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Game Design Document


Planning Start Date: February 2018
Development Start Date: April 23, 2018
Official Windows/Android Release Date: October 6, 2018
Official iOS Release Date: October 27, 2018

[ Elijah Budd ]
[ globalsingeing@gmail.com ]
[ https://globalsingeing.itch.io/ ]

Itch.io LINK
Has link to Google Play and iTunes

Card Database LINK

©Elijah Budd 2018


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Table of Contents
Online Daily-Build LINK
Section 0: Development
Changelog
Known Bug List
Section 1: Overview
High Concept
Genre
Game Feel
Art Style
Music
Target Platform
Project Scope
Game Engine
Credits
Section 2: World
World
Story
Goal
Section 3: Gameplay
CCG Rules
Deck
Field Setup
Game Start
Turn Flow
Entities
Playthrough and Win Condition
Deckbuilding
Victory
Collecting Cards
Booster Packs
Prize Cards
Arena
Battle Simulator
Challenge Mode and Future Expansions
Game Flow
User Interface
Deckbuilding
Shop
Adventure
Battle
Section 4: Hero Art

©Elijah Budd 2018


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Section 0: Development
Changelog
Changelog

Alpha v1 (Battle)
Goals: Functional battle system, Deck

Day 1 - 4/23/18
● Card object created
○ Card infobox object created
○ Set N1 card images and info added (001-015)

Day 2 - 4/24/18
● Hero object created
○ N1 images added: Marshmallow (00), Pablo Peanut (04), Aye-aye (05),
Hippyo (06), Leech (09)
● Battle state started
○ Card nodes created
○ Smooth movement of cards
○ Snap to nodes

Day 3 - 4/25/18
● Bug Fixes
○ Fixed card drop when mouse interrupted
○ Fixed card getting stuck offscreen
○ Changed depth of objects returning to position
● Card and hero dissolve added

Day 4 - 4/28/18
● Changed card ID system
● Started Save/Load
● Heroes and linked cards return to position

Day 5 - 4/29/18
● Minor visual changes
● Finished save file setup
○ Set up adventure variables
○ Set up battle spawner

Day 6 - 4/30/18
● Bug Fixes
○ Noded cards glide when node is not moving
● Collection Functions
○ Added card unlock handling
○ Added speed values
○ Added hardcoded deck (until deck builder is made)
● Added node dissolve functionality

Day 7 - 5/1/18
● Added card rarity handler

©Elijah Budd 2018


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○ Added rare card glow


● Spawn heroes and nodes from Game Master object
○ Enemies store next cards
○ Dynamic hero render based on deck and enemy team
● Created arena battle lineup generator
● Created deck object
○ Stores discard and deck
○ Displays active sleeve
● Created hand dock with shifting hue
○ Added color to card nodes

Day 8 - 5/5/18
● Added deck glow
● Deck storage created
○ Imports active decklist
○ Transfer and shuffle created
● Hand handling
○ Add and Remove from hand pool
○ Draw, Replace, Discard effects
○ Cards move to position based on how many there are
● Click deck to draw card

Day 9 - 5/6/18
● Added ability to move cards back to hand
○ Can swap cards in hand by placing between others
● Added energy
○ Lose energy for placing or drawing cards
○ Regain energy for dragging back to hand
○ Created colored energy orbs

Day 10 - 5/12/18
● Bug Fixes
○ Fixed free energy from placing card in full hand
○ Fixed ability to place effortless action on used node
● Added ability to swap hero positions
○ Energy cost to switch
○ Automatic hero spacing
● Opening hand draws one at a time

Day 11 - 5/13/18
● Bug Fixes
○ Fixed free energy from card being unable to return to hand
○ Fixed free energy from cards being placed back in hand
○ Reduced bugs involving hand placement
● Added field collapse when heroes dissolve
○ Handling for varying numbers of entities
○ Added graphic for empty spots when moving heroes

Day 12 - 5/14/18
● Created hero status overlay
○ Added hero status variables
○ Added health icon, drains based on percentage of max health
○ Added speed icon, changes color with card boosts

©Elijah Budd 2018


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Day 13 - 5/15/18
● Added status overlays
○ Added counter damage overlay
○ Added status effect overlays with automatic positioning (Shield, Boost, Stun,
Lock, Burn, Poison, Wound)
● Heroes can’t be moved with Lock
○ Animation shows lock when attempted move
● Added hero bounce animation
● Increased size of status numbers for small screens

Day 14 - 5/18/18
● Created universal status overlay
● Created function to make resolution order based on speed
○ Adjusted for card speed changes
● Set N1 enemy cards and info added (016-045)
● Changed dragging to only work during Decision phase
● Set up phase system
○ Start of battle, draw, and decision phases completed
○ Standby, resolution, and end of round phases started
● Added N1 hero: Frogger (07)

Day 15 - 5/19/18
● Changed color index storing
● Started adding card effects
○ Healing and Damage (normal and status)
■ Normal, Drain, Pierce, Fire, Poison, Wound, Recoil, Counter
○ Animation overlays
● Hero death code, collapse field automatically
● Finished standby, resolution, and end of round phases
○ All phases exclude ability handling
○ Standby phase passive damage
○ Resolution phase dissolves card, no effects yet
○ Stun status handling
● Enemies select a card
○ Added speed boost update

