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Block-Breaker

Game Design Document (GDD)

Block Breaker: Underground edition (working name)

CONTENTS

What's a GDD?

Description Of Game

Our Story

Screen Mockups

What's a GDD?

This is a living document that we will update as necessary during the development, most commonly by drawing ourselves a diagram before we dive into a complex implementation.

A little bit of planning goes a long way, and can save us hours of re-working our code.

Team and roles:

Ali:

  • Menus (background, buttons, text)
  • Back story.
  • Finish up the GDD

Patrick:

  • Levels (background, buttons, text)
  • Finish up the GDD

Description Of Game Design:

It's a simple block breaker game. Instead of breaking blocks the game will revolve around collecting minerals and gems.

The game should have a way of changing the direction of the ball depending on the angle.

Our Story/setting:

Space setting is the first thing to come to mind though it's overused.

Underground could be exiting sort of like minecraft. Underwater is something to consider (if you can explain the physics): (insert 2 paragraphs backstory)

Dr. Goldmort needs to dig for gold and other gems to replace his decaying teeth and perhaps make a golden nose to suit his greed. He doesn't care about environment and is using any means to get what he wants. His favorite way of digging is using dynamite and his trusted paddle/ball combo that lasted him years in the business. The adventure this time is in Nevada's famous goldstrike! Is our friend prepared for the tough mines? Rumor has it he was seen recruiting an evil army.

Creative Twists on Gameplay:

Powerups such as longer bar, double balls.

Adding a time limit, or a collision limit.

Having dynamite blocks with an explosion radius

Screen Mockups/Levels

Here is an example of what your game screen may look like. It consists of a simple image on a black background, and a single UI > Text element.

Win screen and level selector(colors=level difficulity)