GAME DESIGN DOCUMENT

Burger Dash
By Illawarra, Ricky, Marzie

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TABLE OF CONTENTS
1. BURGER DASH……………………………………………………………………….....4
1.1 An Introduction To Burger Dash…………………………………………………….4

2. GAME OVERVIEW………………………………………………………………………….5
2.1 Game Overview……………………………………………………………………5 2.2 Game Concept……………………………………………………………………..5 2.3 Genre…………………………………………………………………………….….5 2.4 Target Audience……………………………………………………………………5

3. GAMEPLAY AND MECHANICS………………………………………………………….6
3.1 Gameplay………………………………………………………………………….6 3.1.1 Game Progression.……………………………………………………6 3.1.2 Objectives.……………………………………………………………...6 3.2 Mechanics.…………………………………………………………………………6 3.2.1 Movement.………………………………………………………………6

4. INTERFACE……………………………………………………….…………………………7
4.1 Visual System.…………………………………………………………………… .7 4.1.1 HUD.………………………………………………………………… ….7 4.2 Control System.……………………………………………………………………7

5. GAME ART…………………………………………………………………………………8
5.1 Concept Art.……………………………………………………………………...8

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6. DOCUMENTATION.……………………………………………………………………….9
6.1 Iterations.…………………………….…………………………………………….9 6.1.1 Iteration Process One.………………………………………………..9 6.1.2 Iteration Process Two.………………………………………………..9 6.1.3 Iteration Process Three.……………………………………………...10 6.1.4 Iteration Process Four.…………………………………………….....10

7. APPENDICES.……………………………………………………………………………...11
7.1 Playtest Report…………………………………………………………………….11

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1. BURGER DASH
1.1 AN INTRODUCTION TO BURGER DASH
Burger Dash is a single player game, focusing on the player’s ability to avoid the enemy and collect the items in the fastest time possible to unlock the next level. The difficulty will increase as the Player progresses in the game.

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2. GAME OVERVIEW
2.1 GAME OVERVIEW
Burger Dash is a single player game. It focuses on the player’s speed, dexterity and agility when collecting items and avoiding the enemy as well as going through the map.

2.2 GAME CONCEPT
The game is a single player game based on our UT2 assignment which involves the 7 deadly sins. We chose to work on “Gluttony” whereby the more food they consume, the slower they get, which might end them up getting caught by the enemy.

2.3 GENRE
The game is under the Puzzle Genre.

2.4 TARGET AUDIENCE
The target age group that we chose for this game is people between the age of 7 and above. This is because our game is easy to understand and play, making it applicable to everybody.

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3. GAMEPLAY AND MECHANICS
3.1 GAMEPLAY 3.1.1 GAME PROGRESSION
The player will be able to unlock levels and go through a different difficulty level as he/she progresses.

3.1.2 OBJECTIVES
The objective of the game is to gain as many points while escaping to the next level.

3.2 MECHANICS 3.2.1 MOVEMENT
Left and Right buttons are used to move the character. Spacebar to boost the character’s speed, after collecting a certain amount of food.

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4. INTERFACE
4.1 VISUAL SYSTEM 4.1.1 HUD

4.2 CONTROL SYSTEM
Press the left and right arrow keys for movement controls. Hit “Space” to activate speed boost.

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5. GAME ART
5.1 CONCEPT ART
We chose to focus on a cartoonized theme as it can be appealing to most of the target audience, which includes kids, young teens and adults. Also, we use visuals that are known to everyone, for example the food, the diner and characters.

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6. DOCUMENTATION
6.1 ITERATIONS 6.1.1 ITERATION 1 After brainstorming of which sin to choose, we decided to create a game on “Gluttony”. The requirement of the game was to make a single player game using 4 arrow key and 1 button. We thought of a storyline which shows a character called, Beelzebub who goes around stealing food. However, guards are chasing him as he is making a lot of commotion for the people. Therefore, he is trying to eat whatever he can and escape from the scene. We ended up making a game exactly like how we planned.

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6.1.2 ITERATION 2 After making the main base for the game, we had a few playtests and found out that there were collision problem of the objects in the room. Also, there was a very high difficulty while playing the game as the level design was pretty tough. Therefore, we decrease the speed of the enemy and minimised the collision error. There was bad contrast with the graphics, the objects and the background. So we changed it accordingly to make the visuals better. To make the game more interesting and to help the player achieve their objectives, we added in a speed booster.

6.1.3 ITERATION 3 There were still errors on the collision of objects as well as the arrangement of the objects in the room. Therefore, to balance the game and not make it too difficult to play, we rearranged the objects in the room to make the circulation of the player better and easier. The difficulty was also set to increase from the first level to the last.

6.1.4 ITERATION 4 We added in pills as an item for the speed boost to make it more interesting which are the pills. The pills will help slim the character down and make them move faster.

Iteration 4 is finalised for the game.

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7. APPENDICES
7.1 Playtest Report

PLAYTESTRESULTS.d ocx

END OF REPORT

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