Day 16 - 5/21/18
● Added unstoppable keyword functionality
● Created action queue to handle card effects
● Heroes grow on their resolution turn
● Added card effect code
○ Cost: Discard, Pay
○ Damage: Damage, Spread Damage, Pierce, Recoil, Fire
○ Status: Extra, Limit, Boost, Heal, Counter, Block, Stun, Wound, Burn
○ Action: Cancel, Draw
● Added set N1 card effects (01-12, 14-20, 22-25, 29-30)

Day 17 - 5/22/18
● Added more card effect code
○ Damage: Release, Drain
○ Status: Lock, Ally Heal, Heal All, Poison, Break, Evade
○ Action: Peek, Jumble, Switch
● Added more set N1 card effects (13, 21, 26-28, 29-45)

©Elijah Budd 2018


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● Evade effect and icon


● Added ability handler
○ Started adding set N1 abilities (00-05, 08)

Day 18 - 5/23/18
● Bug Fixes
○ Fixed cancel not dissolving card
○ Fixed Switch causing crash
○ Fixed Switch ignoring Lock status
○ Moved status tick to after card resolution
○ Reduced unexplained crashes with damage effect
○ Fixed Lock and Stun not ticking down if no card is played
● Minor Changes
○ Added ability death handler
○ Adjusted size of area to move cards to leftmost side of hand
○ Updated heal and damage code
○ Changed cards (031, 038) effects
● Animations
○ Added animation when successfully evading damage
○ Added animation when canceled
● Tap hero to see ability in infobox
○ Added card/hero modes to infobox

Day 19 - 5/26/18
● Bug Fixes
○ Fixed Jumble ignoring Lock status
● Minor Changes
○ Fixed card text inaccuracies
○ Added jumble and switch time buffer before effects continue
○ Changed ability handler code
○ Made white text handling automatic
○ Finished Discard and Pay cost handlers
● Added icons for ability activations (Squishy, Berserk, Buffer Bun, Unwinding, Focused,
Hippie, Vaccinated)
● Added Hippyo (06) ability

Alpha v2 (Deckbuilding)
Goals: Deckbuilder, Sorted collection, Save file

Day 20 - 5/27/18
● Added Hero Art - Winged Waffle (01)
● Created temporary menu for testing
○ Created room transition fade
● Started deck builder code
○ Created collection dock and filter tabs
● Created card sleeve selector overlay
○ Added temporary card sleeves

Day 21 - 5/30/18
● Bug Fixes
○ Fixed save file reset on computer and Android browser
■ Bug: save file does NOT work on Apple devices :(
● Minor Changes

©Elijah Budd 2018


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○ Raised deck building tab size


● Added Hero Art - Chibeon (08)

Day 22 - 6/5/18
● Added crappy temporary sketches for all 92 characters without art
○ Created unimplemented card placeholder
● Return to Menu on win or lose
○ Added Boss button (faces Guardian or Boss level enemy)
○ Added stats for all heroes (No abilities or cards yet)
● Animation
○ Sleeve overlay fades in/out instead of instantly appearing

Day 23 - 6/6/18
● Started deck building deck handler
○ Created collection amount handler
○ Created deck spawn and positioning
● Check button only saved legal deck

Day 24 - 6/10/18
● Minor Changes
○ Automatically select starting card for infobox in deckbuilder
○ Changed card spawn based on dock location
● Can remove cards from deck by dragging into collection
○ Created clear button that empties deck
● Can move cards between collection, main, and side decks

Day 25 - 6/11/18
● Removed rainbow tab in deckbuilder
● Created collection display (sorted by color)
○ Added collection amount number with fade if none left

Day 26 - 6/13/18
● Added hero overlays in deckbuilding
○ Created hero display for changing active heroes
○ Handled hero collection checking
○ Card and hero mode button to switch between uses

Alpha v3 (Collection)
Goals: All cards, All hero abilities, All effects

Day 27 - 6/14/18
● Added Set N2 card images and info(101-115)
○ Added set N2 enemy card images and info (116-145)

Day 28 - 6/15/18
● Added Set N2 card effects (101-145)
● Added new card effects: Assassinate and Cure
○ Added status graphics for Pay, Cure, Assassinate
○ Revive effect scrapped due to battle system disunion
● Added faint card borders
● Added a speed max of 9
● Bug Fixes
○ Fixed win/lose not working sometimes

©Elijah Budd 2018


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Day 29 - 6/16/18
● Added Set N3 card info and effects (201-215)
○ Added Set N3 enemy card info and effects (116-145)

Day 30 - 6/17/18
● Added Set N4 card info and effects (301-315)
○ Added Set N4 enemy card info and effects (316-345)
● Minor Changes
○ Changed hero “62” to “Bongorilla” with new design info
○ Adjusted speed stat of several heroes

Day 31 - 6/18/18
● Minor Changes
○ Cure now also removes Stun and Lock statuses
● Added Set N5 card info and effects (401-415)
○ Added Set N5 enemy card info and effects (416-445)

Day 32 - 6/20/18
● Added Surrender button to auto-lose a dragging battle
○ Created Yes/No prompt (also used in Clear Deck)
● Minor Changes
○ Adjusted health of several heroes (37, 42, 43, 44, 47, 48, 59)
○ Adjusted cards of Pachy (43), Bronco (48), and Bigfoot (24)
○ Added in-game message prompts
● Bug Fixes
○ Fixed bug where hero death does not stop their effects
● Added Set G6 card info and effects (501-515)
○ Added Set G6 enemy card info and effects (516-545)

Day 33 - 6/23/18
● Bug Fixes
○ Adjusted stats of heroes (64)
○ Fixed card speed modifiers (329, 341)
● Added Set G7 card info and effects (601-615)
○ Added Set G7 enemy card info and effects (616-645)

