You are on page 1of 13

RID THE MYTH

<Your Company Logo Here>

Revision: 0.0.1

GDD Template Written by: Moontasir “Moon” Abeer

1
License
If you use this in any of your games. Give credit in the GDD (this document) to
Alec Markarian and Benjamin Stanley. We did work so you don’t have to.

Feel free to Modify, redistribute but not sell this document.

TL;DR - Keep the credits section of this document intact and we are good and
do not sell it.

2
Overview
Theme / Setting / Genre
Core Gameplay Mechanics Brief
Targeted platforms
Monetization model (Brief/Document)
Project Scope
Influences (Brief)
- <Influence #1>
- <Influence #2>
- <Influence #3>
- <Influence #4>
The elevator Pitch
Project Description (Brief):
Project Description (Detailed)
What sets this project apart?
Core Gameplay Mechanics (Detailed)
- <Core Gameplay Mechanic #1>
- <Core Gameplay Mechanic #2>
- <Core Gameplay Mechanic #3>
- <Core Gameplay Mechanic #4>
Story and Gameplay
Story (Brief)
Story (Detailed)
Gameplay (Brief)
Gameplay (Detailed)
Assets Needed
- 2D
- 3D
- Sound
- Code
- Animation
Schedule
- <Object #1>
- <Object #2>
- <Object #3>
- <Object #4>

3
Overview

Theme / Setting / Genre


- RPG/Tower Dungeon/Roguelike. Setting TBD
- 2D Pixel Shade
- Theme: Eastern Myths

Core Gameplay Mechanics Brief


- The game is based around simple dungeon layouts with concrete
design elements. Fixed Spawns. Fixed Layouts. If you replay the
game, it will have the same patterns. Follows a story set in an
Eastern Myth background.
- Based on conquering “Dungeon”s, where in each “Dungeon” has a
set number of floors and difficulty, specific “Dungeon” theme
depending on the Mythical beast that resides in it.
- Unique combat mechanics involving 5 different types of “Weapon”s
and multiple “Augment”s that can be added to said “Weapon”
- Unique “Floor” and “Room” mechanics dependant on “Dungeon”
- “Trap”s are difficult to solve but very rewarding. “Trap”s are
always “Optional”

Targeted platforms
- Initial Development Platform: PC/Desktop
- Platform Goals: Available on all video game based devices

Monetization model (Brief/Document)


- Monetization will not be generated through microtransactions
- Will be Buy-To-Play, i.e. pay once for the “Base” game
- Future “expansions” will need to be bought to access newer
content. “Expansions” can be purchased separately and are not
mandatory
- Free Downloadable Content (DLC) and regular updates to “Base”
game.
- Primary monetization will be generated from reaching larger
audiences.
4
Project Scope
- <Game Time Scale>
- Cost? (How much will it cost?)
- Time Scale (How long will it take to make this game?)
- <Team Size>
- <Core Team>
- Team Member name?
- What does he/she do?
- <Cost to employ them full time or part time>
- etc.
(List as many core team members as you need to)
- <Marketing Team>
- Team Member name?
- What does he/she do?
- <Cost to employ them full time or part time>
- Etc.
(List as many marketing team members as you need to)
- <Licenses / Hardware / Other Costs>
- <Total Costs with breakdown>

5
Influences (Brief)
- <Influence #1>
- <RPG Games>
- A lot of games have the classic “Adventurer” trope, which is where
my “Project” also gets a lot of its influence. The portrayal of the
self into a character (RPG) is wide spread and has a massive target
audience in the gaming community. Although overused, if done
right, i.e. if it is a “Good” game, it will sell. Our priority is to not
overcomplicate the system. You can pick up and play and have fun,
but you can also spend hours to master the tricks that are
inherently introduced in the game. The mechanic of growth as
travelling through the game’s “World” is one that is still appealing,
adding onto the aspect of a sense of “Survival” while in the
“Dungeon” and “Safety” while in the “World”, providing players
challenge and respite.

- <Influence #2>
- <Bullet Hell / Roguelike Games>
- The above influence is contributed to the “Project”’s “Gameplay”
elements, where aspects such as dodging enemy projectiles,
surviving traps, and growing “Difficulty” are core aspects to what
would essentially make the game replayable, allowing players to
put in more hours into the game.

- <Influence #3>
- <Eastern Myth>
- The “Theme” of the game is based around Eastern (Chinese,
Japanese) mythology, drawing inspiration from folk stories from
these regions to create the setting and the “Fantasy” for the
game.

6
The elevator Pitch
“Rid The Myth” is about conquering Eastern mythical beasts directly in their
lair, growing your character inside the enemy’s domain and finally ridding them
of their influence to the world you live in.

Project Description (Brief):

<Two Paragraphs at least>


<No more than three paragraphs>

Project Description (Detailed)

<Four Paragraphs or more If needs be>


<No more than six paragraphs>

7
What sets this project apart?
- <Reason #1>
- <Reason #2>
- <Reason #3>
- <Reason #4>
- <etc.>

8
Core Gameplay Mechanics (Detailed)
- <Core Gameplay Mechanic #1>
- <Details>
/Describe in 2 Paragraphs or less/
- <How it works>
/Describe in 2 Paragraphs or less/
- <Core Gameplay Mechanic #2>
- <Details>
/Describe in 2 Paragraphs or less/
- <How it works>
/Describe in 2 Paragraphs or less/
- <Core Gameplay Mechanic #3>
- <Details>
/Describe in 2 Paragraphs or less/
- <How it works>
/Describe in 2 Paragraphs or less/
- <Core Gameplay Mechanic #4>
- <Details>
/Describe in 2 Paragraphs or less/
- <How it works>
/Describe in 2 Paragraphs or less/

Story and Gameplay

Story (Brief)

<The Summary or TL;DR version of below>

9
Story (Detailed)

<Go into as much detail as needs be>


<Spare no detail>
<Use Mind Mapping software to get your point across>

Gameplay (Brief)
<The Summary version of below>

Gameplay (Detailed)
<Go into as much detail as needs be>
<Spare no detail>
<Combine this with the game mechanics section above>

Assets Needed

- 2D
- Textures
- Environment Textures
- Heightmap data (If applicable)
10
- List required data required - Example: DEM data of the entire UK.
- Etc.

- 3D
- Characters List
- Character #1
- Character #2
- Character #3
- etc.
- Environmental Art Lists
- Example #1
- Example #2
- Example #3
- etc.

- Sound
- Sound List (Ambient)
- Outside
- Level 1
- Level 2
- Level 3
- etc.
- Inside
- Level 1
- Level 2
- Level 3
- etc.

- Sound List (Player)


- Character Movement Sound List
- Example 1
- Example 2
- etc.
- Character Hit / Collision Sound list
- Example 1

11
- Example 2
- etc.
- Character on Injured / Death sound list
- Example 1
- Example 2
- etc.

- Code
- Character Scripts (Player Pawn/Player Controller)
- Ambient Scripts (Runs in the background)
- Example
- NPC Scripts
- Example
- etc.

- Animation
- Environment Animations
- Example
- etc.
- Character Animations
- Player
- Example
- etc.
- NPC
- Example
- etc.

Schedule
- <Object #1>
- Time Scale
- Milestone 1
- Milestone 2
- Etc.

12
- <Object #2>
- Time Scale
- Milestone 1
- Milestone 2
- Etc.
- <Object #3>
- Time Scale
- Milestone 1
- Milestone 2
- Etc.
- <Object #4>
- Time Scale
- Milestone 1
- Milestone 2
- Etc.

13

You might also like