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Nityams edited this page Aug 12, 2016 · 5 revisions

Table of Contents


Game Design

Objective

Game where you are chased by a ghost in the dark. Run and survive as long as you can. The longer you live, the further you’ll run and more points you’ll achieve. Watch out for obstacles. The path will get spookier as you proceed.

Gameplay Mechanics

This will be a single player infinite side scroller game. Key aspect of this game will be graphics and animation. This game will also include immersive audio and device vibration pattern that will make the player more connected to the character. Power ups (lightbulbs and lantern) will be provided to the player along the path as the game will darker and harder making the gameplay tougher and interesting for the player. Regular lanterns will eliminate ghost and obstacles in the way for 3-5 secs and will light the world by 30%-50%. The player can collect 12 lightbulbs to create super lantern that eliminate ghosts and obstacles for 5-8secs and will light up world by 100%.

Level Design

Since this is a side scroller game, it will not have level that a player needs to pass but as the game proceeds the gameplay will get darker and harder. The game starts at the dusk and slowly proceeds towards night. After certain number of steps ran, the game difficulty will increase with more tougher obstacle like quicksands, leach pit, sticky path, etc. Falling in this track means slow user movement.

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Technical

Scenes

  • MVP

    • Screen 1( Main Menu): Touch to start.
    • Screen 2(Game play): Game play with high score.
    • Screen 3 (Score): Show score of the current game played. and back to main menu.
  • After MVP

    • Screen 1 (Main Menu): This will be the main menu for the game. It allow player to start a new game, make in game purchases and connect user profile to Game Center or social media
    • Screen 2 (Game Play): Game starts from Dusk and contains high score.
    • Screen 3 (Death Animation Video): Shows gruesome death of player
    • Screen 4 ( Score): Shows score of the current game played.
    • Screen 5 (Social Media Share): With Facebook and Twitter account
    • Screen 6 (In Game purchases): Purchase with game coins and real world money.

Controls/Input

  • Tapping on the screen during gameplay makes the character jump around obstacles.

Classes/SKS

  • Classes

    • GameScene - main class
  • SKS

    • Hero - hero of the game
    • Demon - the main monster of the game
    • Monster - other monsters in the path
    • Obstacles - obstacles in the path

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MVP Milestones

Contains MVP Scenes with less graphics and animation. This will include gameplay with simple run and jump actions along with chasing demon and obstacles on the path.

Week 1

  • Core game play objects ready.
  • User testing and implementing the feedbacks.

Week 2

  • Core game play ready.
  • Adding lightning and better parallax scrolling.
  • Storing player's score.
  • User testing and implementing the feedbacks.

Week 3

  • MVP ready with the MVP scenes
  • Adding better graphics to the game
  • Tutorial for the game
  • User testing and implementing the feedbacks.

Week 4

  • Adding audio assets to the game.
  • Animation Polish
  • Audio Polish
  • Gameplay polish
  • Integrate Mixpanel
  • improving on gameplay after user feedbacks.
  • Shipping the game

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