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GDD Dissident: Hoverboard Dash (English)
GDD Dissident: Hoverboard Dash (English)
DOCUMENT
DISSIDENT
AGAPORNI GAMES
L A S T U P D A T E : S E P T E M B E R 2 017
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GDD: Carlos Ramírez
Basic overview ...............................................................................................3
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BASIC OVERVIEW
GAME CONCEPT
DISSIDENT is a third-person perspective free-to-play “shoot & run” game set in a dystopian
world with a combination of cyberpunk and steampunk aesthetics.
DISSIDENT has been developed in Unity for Android and iOS systems.
The game is free and incorporates payment elements, therefore following the free-to-play
model.
The main goal of the game is to beat every level by performing two main game mechanics:
(1) avoid projectiles and enemy obstacles by jumping and dodging, and (2) knock down
enemies and obstacles with projectiles launched by the player. The player wins by
completing all the levels, and loses if he or she is hit by an enemy or obstacle, after which
they can restart the level or respawn from a checkpoint.
TARGET AUDIENCE
DISSIDENT is aimed at a mobile gaming audience that is looking for an experience more
akin to what can be found in video game consoles.
It is a young audience, between 16 and 30 years old, with some knowledge of console and
computer video games, and which is not a regular mobile player but is attracted to certain
"indie" games.
It is, in general, a kind of "hardcore" player that is looking for a challenging game that gives
them a feeling of progression in gameplay. This progression is offered through a narrative
that moves the story forward, and an upgrade system for the character that includes
improvements in health, ammo, weapons, clothes, and so on.
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BAC KSTORY
DISSIDENT tells the story of Eris, a fugitive from the Qualdrom Empire who wants to
restore order in the conquered colonies and free the inhabitants of Yldoon and Myräkkä.
Eris was born in the colony of Qualdrom, being part of the imperial army, but just after
witnessing the horrors of colonization and the terrible origins of all the riches in Qualdrom,
she decides to rise up against her people and escape from the Fortress City towards Yldoon,
her first target.
C O R E G A M E P L AY L O O P
GAIN POINTS
JUMP
GET
GET UPDATES
DIAMONDS
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N AV I GAT I O N A N D C O N T R O L S
USER INTERFACE
1. Pause button. Pressing it stops the game, displaying the Pause screen (see the Screen
navigation section for more information).
2. Ammo. Pretty basic. Don’t run out of this or you won’t be able to shoot!
3. Progress bar. It displays your current position in the level, telling you how much is
completed and how much is left to finish.
4. Health. Pretty basic too. You don’t want to run out of health points.
6. Multiplier. For every sequence of five enemies or obstacles destroyed, the score multiplier
increases by 1.
7. Idols. Displays the number of idols you have captured in the level.
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8. Jump button. An alternative to jumping by gyroscope. It allows the player to jump by
pressing this button.
S C R E E N N AV I GAT I O N ( G E N E R A L )
APP LAUNCH
UNITY LOGO
LEVEL 1
TUTORIAL
IDOL
SCREEN Screen navigation (game)
AGAPORNI GAME
IDOL GAMES LOGO CREDITS
HINTS PREMIUM
MESSAGES MAIN MENU PREMIUM
SCREEN SCREEN
PLAY
TOOLS
BUTTON
SHOPPING
BAG
WORLD SETTINGS
SELECTION SCREEN
STORE
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S C R E E N N AV I GAT I O N ( GA M E )
MAIN MENU
PLAY
BUTTON
LEVEL MYRÄKKÄ LEVEL
RUNAWAY (PREMIUM
SELECTION SELECTION
ONLY)
WORLD
SELECTION
MAIN
MENU
PAUSE
RESUME SCREEN RESTART
MAIN MAIN
PAUSE
MENU MENU
BUTTON
CHECKPOINT
REACHED
LEVEL
LEVEL GAME PLAYER GAME OVER
COMPLETED
SCREEN COMPLETED LEVEL DIES SCREEN
D
RL
O
W
E
SAM (if CHECKPOINT IS REACHED)
E
TH
M
O
FR
L
VE
LE
1
+
NEXT RESPAWN
START
RESTART RESTART
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SCREEN OVERVIEW
— MAIN MENU —
1. Idols. Displays three shelves with all the idols collected during the game. Each one
corresponds to one of the game worlds: Qualdrom, Yldoon and Myräkkä.