Day 34 - 6/24/18
● Bug Fixes
○ Fixed issue with moving cards from side deck to full deck
○ Fixed many “Random” effect targeting issues
● Minor Changes
○ Lengthened time the Peek effect remains on screen
○ Optimized random damage and status effects
● Added Set G8 card info and effects (701-715)
○ Added Set G8 enemy card info and effects (716-745)

Day 35 - 6/27/18
● Added several hero abilities and status icons (07, 10-19)
● Added Set B9 card info and effects (801-815)
○ Added Set B9 enemy card info and effects (816-845)
● Balancing Fixes
○ Changed several hero stats
○ Balanced several card effects (notably Spread Assassinate)

©Elijah Budd 2018


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○ Assassinate only applies if there are more status than health


○ Evade only ignores the first source of damage

Day 36 - 7/1/18
● Added character art for Weiner (02)
● Added Set N3 hero abilities and icons (20-29)
● Minor Changes
○ Changed when win/lose is determined
○ Counter damage obeys attacker’s evade status
○ Adjusted health stat of several boss-level heroes
○ In case of tie, player is deemed winner instead of loser
○ Boost applies to Fire (non-passive)

Day 37 - 7/2/18
● Bug Fixes: Fixed several rare-case mechanical bugs
● Added Set N4 hero abilities and icons (30-39)
● Added Set N5 common ability: Affinity (40-49)
● Added Set G6 hero abilities and icons (50-59)

Day 38 - 7/3/18
● Bug Fixes
○ Fixed Kaeru’s ability Mucus activating outside of resolution
● Added Set G7 hero abilities and icons (60-69)

Day 39 - 7/4/18
● Minor Changes
○ Adjusted several hero stats (Set G8)
○ Shifted hero display in deckbuilder
● Added ability to move cards among heroes without returning to hand
● Added Set G8 hero abilities and icons (70-79)
● Added Set B9 hero abilities and icons (80-89)

Day 40 - 7/5/18
● Bug Fixes
○ Fixed improper recoil damage bug
○ Fixed crash when dealing with random targets
● Added Set B10 card info and effects (901-915)
○ Added Set B10 enemy card info and effects (916-945)
● Added Set B10 hero abilities and icons (90-99)
● Added functionality for three decks saved

Alpha v4 (Progression)
Goals: Shop, Arena, Prize cards

Day 41 - 7/6/18
● Added Arena mode with active deck and win streak
○ Functionality for not changing deck in use
○ Behind the scenes save deck of highest win streak

Day 42 - 7/7/18
● Bug Fixes
○ Fixed deckbuilding sleeve overlay visual error
○ Fixed hero collection handling

©Elijah Budd 2018


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● Created deck view overlay (will be used for Hall of Fame)


○ View deck without editing by clicking sleeve
● Added win screen with prize card handling
● Added cancel button to deckbuilder that does not save changes

Day 43 - 7/8/18
● Added lose screen with heart system
○ Win streak converted to coins

Day 44 - 7/10/18
● Implemented shop
○ Created pack opening animation

Day 45 - 7/11/18
● Behind the scenes
○ Added stats for total coins, battles, victories, cards, heroes
○ Scaled first arena fight to be starter deck friendly
○ Arena difficulty ramps up over time with more frequent boss fights
● Added info messages
○ Added message for new win streak
○ Added prompt to delete save
○ Added warnings of Guardian and Boss fights
● Packs are locked until the one before is partially bought out

Alpha v5 (Adventure)
Goals: Adventure, Final boss, Side deck

Day 46 - 7/14/18
● Added Hero art - Time Flies (03) and Coconut Crab (10)
● Bug Fixes
○ Fixed Random Stun crashes
○ Fixed boosted Drain healing more than dealt
● Minor Changes
○ Adjusted prices of booster packs (later packs cost more)
○ Adjusted late-arena battle order
○ Release activates even without a target

Day 47 - 7/16/18
● Created Adventure mode
○ Set up linked adventure deck
○ Initiate specific fights based on adventure save
○ Handle losing adventure and save reset
○ Revamped adventure opponent generator
○ Added adventure surrender button

Day 48 - 7/17/18
● Added bestiary seen enemies tracking
● Sped up pack opening animation and coin collection for high win counts
● Changed how side deck functions (see info in Gameplay)
● Implemented new side deck system into battle (Still may be buggy)
● Added shield cap (max. 8)
● Display collected crayons in Adventure and menu
○ Added crayon collection animation

©Elijah Budd 2018


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● Raised prize card drop chance to 60%

Day 49 - 7/18/18
● Bug Fix: Cure All corrected targets
● Changed Anarchy to only cancel 2 abilities
● Added FINAL BOSS heroes, cards, and abilities
○ Created special victory screen for Adventure mode (saves Hall of Fame decks)

Day 50 - 7/20/18
● Added special Final Boss win screen
○ Behind the scenes save Hall of Fame decks
● Added sleeve shop
○ Added achievement unlocks
● Added battle background handler
○ Added temporary battle background sketches
● Added temporary start screen and moved delete save button

Alpha v6 (Crayonomicon)
Goals: Glossary, Hall of Fame, Bestiary, Battle Simulator

Day 51 - 7/24/18
● Bug Fixes
○ Formatted default starter deck information
○ Fixed prize chest and deck view opacity in HTML5
● Created Glossary overlay for Battle and Deckbuilding
○ Populated glossary terms

