable weapons. The game consists of a structure that involves a large map
of areas that the player can choose to explore in any order. Each area has varying difficulties and
rewards based on the challenges that are faced. The game has one basic single player mode that
does not consist of difficulty settings. After successfully completing the game the player will
have the option to repeat the game again while keeping the upgraded gear that they finished with.

Mindset

What kind of mindset do you want to provoke in the player? Do you want them to feel
powerful, or weak? Adventurous, or nervous? Hurried, or calm? How do you intend to provoke
those emotions?
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Keven Pangus
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Demographic

Target Audience

The game is primarily targeted towards teens and adults. The Greatest Show
Unearthed definitely contains psychological horror elements which prove difficult to
translate to younger audiences. The best demographic for this game would at least be
targeting teens as the audience due to the nature of the game. The content will consist
of violence and blood as well as crude humor sprinkled throughout the game.

Development Platform

The primary development platform will be for video game consoles. Most games are
easier to delve into when played with an actual controller. It’s understood controllers can
be bought and used for PC games, yet most people would prefer to use a console with
this type of game instead.

Platform Resolution

The benefits of releasing the game on Sony consoles and/or Xbox consoles involve
having the wide use of a console attachment being added to the game, a wider range of
production companies who may pick up the game, and wider age-range of players who
have access to finding the game on their systems market. Limitations would be losing
out on the potential income made from PC players, and criticism for not making the
game available to PC players.
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Keven Pangus
Marcos Escobar

Setting & World Building

Immediate Setting

The immediate setting introduces the main character as he traverses through an


ominous graveyard. Having the imperative objective to locate another crucial character,
the protagonist is moving at a brisk pace. In the midst of the graveyard a haunting
atmosphere fills the area with an incessant fog that completely envelopes the main
character. Further inducing discouragement, chilling temperatures persist throughout
the environment uniting with intense humidity. Somber emotions fill the graveyard as an
eerie ambience creates pressure for both the main character and, ideally, the player.
The main character struggles with anxiety, fear, and sadness as he maneuvers through
the cemetery.

To accomplish this setting, an art style that persists throughout the environment is
expressed with high contrast and heavy shading. A disparate selection of colors will
receive brighter contrast that diverge with darker slate colors. Furthermore, the setting is
also occurring during the day of the dead festival to assist with forming a sense of
dread. Peppered throughout the environment will be distinct elements in the game that
give it a gloomy background and symbolize a context to emulate day of the dead
aspects. Various objects and elements include skull painted masks that will be worn by
background characters and placed in discernible locations. This heavy atmosphere will
provide an introductory foreground for the player to understand the primary nature of the
game.

World Building

The physical world of the game will be built with spatial dimensions generated in a 2.5D
universe. Relative scaling will be utilized and sometimes manipulated to add
psychological detail. Boundaries are defined by areas that are made up of sectioned
zones. To travel to each zone the player will have to make their way to the end of the
relevant zone to be sent to an adjacent zone. Sometimes the player will be required to
obtain certain abilities or items to access restricted zones. Also important, the game’s
temporal dimension will be enclosed with time that’s anomalous to the gameplay. That
is directly influenced by the story to allow the player to explore the game without any
time-based restrictions.
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Keven Pangus
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Majority of the game will take place in a brooding carnival that is comparable to the look
and feel of recognizable carnivals that existed throughout the 1940s. A hybrid of 1990s
stylized technology blended with a more archaic 1940s type of technology will be
employed. This will add unusual and bizarre effects fitting for a frightening supernatural
carnival. Additionally, the carnival’s hostile inhabitants will include, indubitably, nefarious
clowns with maniacal intensions. This will constitute most enemies that the player
encounters throughout the game.

The emotional framework of the game will include frequent uses of anxiety and fear to
create a sense of unease for the player. Equally important, the protagonist will be
experiencing grief after losing someone for the sake of adding sorrow to the character.
Obsession and greed are also elements that will appear throughout the game to add
variety to the character’s mental scheme. For these reasons, one important motive of
the game is for the main character to grow as a person and achieve self-discovery. A
focus of requiring the protagonist, or hero, to defeat only seemingly villainous enemies
will be the fundamental stipulation required of the player. This supports a positive and
integral character that must evolve as a virtuous advocate.