7. Settings. It displays a panel with three upper tabs. “Configuration” tab is displayed by
default. From there you can choose the control mode (gyroscope/touch), activate/deactivate
the visibility of the ammo in the HUD, and modify the sensitivity of the gyroscope with a
slide button. The other two tabs are “Language”, where you can change the language of the
game texts, and “Audio”, where you can control the volume of music and sound effects.
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8. Premium. It displays a panel with information to purchase the premium pack, with all its
benefits and price.
— WORLD SELECTION —
2. Game statistics. It displays the number of diamonds available, stars unlocked and levels
completed with 3, 2 and 1 stars.
3. Game world. It displays the name of the world, the number of stars achieved against the
total possible, and takes you to the level selection screen by tapping on the 3D hologram.
5. Ranking. It takes you to the different rankings of the game (requires Internet connection).
6. Arrows. By pressing them you can focus the view on the game world to the left or right of
the current one.
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— LEVEL SELECTION —
1. Level shield. It displays the number of the level and the number of stars unlocked by the
player. Tapping again takes you to the confirmation screen.
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— CONFIRMATION SCREEN —
4. Level ID. Displays the current world, followed by the level number of that world.
5. Star record. Displays how many stars, with their respective achievements, have been
unlocked in previous games.
6. Idol record. Displays how many and which idols have been captured in previous games.
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CONTROLS
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— TOUCH CONTROLS —
• Dodging: press the left and right arrows from the touch controller.
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A DVA N C E D G A M E P L AY
We call ENTITY any unit of the game the player can interact with, either shooting, dodging
or jumping.
ENEMIES
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ENEMIES
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ENEMIES
OBSTACLES
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OBSTACLES
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SHOOTING SYSTEM
Players can shoot by tapping on the target enemy or obstacle they want to shoot down.
There are two key variables players have to keep in mind: distance and speed. If an entity is
too far away from the character, the probability of hitting it decreases. Likewise, the player
must act quickly before the enemy shoots at them or the obstacle is too close to dodge it.
One touch, one shot. Players can’t hold the screen for burst-fire.
For every sequence of five enemies or obstacles destroyed, the score multiplier increases by
1. This figure multiplies the points obtained by the destruction of each entity, so the longer
the sequence of successful hits, the more points the player will add at the end of the game.
- Missing a shot: if the player taps on an area where the shot does not hit any entity, the
multiplier restarts.
- Receiving damage: if the player receives damage from any entity (by an enemy shot or
hitting any obstacle), the multiplier restarts.
— CRITICAL HITS —
From the moment the player sees an entity appear on the level, they can start firing by
tapping on the touch screen. However, most enemies require two hits to be destroyed, so
the ammunition expense is higher.
To solve this, players can wait for critical hits. These are indicated by red gun sights that are
activated at a safe distance from the entity, indicating the exact moment when shooting is
recommended. If the player successfully performs a critical hit, they double both the damage
and the score. In this way, they also save valuable ammo.
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C HARACTER STATUS: HEALTH AND AMMO
The player starts each level with their health and ammunition status to the maximum.
Damage received and bullets fired are never saved from one level to the next.
By default, the maximum of each is 3 health points and 15 bullets in the ammo
storage.
— HEALTH SYSTEM —
Each damage received affects the player in one of two possible ways: by losing 1 health
point, or by losing the whole health bar (see the List of game entities for more information).
If the health bar reaches 0, the player dies. When only 1 health point remains, it turns red to
alert the player.
The only way to recover health is by collecting a health tank. There are two types of health
tanks: small and large (see Consumables for more information).
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If a player with full health bar collects a health tank, this does not fill up, since it’s already at
its maximum level. This maximum can be increased up to 5 by acquiring upgrades in the
store (see Store section for more information).
— AMMO SYSTEM —
Players initially have an ammo storage of 15 bullets. This storage is always full at the
beginning of each level.
If the bullet clip is empty, the player will not be able to shoot. They will need to collect an
ammo box to add new bullets to the storage (see Consumables for more information).
If a player with an ammo storage at its maximum collects a new ammo box, it does not
affect the storage. This maximum can be increased up to 21 bullets by acquiring upgrades in
the store (see Store section for more information).
CONSUMABLES
A series of items that temporarily benefit the character's conditions can be found during the
game. This benefits will end as soon as the player finishes the level or dies.
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1. Small health tank: regenerates 1 health point.