Day 52 - 7/25/18
● Added credits page
● Added Crayonomicon/Bestiary page
○ Added button to pay to fight specific heroes for prize cards
● Added Hall of Fame views
○ Added copy button to copy decklist to slot (cycle deck function)

Beta (Polish)
Goals: Art, Sound, Particles, Tutorial

Day 53 - 7/27/18
● Bug Fixes
○ Fixed Boost spread damage
○ Fixed Coconut Crab ability heal timing
● Added Hero art - Snurtle (13), Aegeon (17), Dolphana (15), Bubonic Plague (19),
Snake-eyes (16)
● Added Windows exe icon

Day 54 - 7/28/18
● Added Hero art - Pidge-Pidge (11), Neko (12), Porcuspine (14), Kazoo Hawk (18),
Clownfish (23)
● Minor Changes
○ Adjusted Snurtle (13) speed to 2
○ Release effects only activate if the user has the proper status
○ Tweaked a few cards, namely Russian Roulette (305)

©Elijah Budd 2018


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Day 55 - 7/29/18
● Added Hero art - Bigfoot (24), Percortoise (28), Nuklaracnid (22), Unicorn (25)
● Updated many enemy cards/stats to balance and fit artwork personality
○ Updated heroes with hero art from sets 2/3
○ Changed “Porcuspine” to “Gohan” and “Bubonic Plague” to “Bubonmech
Plague”

Day 56 - 7/30/18
● Added Hero art - Vorago (20), Cancer (27), Pluma (26), Obsidian (29), Librowl (21)
○ Updated associated hero stats/cards

Day 57 - 8/1/18
● Added Hero art - Octopuss (37), Boxtor PhD (30), Vijon (33), Gladigator (32),
Tubaphant (38), Thunderbug (35), Millipede (36), All dinos (40-49)
○ Updated associated hero stats/cards
● Minor Changes
○ Added shield Break status icon
○ Change Vijon’s ability to start of round
○ Heroic and Magnetic abilities don’t activate when locked

Day 58 - 8/7/18
● Added Hero art - Mandrill (34), Funk Master (31), Voodoom (39), Kuma (50), Goei
(54), Unten (55), Shukun (58), Ahou (56), Onmitsu (53), Banjin (52)
○ Updated associated hero stats/cards
○ Changed abilities: Invisible, Adapting
● Changed prize card drop rate to 100%
● Added sound effects: Victory, Normal/fire/pierce damage
● Added several music tracks

Day 59 - 8/9/18
● Bug Fixes
○ Fixed boosted spread damage crash
○ Fixed crash with Revenge ability
○ Fixed crayonomicon farming crashes with Revenge ability
● Added Hero art - Kaeru (51), Deki (57), Naru (59), Wormhole (61), Donkey King (62),
Mecheroni (67)
○ Updated associated hero stats/cards
● Sorted glossary alphabetically

Day 60 - 8/11/18
● Added Hero art - Mothman (68), Ying Yang (60), Queen Bee (65), Salvador (63),
Golgem (64)
○ Updated associated hero stats/cards

Day 61 - 8/12/18
● Bug Fixes
○ Attempt to fix Ally Recoil crashes
○ Fixed Explosive ability not killing opponents
● Added Hero art - Kringle Klaws (69)
● Changed Millipede to be less annoying
● Added buttons to turn music and sound effects on/off
○ Sound settings saved between sessions
● Sounds

©Elijah Budd 2018


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○ Replaced all music


○ Changed victory sfx
○ Added button press sfx
○ Added status/passive damage sfx

Day 63 - 8/14/18
● Bug Fixes
○ Fixed Burn damage being boosted
○ Fixed faded glossary in HTML5
○ Fixed glossary colors in HTML5
○ Fixed music not playing in HTML
● Sounds
○ Made grab/drop sound effects louder
○ Error sfx when trying to switch or place card without energy or buy without
enough coins
○ Adjusted several sfx
○ Added defeat and death sfx
○ Added pack opening sfx
● Arena win streak requirement changed to 40
○ Arena difficulty increased at higher win streaks
● Added “not enough energy” notifications
● Started adding particle system
○ Added hero death particle explosion
○ Added several random particle effects
○ Added mouse click particle
● Added cool temporary background to menu

Day 64 - 8/19/18
● Added Hero art - Hydrangea (66), Final Boss (FH), Illuminaughty (75), Taffee(71),
Sandstream (73), Moltava (72)
○ Updated associated hero stats/cards

Day 65 - 8/24/18
● Bug Fixes
○ Fixed being able to Cancel Unstoppable cards
○ Fixed Explosive vs Explosive abilities causing crash (new ruling: Explosive
will not trigger other hero’s Explosive ability)
○ Fixed Magnetic ability crash
● Added Hero art - Oni (79), Chromagnus (70), Totem (74), Godtilla (76), Maestro (78),
Hammerhead (77), Magnetron (84)
○ Updated associated hero stats/cards
○ Changed Hammerhead’s Construction ability to Draw 2 (effect and text)

Day 66 - 8/25/18
● Added Hero art - Grandfather (83), Goliath (86), Abdominal Snowman (87),
Gigawattail (85), Hou-ou (82)
○ Updated associated hero stats/cards

Day 67 - 8/26/18
● Added Hero art - Ferrum (89), Draconica (88), Rainbow Arcoiris (80), Axolotl (97)
○ Updated associated hero stats/cards