Constructing an exaggerated world for the player, most locations will be composed of
distorted environments and enemies. This will be to emphasize the unnatural behavior
and advancement through the game and its story. However, several elements including
most real world physics will be emulated to be intuitive and make sense for the player.
Certain points in the game will break from this guideline of reality to create unrest for
both the player and character.

Conditions will be established throughout the game depending on the location of the
character. This includes the climate and state of the weather that will help set a distinct
type of nature for each individual zone. Uniquely, a sense of warmth will be applied
whenever the character is standing in a fixated, bright area.

Historical events and customs are conveyed by friendly survivors that populate neutral
areas within the carnival. These characters are strictly friendly and indicate no intention
to harm the main character. Conversing with the survivors will reveal some of the history
of the carnival’s origin and historical background. A tragedy takes place and each
survivor becomes a valuable asset for the player to succeed in his unstable quest that
has been unearthed before him.
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Keven Pangus
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Character Sheet

General Statistics

Name: Johnny Gonzalez


Nickname(s): Johnny Guitar

Gender: Male
Age: 19
Height: 5’8
Weight: 170 (Lean)

Occupation: Various positions at Bodega, a family owned convenience store.

Social/Economic Status: Lower class economic background. Not as low as poverty, but
low enough so that money is always restrictive.

Appearance Description: Has a thin body type. Apparel includes a gray hoodie, jeans,
and white sneakers. Facial features consist of being constantly hidden with a shadow
and the jaw is partially visible while being narrow.

Personality

 Alignment (Good/Neutral/Evil): Neutral Good


 Governing Trait: Very distant and reclusive.
 Conflicting Trait: He hates seeing people suffer, but would rather keep to himself to
prevent things from getting worse.
 Pet Peeve(s): Being interrupted.
 Greatest Hope: As Johnny lives a very stressful life full of complications, he strongly
desires a more simple and peaceful wellbeing.
 Greatest Fear: Losing the people that he cares deeply about.
 Greatest Triumph: Achieving his aspirations for finding a peaceful solution to his
troubling life.
 Greatest Tragedy: Obtaining happiness just to have it ripped away.
 Moral and Religious Views: Has no religious viewpoints. Believes that people should
have good integrity while living together peacefully.
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Favorites

 Book/Film: To Kill A Mockingbird/Forrest Gump


 Animal: Wolf
 Food: Burgers
 Color: White
 Song: Last Kiss, Pearl Jam
 Sound: The sound of fire crackling.

Emotional Descriptions

 Happy: His facial expression lifts as he produces a smile and the inflection of his voice is
much louder. There is a noticeable shift in his tone during this moment.
 Afraid: Eyes began darting back and forth as he constantly looks around for any
surrounding danger.
 Confused: Tilts his head in a fashion that denotes confusion while also scratching the top
of his head.
 Sad: Slouches and stares at the ground while mumbling to himself.
 Bored: Fidgets with his fingers and looks around for something more interesting.
 Angry: Silently stands up straight while clenching his fists. Starts to narrow his eyes and
focus on the target ahead.
 In Love: The inflection in his voice becomes gentler and he confidently stands up
straight.
 Frustrated: Rubs his temples and will often voice his concerns through yelling, cursing,
and making various gestures.
 Threatened: Observes a stance that involves the raising of his fists while he observes the
environment around him.
 Special Skills/Abilities:

 Ability to picklock
 Basic electrical and handyman skills
 Quick and Agile
 Adept at sneaking
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Relationships

Johnny possesses a strong connection with family deeply caring for each and every
member within the family. This compels him to constantly worry about the wellbeing of
his entire family. Furthermore, Johnny was also invested into a passionate relationship
with his girlfriend. His emotional composition reaches a devastating stage as he loses
each and every person he cared for so dearly. All of those that are important to Johnny
no longer exist in the plane of the living.

General Statistics:

Name: Henry Smith


Nickname(s): Ring Master

Gender: Male
Age: 43
Height: 6’3
Weight: 200

Occupation: Both the Owner and Ring Master of the Carnival presented throughout the
game.

Social/Economic Status: Prior to the events that led him to the hellish Carnival, he was
excessively wealthy.

