Game Design Document
Executive Summary:
Grimberg is an open-world game in which you can explore, loot, and fight. In Grimberg
you can choose to be many different races which include orc, elf, high elf, halgit (beast person),
humans, tieflings, and primals (monkey people). Then you pick your starting class which gives
you a starting weapon and a distribution of stats to help you down the path you want, while this
is all changeable and you don’t have to be a wizard if you start with the sorcerer class it just
gives you a starting boost to help you in the beginning.
The world itself is a high fantasy, huge area surrounded by water. In the world you will
find a multitude of different monsters such as slimes, skeletons, dark knights, and much more. In
the game it has a medieval appearance with castles and wood/stone houses with thatch roofs.
While it is medieval they use magic so in some ways the world is highly advanced with
mechanical structures that operate with magic and crazy war creations that couldn’t realistically
be made.
Through the game the character gets stronger by beating enemies and doing quests. The
main story is not a straight line and can be altered by decisions you make in the game which
makes it feel like you truly have an influence on how everything turns out.
Character Design:
In Grimberg you can make your character into whatever you want as there are so many
customizables and you can make your character any way you’d like. You can adjust the height,
buffness, face, body, skin tone, eye, nose, mouth, hair, and much more, in order to make your
character what you’d like.
Each race has different attributes or special skills which give them a bonus in certain
situations, such as orcs have an ability to boost their strength stat and elfs have the ability to
boost their magic abilities. Depending on what race you pick, people might not like you so if you
pick to be an orc then most elfs will dislike you because there is common racism between the
races.
Since my game lets you be whoever you want, there is no specific character that I can
talk about, therefore I will talk about the character who guides you through the game. Kasli is a
beast person of the boar lineage and she is along with you every step of the way. She was killed
by the fire god, Geof, and she came back as a ghost because of her hatred of Geof to train you to
be a strong enough fighter to defeat Geof. She is semi translucent and floats a few inches from
the ground. She never fights so she has no moveset unfortunately. Kasli is a very deceptive
person who constantly lies to the player but depending on how you play the game she can start
becoming more honest with you.
World Design:
In Grimberg the world is called Grimberg and it is set into 6 different parts: a thick
jungle, a desert, rolling hills, a volcanic wasteland, a forest, and a swampy area. Each area has a
different set of enemies and the world is set out in a way so that the enemies get stronger as you
traverse through it therefore at the beginning the enemies are weak and after traveling around the
enemies are stronger. Each area has different flora so it matches the environment well and looks
natural.
User Interface Design:
First off the graphics and sound design will be as realistic as possible. The UI on screen
will consist of a small health bar, mana bar, and stamina bar as well as a small spot in the bottom
left which shows what is currently being held. When you are under a status effect it also appears
underneath the stamina bar. The aesthetic of the UI will be sort of a rustic dystopian looking
icons.
When you go into your inventory you will see your items on the left side of the screen,
top of the middle is a picture of your character wearing whatever you have on, bottom middle
shows your stats, and right side shows your current quest line. There is also an equipment page
where you can equip armor, weapons, and spells. Finally the menu page gives you the option to
save, load, resume and quit the game. If the player presses save it sends them to a page where
they can make a new save or overwrite an older save. If the player presses load it shows them
their save files and if they select one of them it will bring them back to where they saved from.
Finally if you choose to exit it brings you out of the game.
Inventory Screen:
Equipment Screen:
Pause Menu:
Story and Level Progression:
My game is set up so that in order to reach the next area you must defeat the god blocking the
path.
Spawn in and do the
Go to the jungle and
tutorial and meet Kasli defeat the god of nature
to learn the which grants you the
background of the ability to control class.
world Finally head to the
volcanic
wasteland and
defeat the god of
fire and win the
game
Go to the veil and defeat
the god of mist, Shuma, Go to the rolling hills and
to advance to the defeat the giant god,
desert. Vahl, in order to advance
to the jungle.
Go to the swamp and kill
the god of rot then you
Defeat the god of see Kasli and she grants
thunder, Ymir, in the you the ability to climb
desert area
On-Screen Text and Audio Dialog Script:
It has been great I Kasli: That’s great
am ready to fight I’ll send you there
Geof.
now!
Kasli: Hello my Player: It has been
okay but if you have Kasli: A good place to gain
champion how is any suggestions to some levels would be
your training help that would be tracking back and killing
going? nice. enemies.
Player: I have
been having
struggles
leveling up.
The Game Script:
The script makes it so you start off with 100 health, 30 mana, and 50 stamina. When you
get attacked you lose a specific amount of health predetermined by the attack power of the
enemy. When dodging or rolling it takes 1 stamina a tick of running and every dodge uses 5
stamina. Mana gets depleted by using spells and other things like that.
Each weapon and armor has a stat which basically adds or negates damage, such as if an
armor piece has 8 defense points it will negate 8 points of damage, and if a weapon has an attack
power of 9 then it will do 9 damage to an enemy. There are on occasion critical hits which occur
5% of the time and they do three times the damage of a single hit, so if you attack for 5 damage
and get a critical attack then it will do 15 damage. When you swing your weapon and miss it will
consume a certain amount of stamina depending on the size of your weapon.