Day 68 - 8/28/18

©Elijah Budd 2018


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● Added Hero art - Doomburst (92), Great Sphinx (95), Lignum Vitae (96), Spudmother
(94)
○ Updated associated hero stats/cards
○ Reuploaded Time Flies, Dolphana, Ahou
● Changed defeat screen background

Day 69 - 9/1/18
● Added Hero art - Ouroboros (99), Cervelus (90), Bartholomew (98), Quetzalcoatl (91),
O’clock (93), Both Final Boss hands
○ Updated associated hero stats/cards
● Added 30 new sleeve designs

Day 70 - 9/2/18
● Bug Fixes
○ Fixed discolored hearts, chests, and mouse trail
● Main menu changes colors
● Added 10 new pack designs
● Added Adventure hard mode: GGGBB
● Added new crayon graphic
● Adjusted sleeve costs

Day 71 - 9/3/18
● Built dialogue system handler
○ Added Shop, Sleeves, and Achievement tutorials
○ Added Crayonomicon tutorial

Day 72 - 9/4/18
● Added Arena, Deckbuilding, and Menu tutorials
● Hard mode enemies have boosted health (+2)
○ Set to hard mode every time you go to menu
○ Added hard mode symbol to Adventure

Day 73 - 9/5/18
● Bug Fix: Fixed a couple card errors
● Added Adventure tutorial, intro dialog

Day 74 - 9/8/18
● Added all new Battle Backgrounds
● Added improved game logo

Day 75 - 9/9/18
● Added color shift to main menu logo
● Added new crayon design similar to the ones in the logo
● Added Crayonomicon icon
● Added Glossary button icon
● Added new closed / open prize chests
● Added new coin graphic
● Added new deck selector graphic
● Added new page background

Day 76 - 9/12/18
● Added new chroma tower graphic
● Added cutscenes before fighting the final boss

©Elijah Budd 2018


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● Mostly added final game winning cutscene

Day 77- 9/13/18


● Added crayons swirling around tower in final cutscene
● Updated energy orb shading

Day 78 - 9/15/18
● Added new main menu background
● Added better crayon collection animation
● Removed hue shifting of main logo
● Updated Deckbuilding tutorial

Day 79 - 9/16/18
● Now start with some of Bestiary filled out
● Added most of tutorial battle

Day 80 - 9/17/18
● Finished tutorial battle

Day 81 - 9/20/18
● Bug Fix: Fixed Unicorn ability triggering by passive damage
● Added new Adventure overworld map
● Changed pink and brown battle backgrounds

Day 82 - 9/22/18
● Changed yellow and green battle backgrounds

Day 83 - 9/23/18
● Added new popup text box designs
● Added victory screen background
● Added new defeat screen background

Day 84 - 9/29/18
● Bug Fix: Fixed Crayonomicon white filled out from start
● Added new button designs
● Changed popup message designs
● Changed shop and arena buttons
● Added new tab design

Day 85 - 9/30/18
● Added new adventure menu button
● Added new hard mode icon
● Added new shop buttons
● Added new deck selectors
● Added new crayonomicon title
● Revamped victory screen with particles

Day 86 - 10/1/18
● Created credits page

Day 87 - 1/3/18
● Bug Fix:
○ Fixed Crayonomicon allowing access to enemies not unlocked

©Elijah Budd 2018


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○ Restored ability to swap hero with only one left


● Disabled developer tools

Day 88 - 10/5/18
● Changed starting coins to 20
● Changed pack requirement for set 1 to 8

RELEASED v1.0

Known Bug List


Updated for current In-Development version.
***
(Crash Inducing)

** ● Save file will not load in browser version on iOS devices (Not bug. Caused by
(Game Hindering) Apple restrictions.)

* ● Sometimes when returning to menu in browser/android versions, music does not


(Minor Issues) play (Fix: reactivate music button in top left corner of menu)

- ● Cards briefly fade at resolution in browser version


(Just Annoying)

©Elijah Budd 2018


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Section 1: Overview
High Concept
Simple, quick, yet strategic digital card game focused on single player content. Every card is
reasonably unlockable through play alone without paying money. Importance on deck building
and strategy.

Genre
Digital CCG. Digital card games are currently immensely popular, so the target audience could
easily be the casual player, especially considering the simple rules. The game will not be
developed for a common audience, though, but rather developed for me, the creator, to enjoy.

Game Feel
The game will be accessible with easy, clean UI and should feel fast and lighthearted. Battles
only take a few minutes and there is no time wasted waiting on timers or walking to locations.
There is a feeling of growth as you expand your collection of cards, but also expand your
abilities to creatively combine them.

Art Style
Game should have a cartoony, loose hand-drawn style. Character art will be drawn by me. Cards
and worlds range from very goofy and cartoony to very detailed and horrifying, depending on the
drawing. The card art, however, will be made up of free creative commons game icons from
http://game-icons.net/.

Music
Free music will be found online at sites such as OpenGameArt. I am not specialized in music,
and I must work on the limited budget I have available.

Target Platform
The game will be developed for Windows, HTML5, and hopefully Android export. It will be
targeted for HTML5, though, to reach the widest audience.

Project Scope
The game will start out small and remain realistic in its goals. Once the world, battles, AI, and
systems have been thoroughly established, I will release further card expansions and challenges
at my leisure.

Game Engine
The game will be developed in GameMaker Studio 1.4.