Appearance Description: Has pale white skin. Face is hidden beneath a shadow, and he
has a large handlebar moustache. He’s also quite tall, thin, and has long arms and legs
to go with his height. His apparel primarily consists of a gray ringleader outfit.

Personality:

 Alignment (Good/Neutral/Evil): Lawful Evil: Those that obey the rules of the carnival can
obtain some freedoms.
 Governing Trait: The virtue of patience.
 Conflicting Trait: Obsessed with being perfect. Conflicts with being patient as he is
willing to wait on others, which can give him great displeasure.
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 Pet Peeve(s): Similar to Johnny, receives annoyance when others talk while he is
speaking.
 Greatest Hope: To have the greatest carnival show on earth.
 Greatest Fear: Failing to keep a promise bestowed upon him by a loved one.
 Greatest Triumph: Experiencing the thrill of performing the greatest show on earth.
 Greatest Tragedy: Losing any attachment to his daughter.
 Moral and Religious Views: No religious beliefs. Principled with being a proper individual
that obeys to be allowed to live happily. If one disobeys him, he will enforce their
suffering.

Favorites:
 Book/Film: The Odyssey
 Animal: Lion
 Food: Popcorn
 Color: Red
 Song: A melody created by his daughter known as Angel’s Blessing. Unique to the
game’s universe.
 Sound: The sound of resounding applause.

Emotional Descriptions

 Happy: Facial expression of an elongated smile with intense laughter.


 Afraid: Observes a frown while the body twitches.
 Confused: When confused by something he simply scratches the top of his head.
 Sad: This emotion is demonstrated with obvious frowns, a deep slump to his body, and
eyes that are more focused down towards the ground.
 Bored: He signifies boredom by playfully twirling around his cane and whistling.
 Angry: When angry he grits his teeth, narrows the brows, and yells at the target of the
anger.
 In Love: Doesn’t showcase this emotion.
 Frustrated: Grits his teeth and throws a caucus tantrum.
 Threatened: When he feels threatened he raises his cane, starts at his target, and
broods an ominous silence.
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Special Skills/Abilities:

 The talent to motivate individuals into action.


 Charismatic.
 Proficient acrobatic.
 Skilled at Fencing
 Accurate Marksman
 Expert Engineer

Relationships

Prior to the main events that happen in the game, he is a very caring individual that
loves to interact with the carnival’s operators. Has deep admiration and respect for
those within the carnival and cares for their individual opinions. After the main events,
he demands much more from these same individuals he once cared for so dearly.
Demands include obeying him without error, harshly punishing those that do not follow
his directions, and treating each of them as pieces on a chess board. He cared deeply
for his daughter and becomes broken and demented in the aftermath of tragically losing
her.

General Statistics:

Name: James
Nickname(s): Terror Clown, Terror

Gender: Male
Age: 36
Height: 6’
Weight: 250

Occupation: Circus Clown

Social/Economic Status: Previously Homeless

Appearance Description: Stout and round with a gray skin color. Facial features
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enveloped with white face point. His hair color is orange and he wears a blue and white
clown outfit.

Personality:

 Alignment (Good/Neutral/Evil): True Neutral


 Governing Trait: Interested in Helping Others
 Conflicting Trait: His judgment is clouded by the thoughts of revenge.
 Pet Peeve(s): Those that are too serious. People that don’t find him funny.
 Greatest Hope: Marrying the girl of his dreams and forming a family.
 Greatest Fear: Being cold and alone as he reaches death.
 Greatest Triumph: Meeting the love of his life and getting married to that person.
 Greatest Tragedy: Being unable to save his future wife.
 Moral and Religious Views: Holds no religious viewpoints. Believes that people should
leave each other alone.

Favorites
 Book/Film: Films with Charlie Chaplin
 Animal: Dogs
 Food: Cotton Candy
 Color: Blue
 Song: Various folk and railroad songs.
 Sound: Enjoys the sound of laughter.

Emotional Descriptions

 Happy: Indicates this with a cheery smile.