The player will not always be able to collect health and ammo at the same time. Sometimes,
they will see two items, one health tank and one ammo box, placed in such a way that it is
impossible to collect both. Players must assess their situation and make quick decisions!
The universe of DISSIDENT is divided into three worlds (+1 additional that serves as a
tutorial for new players).
— RUNAWAY (TUTORIAL) —
Number of levels: 4.
Stars available: 4.
Availability: free.
Description: Runaway is the beginning of Eris' escape from the clutches of the Empire.
Every player who starts DISSIDENT must complete this game world to move on to the next
ones.
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— QUALDROM —
Availability: free.
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— YLDOON —
Availability: only Premium players, or in exchange for 130 diamonds, or after unlocking 45
stars.
Description: Yldoon, once a fertile region full of rich crops, today is another expansion of
the Empire in the desert. The villages are controlled by tripods and destroyers; the roads,
watched by the intrepid bikers, and where the water used to flow, now there are only dry
riverbeds and dismantled mills. The few remaining cities are surrounded by ruins about to
fall down. To complicate things further, the beasts of the desert have begun to invade the
peaceful inhabitants of Yldoon: treacherous spiders weave their traps in the mountain
gorges, prehistoric birds dive into the first prey they see, and a threat even greater, a gigantic
shadow, will persecute Eris tirelessly until her departure for Myräkkä.
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— MYRÄKKÄ —
Availability: only Premium players, or in exchange for 260 diamonds, or after unlocking 90
stars.
Description: Myräkkä, a region that stays unknown even to the Empire, is a frozen region
where forgotten civilizations erected their temples thousands of years ago. Nobody knows
what creatures live in the depths of their lakes, where sinuous tentacles emerge, nor if the
vast monuments that now sink slowly into the water were even the work of humans. The
few natives who remain settled in Myräkkä hide in its icy caves and build their villages on
top of glaciers. But is it only the Empire what these aborigines flee from? Some people say
that deformed beings, half man half beast, live on the highest peaks, and that the Empire's
scientists have built a centipede killing machine that is now out of control, destroying
everything in its path. Only Eris can stop it and return peace to Myräkkä.
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MONETIZATION SYSTEM
F2P MODEL
It is planned that the game revenues come from 3 possible ways: purchasing virtual
currencies, watching video ads and upgrading to Premium mode.
The hard currency is the diamond. It is the main currency of the game, and it can be earned
in several ways:
• Players get a diamond for each star unlocked at the end of a level.
• Players get a diamond for each video ad they watch (up to 5 in an hour).
• Players can purchase diamond packs (containing 100, 250 and 550 diamonds) in exchange
for real money through the in-game store.
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Diamonds are required to:
• Purchase new items. Most items have an unique cost in diamonds (except some items that
include an alternative "price" in stars: this is thoroughly explained in the soft currency
section). The player must pay the cost in diamonds to acquire the desired item. Once
purchased, the diamonds are removed.
• Respawn at a checkpoint. If the player dies after reaching at least one checkpoint, they are
given the opportunity to pay a diamond to respawn at the last checkpoint reached (if they
don’t have diamonds or don’t want to lose one, they can watch a video ad: this is
thoroughly explained in the ad system section).
The soft currency is the star. It serves as a “weak” currency, distinguishing from the
diamond by the fact that stars are never removed from the player’s total.
When an item is indicated to “cost”, apart from its price in diamonds, a certain number of
stars, it means that it unlocks once the player reaches that figure. But the player doesn’t
“pay” in stars, rather they get the item and keeps their stars.
• For each one of the 3 main goals on any level, the player gets a star.
Thus, from each level players can obtain a maximum of 3 stars. The same stars can’t be
obtained more than once.
But why is this secondary currency introduced? Mainly to reward the efforts of the player and motivate
them to continue playing. Let's see an example of how this idea works:
If a set to customize our character costs 38 diamonds, it means the player can get it in two ways:
1. Reaching 38 level goals. Since the player receives one star for each goal, and this star in turn
transforms into a diamond, they must reach 38 goals and not spend any diamond in actions such as
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respawning. In this case we have a player who is investing mainly in playing time, but occasionally will
watch ads to get free diamonds.
2. Purchasing diamonds with real money. The player can go to the store and purchase a pack of diamonds
to get the ones they need without any effort. In this case we have a player who does not invest in playing
time, but generates incomes directly.