©Elijah Budd 2018


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Credits
● ~ Elijah Budd ~
● More Games by Me: globalsingeing.itch.io
● Instagram: GlobalSingeing
● #~ Credits ~
● Design, Code, Hero Art, Background Art by: Elijah Budd
● Testers: Josiah Budd, Isaiah Budd, Brandon Beck
● Card and Status Icons from Game-icons.net
● “Draw Text Outlined” script by NAL on YoYo Games Marketplace
● Music by Eric Matyas (soundimage.org)
● #~ Opengameart.org ~
● Fire SFX by Bart K.
● “Weird Boss Music 2” by GoatBoy
● #~Freesound~
● “Jungle Win 1” by LittleRobotSoundFactory
● Button SFX by rhodesmas
● Several public domain SFX used

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Section 2: World
World
The world of Child’s Play revolves around the Chroma Tower, a large white tower in the center
of the world. It is powered by ten crayons: white, pink, red, orange, brown, yellow, green, blue,
purple, and black. The world around the tower has a unique zone per color.

Story
The Chroma Tower holds the world together. But Chroma Tower is running out of energy. The
player has been summoned from another world to gather the ten crayons and recharge the
Chroma Tower. Each crayon is protected by Guardians, powerful creatures that stand in the way
of the crayons. The player must befriend creatures of the land to build their team to defeat the
Guardians and collect crayons to recharge the Chroma Tower. Once all ten crayons are collected,
the surge of energy opens a portal that awakens a great evil- the final challenge!

Goal
The player’s ultimate goal is to collect all ten crayons and defeat the final boss, restoring the land
to its full glory. Their entire time playing the game will be to collect cards and heroes, and
eventually create a deck good enough to collect all ten crayons in one playthrough. This will be
very difficult, and is suspected to take many players a long time, such as in many rogue-lite
games.

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Section 3: Gameplay
CCG Rules
Deck
The player builds their deck by creating a team of three heroes from their collection. They also
build a shared deck of 20 action cards for the heroes to use. This deck must be exactly 20, and
can’t have more or fewer cards. The player is also allowed a 0-5 card side deck, which they will
be able to use in a pinch during battle. Decks can contain as many copies of a card as the player
has, which is up to four for common cards and two for rares.
Field Setup
The player’s three heroes are placed in their pre-set row, with the opposing team facing them in
their own row of three, making the field a total of 3x2. The deck and discard are placed to the
side.
Game Start
When starting a battle, the player first draws 4 cards. Each of the three opponents reveals their
action, and the player is allowed to decide their actions.
Turn Flow
The game acts in “rounds,” so there are no turns for the player and computer respectively. The
player gets three actions per round, then the round resolves. The player does not automatically
draw a card each round. Actions entail several options, including:
● Draw a card. By paying one action, they may draw a card from deck to hand by tapping
on the deck. This works the same as a Draw 1 effect, with hand cycling.
● Switch a hero. By dragging a hero to another slot, the player can swap or move their
heroes into a better position. Each move costs one action, but still only costs one if the
heroes swap places. This works the same as the Switch effect, and will activate relevant
abilities accordingly.
● Use an action card. The player may also use cards from their hand to deal damage and do
other effects. Each card costs one action, and is played by dragging it to one of the living
heroes. Each hero may only have one action on them per turn, so up to three action cards
could be played if all three heroes are given an action card.
○ Keyword Exhausting means a card costs two actions instead of one, and Effortless
means a card is played for free without using an action. It does, however, still fill
the hero’s action slot for the round.

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● Rearrange hand. The player can freely swap positions of cards in their hand as much as
they want without costing an action. This is useful because Discard effects automatically
start from the left.

After the player has made their three actions or passed, the round resolves.
● Entities with the highest speed stat on the field among both player and enemies applies its
action card first, then the next fastest and so on. If two entities have the same speed, their
resolution order is random.
● Actions are applied to the entity directly across from the user, unless otherwise specified.
● If an action would be played but the opposer is defeated, any effects that don’t apply to
the self are simply ignored.
● Once the round is resolved, the next cards on the enemy decks are revealed and the player
is once again able to do their three actions.
● Whenever the player or enemy deck runs out of cards, their discard is shuffled back into
the deck (this costs three actions for the player).
● Any entities with no health remaining are removed from the field and no longer can use
actions, not even the one they had already planned to use that round. If it is two and two
but staggered, they are pushed together.
● If at the start of the round, the player and opponent have the same number of entities, the
field is collapsed to match. 2v2 or 1v1 remove the third empty spaces.
● The battle is won when either all three heroes or all three enemies are defeated.
Entities
Both heroes and enemies share three stats: health, speed, and ability. Higher health can take more
damage, higher speed acts first, and abilities change how they act. Enemies also have a deck of
cards (4 copies of commons, 2 copies of rares) that make up their battle style. Double tap entities
anywhere to see their art full screen, and click on the edges to return to the game state.

Playthrough and Win Condition


The player goes through the campaign as a roguelike, so, when they lose, their progress is reset.
Before they can challenge the boss they must collect all ten crayons, each guarded with five
battles, meaning there is a total of 50 battles before the final boss. The player gets three lives, or
attempts, and each time they lose they must redo that battle and lose a life. Once all three are
gone, the playthrough ends. Once they have lost, they are rewarded for their attempt (see section
below).
Deckbuilding
The player can only use their pre-selected deck of 3 heroes, 20 card deck, and 5 card side deck.
They may use cards from their side deck during battle when they have fewer living heroes. The
player can have up to three decks, which they can choose between on the main menu before

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entering the battle. The decks are shown with the three colors of the heroes and are not named,
but they can customize their card sleeves, which makes their deck box match.
Changed how side deck works: As long as the player has fewer heroes alive than the opponent,
they can open their side deck menu with a button. It costs one energy to drag a card from the side
deck into an open hero slot to play it. The card does not get shuffled into the deck and is not
usable more than once. This is used to get out of tricky situations. Only one card from the side
deck can be used each round.
Victory
When the player collects all ten crayons, they go to the Chroma Tower and fight the final boss. If
they successfully defeat it, their deck is entered into the Hall of Fame, with their decklist, heroes,
and game version. This can be screenshotted and shared on a reddit page I will create for
discussion, questions, and Hall of Fame decklists.