 Afraid: Slowly backs away with a grimace and a frown.
 Confused: Tilts head in a good-natured way.
 Sad: Buries his eyes into the ground while frowning.
 Bored: Finds sleep or fidgets with inanimate objects.
 Angry: Laughs hysterically while clenching his fists.
 In Love: Quietly focuses on the person of interest.
 Frustrated: Throws a tantrum by stomping his feet and yelling.
 Threatened: In a freakish and fanatical way, he smiles while walking towards his target.
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Special Skills/Abilities:

 Powers of magic
 Acrobatic
 Great deal of strength
 Fast

Relationships

Before the events unfold in the game, he has a strong desire to help everybody. His
characteristics include being compassionate to everybody he meets and worrying about
each of them. He once loved his wife with a great deal of passion and just wanted to
make her smile. After he loses her in a tragic event, he becomes mad with vengeance.
His new desire after losing hope is to seek the death of the ring leader. This passion
has become so intense that it becomes more compelling than his previous love for his
wife.
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Story

Purpose

The purpose of the story is for the character to grow in some way that develops his
character. By helping other NPC’s throughout the story, the character achieves
meaningful growth. Interacting with these NPC’s and completing objectives for them will
unlock more missions and areas for the player.

Granularity

There is fine amount of granularity throughout the game consisting of events and cut-
scenes that promote the narrative of the game. This also includes the introduction to
new story elements, characters, and pieces of relevant equipment that are important to
the story.

Plot Mechanisms

Defeating bosses and collecting items will give the player access to new pivotal areas
and in this way advance the plot.

Narration

The game opens with Johnny walking out of his house, getting into his car, and driving to
the cemetery to pay his respects. Upon his arrival, he noticed several families celebrating
the Day of the Dead just before moving on to visit his girlfriend’s headstone. Afterwards,
he gets the idea to rob one of the other graves when a voice whispers the idea to him. He
finds a coin in one of the graves and decides to place inside one of the tombstones. This
causes a demonic carnival to be summoned from underneath the Earth. He falls
unconscious, and later wakes up, realizing he has no alternative but to enter the carnival.
He is attacked right after entering but is saved by Terror Clown who explains what the
carnival is and tells Johnny the only way to escape is to kill the one in charge, the
Ringmaster. He then gives Johnny his first weapon and vanishes. As Johnny proceeds
farther into the carnival he goes through the tutorial; Terror clown appearing whenever
he's needed, and explains what Johnny needs to do. Then Johnny enters the safe zone,
where the carnival’s surviving people are hiding out.
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Terror Clown tells Johnny outside the safe zone to continue following the path he is on
and he'll eventually reach the Big Top where the Ringmaster stays, but he also has the
option of waiting in order to help some of the survivors in the camp, in which they may be
willing to aid him on his journey if he does. If he goes straight to the Big Top, he will
receive the normal ending, but if he says and helps people, which improves his skill and
unlocks areas that would previously inaccessible, he might gain access to alternate
endings and learn more about the carnival, and the Ringmaster himself. Johnny can learn
about the Ringmaster's daughter, how she died, and the deal he made with a demon in
order to create the greatest show on earth. He also has the option of learning about Terror
Clown’s wife and how she was killed just before being turned into one of the monsters in
the carnival, eventually forcing him to succumb to the carnival’s dark energy. And by
completing all the optional missions, you'll unlock the true ending. No matter what Johnny
does, he will always make it to the Big Top to fight the Ringmaster.

The normal ending consists of Johnny killing the Ringmaster and a portal back to the real
world opens up, he jumps through, finds his pockets filled with gold coins, and runs away
from the cemetery, leaving the grave he robbed in its original state. If all side missions
are completed, he'll confront the Ringmaster and ask him to stop everything while he still
can. Tells him that this is not what his daughter wanted and that he has hurt his people
trying to fulfill his daughter's dream. That the demon he made the deal with to fulfill his
wish manipulated him and now his daughter's dream is all but lost. The Ringmaster backs
down and tells Johnny the only way to stop this is to kill the demon he made the deal with.
The demon appears and Johnny, Terror Clown, and the Ringmaster fight him. After killing
the demon, the carnival starts to fall apart and everyone appears at the cemetery as the
Sun begins to rise. Not sure what to think of the new world they have been brought into,
Johnny promises to show them the way, and the game ends.
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Core Mechanics

Entities

Various entities within the game will include persistent dangling electrical wires that will
be incorporated into the game whilst hanging from broken fixtures and other
environmental objects. The electrical wires will flicker and demonstrate various lighting
effects to showcase damage and support atmospheric danger. There will also be a boss
enemy that follows the player throughout the game and has various states including his
levels of alertness, searching for the player, attacking the player, and being vulnerable.