Although the second option is beneficial for us, since it means direct incomes, the player can get the feeling
that the game is trying to get money out of them.
To avoid this feeling, we offer an alternative in some of the most attractive items of the store, as is the case
of the following set of clothes, weapons and skate:
This now means the player can get it in three ways:
3. Or unlocking 85 stars (= level goals). In this case we have a player that’s investing both in playing
time and watching ads.
And why, then, would a player pay 38 diamonds when they can wait to obtain 85 stars “for free”? The
heart of the matter is that 85 stars is a requirement high enough to make the players ask themselves
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whether it isn’t more convenient to go for the 38 diamonds. They feel free to make the decision, but in the
end, the 38 diamond option is definitely the most beneficial for everyone.
— AD SYSTEM —
Videos are the only ads included in DISSIDENT. Players can watch a full video in exchange
for a diamond.
There are two moments when the player can perform this action:
• Anytime, from the main menu, when pressing the diamond button from the top-left
corner, a panel pops up allowing the player to play a video in exchange for a diamond. This
action can only be performed 5 times in an hour.
• From the death screen, only if the player has reached at least one checkpoint. Players can
respawn at the last checkpoint for the price of one diamond, or after watching a full ad.
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— PREMIUM MODE —
Players can upgrade to Premium anytime from the main menu, tapping on the hologram
with the word PREMIUM. This pack costs 1,99 and includes:
• 50 diamonds.
• An offline mode that lets the player play without an Internet connection.
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MONETIZATION LOOP
-1,99
PLAYER PREMIUM
STORE +50
+1
-1
+1
LEVEL DEATH
COMPLETED +1 CHECKPOINT
SCREEN
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IN-GAME STORE
The in-game store can be accessed from the main menu and consists of the following
elements:
2. Money. It displays how many stars and diamonds the player owns.
4. Upgrades. It takes you to the screen to purchase upgrades: game worlds, and health and
ammo upgrades.
5. Sets. It takes you to the screen to purchase sets: predesigned outfits of weapons, skates
and clothes.
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CLOTHES
DISSIDENT -- --
HALLOWEEN 22 --
ALASKA 18 --
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CLOTHES
SKATEPUNK 20 --
WAKA-RAIDER 18 --
BRANDINE 20 --
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CLOTHES
RED VELVET 22 --
CONQUISTADOR 22 --
YLDOONITE 20 35
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CLOTHES
LAUTREC 22 --
HAWAII 3.0 22 --
CUPID 22 --
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CLOTHES
SKATE CHANNEL 5 18 10
TRINITY 20 --
MATADOR 22 --
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CLOTHES
GOTHIC CROCODILE 20 --
PAPILLON 22 --
SKELLINGTON 22 --
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CLOTHES
MAVERICK 22 --
NEMO 22 --
WEAPONS
DISSIDENT -- -- --
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WEAPONS
39
WEAPONS
40
WEAPONS
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WEAPONS
DISSIDENT -- --
ARCTIC 15 --
BUCEFALO 13 12
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SKATES (HOVER BOARDS)
ESCAMOTAGE 15 --
ZICATELA 15 --
VESPUCIO 13 --
R3-D3 17 --
PREDATOR 17 125
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SKATES (HOVER BOARDS)
ZAPHYR 15 --
DRAKUL 17 --
SHURIKEN 17 70
JOLLY JUMPER 15 --
I CHING 13 8
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SKATES (HOVER BOARDS)
ALLIGATOR 15 --
MIURA 17 --
VENDAVAL 13 18
SE-30 13 --
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SKATES (HOVER BOARDS)
ROCINANTE 15 --
SANDSTORM 17 --
NAUTILUS 15 --
SETS
SKATEPUNK 38 --
YETI HUNTER 42 --
SAND DWELLER 44 --
MAESTRANZA 39 --
POLIDORI 50 --
METROPOLIS 37 --
FROZEN DEATH 38 85
REDNECK 36 --
INDIANA CROFT 43 --
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ADDITIONAL INFO
GAME CREDITS
Game and level design: Luis Navarrete, Carlos Ramírez, Olmo Castrillo.
Concept art, 2D design, 3D modeling, animation and texturing: Cristina García, Talía
Ramírez, Sara Holm, José Luis Molina, Jesús Romero, Alejandro Sánchez, Carlos Valero.
Communication, marketing and web design: David Acosta, Carlos Ramírez, Nathali
Campelo.
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