Collecting Cards
The player increases their collection by buying (in-game currency) booster packs from a shop
outside of the campaign. When the player loses their third life during a playthrough, they reach
the end screen, where they are rewarded for their attempt. For each victory, they are given a coin.
Several sets will be released as expansions. The player may also use coins to buy card sleeves for
their deck, a purely decorational customization. Update: Give the player one free compensation
coin each adventure so if they keep losing they can still collect more cards.
Booster Packs
Booster packs have a box-set, like Duel Links, where there are only certain number of copies in
the box so there isn’t full randomness, and if they buy every pack they will have every card and
hero. The player must also pay an initial coin cost to unlock the booster set. Each booster set
contains 20 packs, with 3 cards in each. Each pack will contain 2 commons and 1 rare or hero,
meaning they will obtain a total of 50 cards per booster set. Sets contain:
● 10 Heroes (one per color)
● 5 Rare Cards (2 copies of each, 10 total, have shimmer)
● 10 Common Cards (4 copies of each, 40 total, 2 per pack)
The starter deck will be obtained by being given 8 packs from Set 1: First Steps to open. These
are set packages, though, including the three heroes (N1WH) Marshmallow, (N1BR) Pablo
Peanut, and (N1BK) Leech.
Prize Cards
Other than booster packs, exclusive cards can also be obtained from defeating enemies. Each
enemy has their deck of 10 cards, and some or all of the exclusive cards are available in
Common (4 copies) or Rare (2 copies). At the end of the battle, in addition to 1 coin, the player
also has a 20% chance of getting a prize card per enemy. If the player already has maximum

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allowed number of all the enemy’s prizes, then they simply get nothing. A bestiary, with
information on each hero/enemy, is available in the menu that shows the progress of collecting
all the prize cards, an added goal for players that wish to do so. This prize card mechanic allows
further addition of cards without making more heroes for booster sets. Prize Cards have a
uniquely colored border that sets them apart from booster pack Commons and Rares.

Arena
Another challenge feature that will be available is an endless dungeon / Arena mode, where a
series of random battles are completed in order to get additional coins. Each enemy team is
procedurally generated and gets harder as they reach lower depths. Unlike the playthrough mode,
the player only has one heart and no side deck, and when they lose their first battle their arena
streak is ended. Enemy teams, unlike the Adventure mode, are not limited to sharing colors.

Battle Simulator
The battle simulator is a game mode that allows the player to pay a number of coins (higher costs
respectively for Normal, Guardian, and Bosses) to fight specific enemies in a single battle. This
gives the player a use for their coins once all the packs are sold out, and they are able to farm for
specific prize cards they wish to obtain.

Challenge Mode and Future Expansions


There are plans to add a hard mode of the playthrough with more difficult battles but better
rewards, as well as the possibility for completely new campaigns in the future, introducing a
slew of new characters and cards. This would be a sequel game.

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Game Flow

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User Interface
Note: Just early mockups! To see final versions, just play the game!
● Start Screen

● Menu

Across the top are the three deck slots, each with the current sleeve, colors for the three heroes,
and a gear icon that leads to the deck editor for that deck. Each also has a circle next to it to show
which deck is selected and will be used when entering a new Arena or Adventure. In the center is
the Adventure button, and if it has a started quest it shows the active deck, current lives, and

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which crayons are obtained. Across the bottom are the Arena with the current win streak, the
Crayonomicon, and the Shop with the player’s coin balance. The background is very light and is
one of the ten zones, changing whenever the menu is returned to. (Add: Decks in use do not have
an edit button, instead an “in use” icon).

● Deckbuilding

Left Corner: Card sleeves (click to open Sleeves Overlay), Right Corner: Confirm button (click
to return to Menu with updated deck list, doesn’t work if there are not 20 cards) and trash button
(clears deck after “Are you sure?” prompt, moving all cards back into card pool), 3 Heroes on
top: health and speed displayed (click to open Hero Overlay), Filters: click to filter only certain
colors and rarities, Card Pool: Cards sorted by color and rares first and display amount unused in
corner and rare cards glimmer, Selected Card: displays larger icon, name, effect, rarity (drag to
move cards to and from deck to card pool, only need to put generally in card pool or deck area
and it will automatically align to nearest box. If cards moved among the deck, they will swap
positions), Deck: 5 rows of 5 cards, last 5 are side deck. (Note: shown card will not be
highlighted)
○ Sleeve Overlay

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Clicking sleeve in corner brings up list of all unlocked. Click a sleeve to select it and close
popup, or simply click outside of the popup area to close it and keep the same sleeve.

○ Hero Overlay

Clicking one of the three heroes brings up a list of unlocked heroes and information. It displays
the active hero’s name and ability, as well as health and speed on selection. Click the colors to
show all unlocked heroes of that color out of ten, with the left most position being Set 1 and the
rightmost Set 10. If a Hero is already in use, selecting them will swap their positions. Click the
confirm check to select the new hero and return to the main deckbuilding menu.