Mechanical Relationships

The entity of the player can opt to interact with various weapons to upgrade them if they
have received the required upgrade parts. The state of the weapons change depending
on each upgrade. The player can also interact with NPC entities that can further
upgrade weapons if the upgradeable part is purchased from the NPC.

Resources

The two main resources in the game primarily consist of ammunition and tokens that act
as a type of currency for the player to purchase items and equipment. Other entities
largely consist of the enemies faced throughout the game including evil clowns, the ring
master, and the blood that is exhibited throughout the game. Entities not consisting of
enemies are made up of switches, portals, doors, weapons, and platforms.

The source of coins will be found intermittently in various locations for chests and as
rewards for defeating most enemies. There will be specific set amounts for enemies that
drop in a randomized amount within in a certain range. In contrast, the chests will
reward the player with a specific amount.

The token resource will be drained through NPC vendors as items and equipment are
purchased. The player may also lose tokens obtained after a checkpoint, but will be
able to reobtain the tokens if they repeat the same process.
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Game Balancing

Player Interaction

The game focuses on PvE as the main direction of the game. The player interacts with
neutral NPC’s, various environmental hazards, and hostile enemies throughout the main
character’s journey. The relationships among the player’s options include a diverse
mixture of both. The character’s choices when it comes to deciding which weapon to
use will involve some intransitive relationships as most weapons will have drawbacks
and disadvantages based on the situation or type of enemy.

Difficulty Balancing

The game will provide shops and abilities that directly increases the player’s power and
capabilities to encourage further exploration and potential completion of each zone. The
player’s perception of the game’s difficulty will depend entirely on the choices they make
and the order in which they visit each zone. The game can be perceived as extremely
easy, balanced, or severely difficult depending on the procedure of their playstyle. The
NPC’s that the main character interacts with will provide hints, optional objectives, and
lore that can benefit the player in several disparate ways. Weapons, abilities, and
upgrades can be acquired if the player completes risk and reward missions for each of
these NPC’s. The NPC’s can also provide information on each of the areas if the player
is thorough enough and gathers information before impulsively jumping into each area.
Otherwise, the player can painstakingly learn about the areas through simple trial and
error.

Gameplay Feedback

The feedback will rely on simple factors of how the character manages to defeat
enemies without too much complication. In contrast, the player will receive negative
feedback of having too much of an obstacle to navigate through an individual zone. The
game primarily resides on the player’s intrigue of exploration and curiosity to figure
things out and learn about the game within the expedition of the game’s campaign.
There will be a constant drive and some narration to help guide the player in the
direction of completing the essential objectives, but the player will be required to search
and find the side quests. The game will scale appropriately, but an entirely different
experience will be provided for those that delve into the exploration aspect of the game.
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Enemies & AI:

1. Enemy Name: Demon Clown


Basic Description: Each Demon Clown will vary in appearance, but share some distinct
characteristics: Sharp teeth, pitch black or bright red eyes, and deadly claws.
AI States
a. Idle: Patrols a specified area until the main character comes within twice the
distance of the patrolled area.
b. Detects Player: Once the player is detected in a specified radius the clowns
will quickly move towards the player and variably employ different types of
weapons including brandished knives, clubs, and claws for close range
attacks. Some Demon Clowns will utilize ranged attacks with throwing knives
or pies from a medium-ranged distance.
c. Afraid/Low Health:

Image/Sketch (optional):

2. Enemy Name: Mutated Poodles


Basic Description: Each poodle is very thing and they all showcase bright pink fur, blue
collars, and bright red eyes.
AI States
a. Idle: Slumbering in a light sleep that’s easily interruptible.
b. Detects Player: Within a medium range the poodle will be woken by the
player and become hostile. Afterwards, the poodles will immediately charge
at the player in an attempt to bite the main character or scratch the
character using their claws.
c. Afraid/Low Health:

