Professional Documents
Culture Documents
GDD Spring 2017
GDD Spring 2017
CONSECLICKER
:)
Game Design
Summary:
To elicit emotional response in a genre that is devoid of actor-ecological emotional response, to
allow a higher rate of retention and user interaction. The game is an idle/clicker game where the
main goal for the user is to select structures that will further increase their currency gain at
infinitum. In addition to this there will also be villagers that will express their life goals and the
user will can either help them out or to deter their goals from coming to fruition. The story
behind this is that the user will be taking the role of a god like being that will be tasked in
making Atlantis grow from a village to the greatest nation that ever will be.
Gameplay:
Gameplay will be the user taps the screen to gain a fixed amount of currency. Once the user has
enough currency to buy a structure they will elect the one that they want. The structures
themselves come with a fixed amount of currency gain over time, and will have ways to upgrade
to increase or decrease the currency yield. The obstacles to overcome are derived from the
villagers specifying their goals and the users attachment, or lack thereof, to choose which
structure/upgrade that can yield to the villagers goals to come true or to be blocked.
Mindset:
The mindset we wish to instill in our player base is to realize that their actions have effect in the
world. In addition, we would like for the user to feel the heaviness of their actions when it
comes to the negative effects that occurs to the villagers, also feel the elation for making the
villagers fulfil their life goals.
Scope:
When it comes to scope we decided to go with a tiered system:
1. Having the core clicker/idle game, and have the villager life goal mechanics working
with the structures/structures upgrades.
2. Adding a Hash map to user inputted music that will allow for whatever music the game is
given to give special buffs to currency production
3. Adding a Hash map to user inputted selfies that will allow for the pixel colors to give a
special buff to currency production
4. Finally adding a Geolocation tag to give buffs depending on the area that the user is in
a. Such as being in a town increasing industrial structures giving more currency
Technical
Android/IOS & Steam
Controls:
The user will interact with the game through tapping the screen of their phones, or through
clicking buttons on their computers. Button mapping will not be needed since the game is
primarily touch controls, so players are more likely to understand the controls easier. When it
comes to the in-game events they will be triggered through having a structure that can fulfil the
villagers goals.
Mechanics:
For the mechanic that involves the villagers goals they will be given variables of the buildings
that their goals coincide with. So right before structures become available then there will be a
villager check to see if any of them can make use of them which will call the villager to the top
of the screen to interact with the user. From there it will be up to the user to decide the fate of
these villagers.
Graphics/ Sounds/ Music
Sounds Needed:
1. Effects
a. Buttons Pressed
b. Tapping the screen for currency
c. Villager talking to the user (If possible)
d. Police Siren
e. New Structure Available
f. New Structure Upgrade Available
Music Needed:
1. Slow-paced, cool piano/harps/chimes music
Game Flow
Game Flow:
1. User starts in the Main Menu
2. User then can elect to go to the Options Menu or continue to the game
1. Options Menu has standard selections
1. SFX, Music volume etc.
3. In the actual game scene, the player is treated to a villager that will give them a quick
tutorial
4. Users can tap/click the main screen for currency and able to buy structures
5. In the Structure Menu you can compare structures in term of currency gain
6. Once structures are placed you can click on them and see what upgrades for them.
7. Villagers will pop up and tell the user of their goals and hint towards what buildings they
would want.
8. Depending on what structures are built the villagers story will progress.
Characters
2D/3D
Characters:
(most likely will be one name, or nicknames, designers might want to flesh names out)
Mob (Dark Local)
Market - Slim Jon: Feisty, slightly heavy set
Farm - Lonny: Short fused, will become aggravated at everything
Education - Branksy: a dubious man that is sly as a fox
Transportation - Lincoln: all his doors are coach doors even the one to his heart
Town Hall - Derrnie: Cold, calculating, possibly a double agent
Corporate (Dark Out of Town)
Market - Transento - Lawyer Zed: We will transcend all the organic products
Farm - Boslin Academy - Nameless Drone: Cloning, mutation, nothing is
impossible
Education - ZYU - Dean Farnsbirth: If you dream of electric sheep you are
welcome
Transportation - Atla Nation - Dry Farnsbirth: He will lead your goods to the
moon
Town Hall - Sanders birdinator: May look humble, but he keeps a tight grip of the
area.
Town (Light Local)
Market - Onten: hes not even supposed to be here today
Farm - Farmer Joe
Education - Miss Briddles and her pet squid Brizzy: all aboard the magic *insert
transport here*
Transportation - Harvis Sicklar: You talking to me?
Town Hall - Mayor McFanors: parody of south park mayor
Nature (Light Out of Town)
Market - Traders Shell - Snow Cucumberous
Farm - Zebbedaya Wheildrift: Organic, suuuper organic
Education - New College of Atlantis - Dean Kelpie
Transportation - Xavior - Seahorse driver
Town Hall - Drummer Bleith Sun: all decisions of town are done in drum circles
Environments
Delivery
Base/Regular (School) - Consec City Post Office
Mob - Cousin Eddies Quick Deliveries
Corporate - Spamazon Warehouse
Town -Consec Delivery Service
Nature - Eco-friendly Deliveries
Police
Base/Regular - Consec P.D.
Mob - Defunct
Corporate - OmniSec Private Security
Town -Sheriffs Office
Nature -
Church
Base/Regular - Consec Chapel
Mob -
Corporate - Our Lady of Excessive Profits
Town -St. Alfreds Community Church
Nature - The St. Venus Cathedral of Good Vibes
Housing
Base/Regular - Shady Acres
Mob - Nates Motel
Corporate - SunnyVale Apartments
Town -Last Stop Boarding House
Nature - Consec Municipal Campgrounds
Restaurants
Base/Regular - John Erics Diner
Mob - The Speakeasy
Corporate - Macks
Town -Maureens Corner Diner
Nature - Mostly Kale
Commercial
Base/Regular -
Mob - Hard Luck Casino
Corporate - ValuCorp Megamall
Town -
Nature - Farmers Market
Health
Base/Regular - Consec General
Mob - Doc Hollidays Hospital and Pet Supply
Corporate - Caduceus Industries
Town -Doc Browns Medical Consultation
Nature Natural Remedies Homeopathy Clinic