● Shop

Top left corner is back button to main menu, middle top shows current amount of coins, top right
is the sleeves button, sets listed below with vertical scrolling. Sets cost money to unlock and
must have the one before it to unlock. Click sleeves or unlocked pack to enter further into shop.

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○ Card Sleeve Shop

Top left corner is back button to main shop screen, center is icon and current amount of coins.
Below are a horizontal scroll of sleeves not yet obtained, with their varying prices. Click to buy.
Some sleeves are unlocked through special means, such as collecting all cards, collecting all
heroes, beating the boss once, and getting a sufficiently high score on the arena.
○ Pack Shop


Top left corner is back button to main shop screen, center is decal of the pack with the number of
packs remaining and current amount of coins, as well as a button to buy a single pack. Below is
the currently selected card and hero with their respective information. At the bottom are the ten
heroes and 15 cards in the set, with the number left in the box displayed. Click them to see their

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info in the boxes above. (Note: selected Hero and card will not be highlighted, and the lock or
check will not show up on the Hero info box.)
○ Opening Pack

When a pack is bought, the screen is covered and a pack is torn and three cards come out, rare
last. The rare may also be a Hero instead, which would have its icon. Tapping the screen returns
to the pack shop.

● Adventure
○ Overworld

Top left corner: back button to main menu and remaining lives, right corner: adventure’s active
deck sleeve, click to open Deck Overlay, tap colored zone to zoom in to specific zone, zones
have number of battles completed in that zone. Each zone will have zoomed out versions of their
up close biomes, but with much less detail. Clicking the hearts will give a prompt to quit the
adventure early, immediately going to the Game Over screen.
○ Zone
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Incorporated into the world map and battle backgrounds. Drawing individual areas is needless
extra effort.
Each of the ten zones has a special biome when zoomed into. The deck overlay and lives overlay
remain, and the back button now goes back to the main overworld. Completed battles have a
check over them, and unavailable ones are grayed out, while the next battle is highlighted in the
zone’s main color.
Biomes (for backgrounds):
White: Tundra Black: Spooky Woods

Pink: Plains Red: Volcano

Orange: Dunes Brown: Mountains

Yellow: Savannah Green: Jungle

Blue: Beach Purple: Swamp

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○ Deck Overlay

When the sleeve is clicked, the screen whitens and the deck overlay appears with the active deck
and a card info viewer. To close, click the sleeve again or click outside of the deck area. The
player may freely drag cards around their deck, and more importantly, to and from the side deck.
Cards always swap positions with another in order to move, and none can be added or removed
at this time, only swapped with the pre-selected side deck.

● Battle

At the top right corner is the page icon that opens the Glossary and Heroes. The six heroes and
their health, speed, active card, and statuses are on the field, and the player’s heroes (bottom
row) can be moved to swap positions. On the bottom is the card infobox and dock. The card info
box displays information of any card on the field that is touched. On the dock, the background is

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a slowly shifting rainbow. Far left is the action count, and far right is the deck. Tapping the deck
will draw a card. The hand holds up to 5 cards, which can be freely dragged among each other to
reposition. The hand is automatically centered. The active battle background is based on the
Zone the battle takes place in.
○ Glossary

When the book pages in the top corner are clicked, the Glossary and Heroes are shown. On the
left are the Heroes still living and tapping them shows their name, ability, and stats, useful for
finding the ability of new enemies. On the right is the Glossary of card terms in alphabetical
order, but a button above the list can also sort them by type (Target, Damage, Status, Action,
Keyword, Cost). Back button returns to the battle.
(Note: Add Statuses to Glossary)
○ Victory

When the battle is won, see the victory screen with whited out enemies. If they give a prize, a
chest appears that you can tap to open. Continue returns to the zone or arena.
○ Defeat

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(Note: both screens will look more visually interesting in final.) When the player loses a battle,
they are shown either the defeated or game over screen. If they have hearts remaining after
losing the battle, they see defeated where a heart will crack. Continue leads back to the zone or
arena. If they have no hearts remaining, the Game Over screen is shown, and all victories are
converted into coins. The Return button clears the adventure save and goes to the main menu.
● Arena

Current Arena deck win streak, deck, and heroes. Clicking the Start Next Match button will start
a battle. (Note: Add warning if next match is a Guardian or Boss match!)
● Crayonomicon

Back button leads to main menu. Left page: Hall of Fame, Battle Simulator, and Options/Status.
Right page: Bestiary and Glossary.

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○ Bestiary

Back goes to main book menu. Left page: Color filter and ten heroes sorted by Normal,
Guardian, and Boss, but only viewable if encountered before. Click to view on right page. Right
page: Hero infobox, defeated to fought ratio, bottom has card viewer with the three prize cards
above and how many are obtained. (Edit: Give more room for right page in final)
○ Glossary

Mostly the same as the in-battle Glossary, but not confined to one page. (Change for both
Glossaries: Effect infobox at top, select to view)

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○ Hall of Fame

Along the left are the Hall of Fame decks. The top one is the longest arena streak deck, with
accompanying streak number. The decks below are the last four decks to defeat the final boss,
with decks completed before that being overwritten. On the right shows the selected deck, which
displays the game version and date of completion, the sleeve, the decklist, the three heroes, and
the hearts remaining for an adventure deck and win streak for the arena deck. The decklist is
saved how it was when the boss was defeated.

©Elijah Budd 2018

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