3. Enemy Name: Conjoined Twin Psychos


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Basic Description: Having various forms, the twins are most commonly connected at the
stomach and have no legs. One of the twins must act as makeshift legs in order to
maneuver each area. The other half of the twin is more humanoid in appearance while
having two heads and three disfigured arms. Two of the three arms will be located on
one side of the body with the last arm located on the opposing side.
AI States
a. Idle: Patrols a specified area similar to the Demon Clowns until the main
character comes within twice the distance of that particular area.
b. Detects Player: With clubs, the conjoined twins will attempt to strike the
player or head-butt him.
c. Afraid/Low Health:

Image/Sketch (optional):

4. Enemy Name: Animatronic Zombies


Basic Description: Each animatronic follows a robotic design while wearing ragged,
dilapidated clothing with fake skin outside of the robotic shell. The skin will appear to be
either dark green or pale gray to give a darkened appearance.
AI States
a. Idle: Walks in the direction of the last known location of the main character
in a certain radius until it reaches a border that’s specified by each zone.
b. Detects Player: Similar to the idle state, the Animatronic Zombies will walk
into the direction of the player at a faster rate than the idle state. The
zombies will have several methods of attacking including slashing, grabbing,
and biting the main character. Furthermore, a small beam will be included as
another attack mechanic.
c. Afraid/Low Health: As the demon clowns inherently exclude emotions of fear
they make no changes in tactics or emotions while approaching death.

Image/Sketch (optional):

5. Enemy Name: Jester


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Basic Description: Consists of a levitating head that contains razor-sharp teeth


surrounded by a neck piece that slowly rotates similar to vertical autorotation.
AI States
a. Idle: After the player spends five minutes in certain zones an event is
triggered once every twenty seconds that includes having a chance of
spawning the Jester.
b. Detects Player: The jester’s attack involves the opening of its mouth to
indicate an animation of consuming the main character’s soul. Once the
Jester is close enough to the player it will simply charge and knock the main
character down, inflicting a medium amount of damage.
c. Conditional Defeat: The Jester will not receive any damage until the player
completes various quests in the game to make this possible. In this case, the
player’s only safe option is to evade the Jester and escape.

Image/Sketch (optional):

6. Enemy Name: Grograman


Basic Description: Lion/human hybrid similar to a werewolf that replaces wolf
characteristics with that of a lion.
AI States
a. Idle: Paces a specified area and rummages through debris located
throughout the environment in search of rodents to devour.
b. Detects Player: Either indicates hostile intent with a roar or immediately
charges the player at random coupling each attack with teeth and claws
alongside the intent to tear the main character apart.
c. Low Health: Strategically retreats to hide and attack the main character from
a stealthy position. The lower the health, the more difficult it will be to
detect or predict the location of the Grograman.

Image/Sketch (optional):
22 | P a g e GDD Thomas Ouimet
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7. Enemy Name: Chiquita


Basic Description: A smaller type of enemy that appears to be a demonized version of a
capuchin-monkey.
AI States
a. Idle: Moves in random directions throughout the environment. This includes
climbing and scavenging and they will be commonly found in groups of four.
The range of the group can consist of anywhere between 1 and 7 at a time
depending on the zone or some sort of randomization variable.
b. Detects Player: The Chiquita will only attack if it’s in a group of three or more
and will use debris such as broken glass or bricks as projectile attacks from a
distance.
c. Afraid/Low Health: The behavior is not affected by any level of health, but by
the size of the group. If the group size is reduced to three Chiquita’s, each
one will charge the main character and attempt to viciously maul him with
their teeth.

Image/Sketch (optional):

8. Enemy Name: Sword Masters


Basic Description: These are well hidden figures that use cloaking to hide in the shadows
and attack the unsuspecting main character.
AI States
a. Idle: They remain in the shadows until the main character approaches them
from a short distance.
b. Detects Player: Once the player is within this short radius, the Sword Masters
will immediately swing a series of large blades at the player.
c. Afraid/Low Health: When their health gets to about a tenth of their full
health, they will charge the player in a last ditch effort to take him out.

Image/Sketch (optional):

9. Enemy Name: Strongman


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Basic Description: A grotesque monster that presents itself as a deformed, muscular


man with strange tusk-like teeth.
AI States
a. Idle: Simple state of alternating between muscle flexing and juggling barrels.
b. Detects Player: Throws barrels at the player from a distance until the player
engages a short distance near Strongman. While in this distance, Strongman
will engage in melee attacks with brute force using clenched fists as primary
attacks at a normal specified speed.
c. Afraid/Low Health: When Strongman reaches low health his attacks will
speed up and become more difficult to evade.
Image/Sketch (optional):

10. Enemy Name: Theridybon


Basic Description: A small spider with the abdomen of a painted clown face consisting of
colors red, black, and white.
AI States
a. Idle: Will be mostly an unnoticeable monster in the background of the game
hiding within a web that’s shrouded in darkness.
b. Detects Player: Various strings of the web will be located throughout the
environment and will be triggered by the main character stepping on it or
touching it in some way. The spider will shoot venomous projectiles at the
player until the player closes in on the spider within a specified short radius.
c. Distance: Once the player is close enough, the spider will retreat off screen
and be unable to take damage from the main character. The only way to
defeat the spider is to use a ranged weapon that contains a fire
enhancement. This only works if the player targets a piece of the web that
sets of a chain reaction connecting through the rest of the web and
eventually the deadly spider, Theridybon.

Image/Sketch (optional):
24 | P a g e GDD Thomas Ouimet
Keven Pangus
Marcos Escobar

Level Design

1. Entrance:
 Intro Level that introduces mechanics and story.\
 Items, Skills, Weapons, Gear:
o Revolver
o Ammunition
o Tokens
o Med-Kits
o Skill: Sneak
2. The Safe Place:
 A neutral area to gather information, equipment, and quests.
 NPC’s known as the survivors
o Quest Characters
o Shop Vendors
o Miscellaneous Lore Characters
 Items, Skills, Weapons, Gear:
o Tokens
o Keys
o Ammunition
o Med-kits
o Upgrades
o Quests
o Shops
3. The Ride Zone:
 A level with them park rides and entertainment contained in the surrounding
environment.
 Story Items:
o Golden Key
 Items, Skills, Weapons, Gear:
o Ammo
o Tokens
o Med-kits
o Keys
o Spring Shoes
4. Game Alley:
 A level with themes largely consisting of carnival games and festivities.
 Story Items:
o Golden Key
 Items, Skills, Weapons, Gear:
o Ammunition
o Tokens
o Med-Kits
o Keys
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o Parasol
o Skill: Demon Form
o Tommy Gun
5. Food Court:
 The standard carnival food court with food stands and restaurants throughout the
nearby area.
 Story Items:
o Golden Key
 Items, Skills, Weapons, Gear:
o Ammunition
o Med-Kits
o Keys
o Upgrades
6. Thrill Ride Zone:
 Environmentally similar to the Ride Zone with more dangerous and daunting
amusement park rides in the zone.
 Story Items:
o Golden Key
 Items, Skills, Weapons, Gear:
o Ammunition
o Tokens
o Keys
o Med-Kits
o Upgrades
7. Big Top and Blimp:
 A zone that takes place both inside a Big Top carnival tent and Blimp.
 Items, Skills, Weapons, Gear:
o Ammunition
o Med-Kits
o Keys
o Tokens
o Upgrades
o Skill: Ultimate Form
8. The Haunted House:
 A typical haunted house with thematic elements that include carnival-like designs
and objects.
 Story Items:
o Golden Keys
o Secret Item
 Items, Skills, Weapons, Gear:
o Ammunition
o Keys
o Tokens
o Upgrades
o Skill: Invisibility
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o Rifle
9. The Animal Show:
 Carnival event area with animals and a variety of circus animal statues and other
similar objects.
 Story Items:
o Secret Item
 Items, Skills, Weapons, Gear:
o Ammunition
o Keys
o Tokens
o Med-Kits
o Upgrades
o Skill: Demon Wing
o Grappling Hook
10. The Freak Show:
 Another event area with a freakish environmental setting made up of haunting
creepy design themes.
 Story Items:
o Secret Item
 Items, Skills, Weapons, Gear:
o Ammunition
o Keys
o Tokens
o Med-Kits
o Upgrades
o Skill: Demon Sight
o Grenades
o Climbing Gear
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Keven Pangus
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User Interface

Game Controls

Two different analog sticks will be operated to control the character and aim projectile
weapons throughout the game. The right analog stick will serve the purpose of aiming
various weapons while the left controls the movement of the character. The primary
functions of the controls do not change and the game only provides one type of game
mode which incorporates the story.

Game Elements

The game’s options will allow the player to switch between windowed and full screen view. The
interface elements will follow aspects of older classical movies to give it a dated classical
atmosphere. Interface elements will combine a health bar, ammo count, equipped weapon,
currency count, and a power bar that is used for abilities. These elements will be opaque and in
clear areas that aren’t bordering the main character.

Interface Elements

If the game is paused at any time there will be a basic menu including options, an inventory
menu, a skills menu, and mission details. These are all standard options to provide the player
with customization options and information that may aid the player with the completion of the
game. Weapon icons, ammo icons, and minimap icons will persist throughout the game
to provide quick and efficient information for the player to easily understand. The
weapon and ammo icons will be unique to the type of weapon and ammunition so the
player easily understands which of those is being used at any given time.
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Sounds/Music

Audio Overview

The music that takes place throughout the game depends on being built around an eerie and
horrifying atmosphere. Depending on the area the character is located, the music and ambience
will remain soft and low to fit the brooding surroundings. The tempo of the music largely
depends on the areas and will rapidly change based on conflicting encounters within the game.

Music

The game primarily takes place in a carnival, so most of the music will portray carnival-esque
music with a chilling twist. Other musical genres that will be added consist of some country
music, heavy metal, and dated choir music. In a unique way each friendly NPC in the game will
have predefined music that adapts to the relevant situation of the game’s plot. This supports
transitioning from one event to another to reduce the perception that the game is jumping from
one part to the other.

Sounds (SFX)

Various background noises will be added to create a lively atmosphere that seems coherent and
flows with the visual setting. Depending on the particular area, noises will simulate a mysterious
and intimidating atmosphere with sounds such as rustling bushes, resounding slam noises, as
well as creaking noises. Most enemy archetypes will have their own special sound effects based
on their weapon repertoire. Furthermore, most objects will give audible feedback such as guns
firing, shells hitting the ground, and blades cleaving. A comprehensible inclusion of sounds for
most objects will be combined to allow a meaningful game with consistent feedback.
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Monetization

Crowdfunding

One way that was decided to gather funding was to use crowdfunding with the website
Kickstarter to start some initial financing. With the Kickstarter an alpha build will be provided to
the funders to help test the out the mechanics and provide the backers with some hand on
experience while the game is being developed. Some minor challenges and special maps will
be created to allow funders to utilize some of the weapons and locate some of the in game
bugs.

Another marketing strategies that will be executed involves sending out pre-release copies to
people and groups of interest to help promote interest in the game. Inexpensive trailers for the
game can also benefit attracting attention as its spread wide through various types of social
media forums. The game-trailers will be created in such a way that spawns a mini-series that
gradually leads up to the games release so there are those that have something to satiate their
intrigue.

Promotion

To further help promote the game other area of social media will be used to market the game
including reddit, Instagram, Facebook, and Twitter. Other ways of promotion may also become
useful for creating interest such as Developer Diaries and other video game websites.
Submitting the game to Video Game directories can only be helpful so this will be utilized
immediately to contribute to the initial hype.

After the initial marketing is prepared and the desirable funding is received to create the game,
a standard release will follow with a buy to play direct purchase. The game will primarily be sold
as digital copies through most major platforms. Physical copies may exist based on potential
stretch goals within the Kickstarter. Another thing that will have some use includes Steam’s
Early Access as a possible use to promote the game and early features to test out and fix.

Price

The price range that will be used for the game will largely depend on the funding and attraction
that the game initially receives through Kickstarter. As a new upcoming team with little to no
reputation, a lower default price might be more reliable to fit the games level of content and size.
Therefore, a price range of between $5 and $20 would be more fitting for the ideal profit and
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significance of the game being released to newer audiences. This price will largely depend on
whether or not Kickstarter appropriates the amount of funding that would be necessary to
advance the progress of the game’s development.

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