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Department of Creative Technologies

Faculty of Computing and AI


BSCGD 2-A

Subject: Software Engineering

Submitted to: Dr. Hameedur Rahman

Name: Muhammad Aliyan Haider

Roll Number:220505

Assignment # 02

GAME DESIGN DOCUMENT (GDD)


Game Name: Knock Down

Genre: Physics-based mobile game

Game Elements:

 Launching balls using a slingshot


 Knocking down structures made of various materials
 Physics-based gameplay
 Limited number of balls to use for each level
 Aim and strategy

Player: Single player game

TECHNICAL SPECS:

Technical Form: 2D graphics (flat)

View: Top-down view

Platform: iOS, Android

Language: C#

Device: Mobile

GAME PLAY
Knock Down is a physics-based mobile game where the player must knock down structures made of
various materials by launching balls at them with a slingshot. The game consists of multiple levels with
increasing difficulty, and the objective is to knock down all the structures using as few balls as possible.
The player must aim carefully and strategically use the available balls to complete each level. The game
starts with a tutorial that explains the basic mechanics and controls of the game.

Game Play Outline:

• Opening the game application

• Game options

• Story synopsis (optional)

• Modes

• Game elements (launching balls, knocking down structures)

• Game levels (increasing difficulty)

• Player’s controls (aim and launch)

• Winning (knocking down all structures using as few balls as possible)

• Losing (running out of balls)

• End

• Why is all this fun? (physics-based gameplay, strategic thinking)

Key Features:

 Physics-based gameplay
 Increasing difficulty levels
 Strategic thinking

DESIGN DOCUMENT

Design Guidelines: The design goal is to create an entertaining and challenging physics-based mobile
game that requires strategic thinking and skillful aiming.

Game Design Definitions: The player wins by knocking down all structures using as few balls as possible.
The player loses if they run out of balls without completing the level.

Player Definition: The player is the person controlling the slingshot and aiming the balls at the
structures.
Player Properties:

• Number of balls remaining

• Score

• Unlockable features

PLAYER REWARDS (power-ups and pick-ups)

The player can earn various rewards throughout the game that will aid them in completing levels more
efficiently. These rewards can be obtained by hitting certain objects or achieving specific goals within
each level.

List of Player Rewards:

 Extra Ball: Gives the player an additional ball to use in the level.
 Bomb Ball: Destroys a section of the structure upon impact.
 Multi-Ball: Gives the player multiple balls to use simultaneously.
 Time Bonus: Adds extra time to the level timer.
 Score Multiplier: Doubles the points earned for hitting structures or objects.
 Power Boost: Increases the velocity and power of the player's slingshot for a limited time.
 Undo: Allows the player to undo their last shot and try again.
 Shield: Protects the player's remaining balls from being lost for a limited time.
 Guiding Line: Displays a guiding line to help the player aim their shots more accurately.
 Extra Points: Awards bonus points for hitting specific objects or achieving certain goals within
the level.

These player rewards add a layer of strategy to the game, as the player must decide when to use them
to maximize their effectiveness. The rewards also provide a sense of achievement and satisfaction for
the player, as they work towards earning them and utilizing them to their advantage.

User Interface (UI)

The user interface (UI) is an essential part of the game that allows the player to interact with the game
world. The UI should be intuitive and easy to use, with clear visual cues and feedback to guide the
player.

The UI should include the following elements:

• Main menu: This is the screen the player sees when they first open the game. It should include options
to start a new game, continue a saved game, adjust game settings, and access game information.

• Game screen: This is the screen the player sees when they are playing the game. It should include
information such as the number of balls remaining, the score, and the level objective. It should also
include controls for aiming and launching the slingshot.
• Pause menu: This is the screen the player sees when they pause the game. It should include options to
resume the game, restart the level, or return to the main menu.

• Game over screen: This is the screen the player sees when they fail to complete a level. It should
include options to restart the level or return to the main menu.

• Level complete screen: This is the screen the player sees when they successfully complete a level. It
should include the score earned and options to proceed to the next level or return to the main menu.

The UI should be designed to work with the platform the game is being developed for, whether it's
mobile, PC, or console. It should be visually appealing and consistent with the game's overall style and
theme. Sound effects and music should also be integrated into the UI to enhance the player's
experience.

When designing the UI, it's important to consider the player's perspective and make sure the controls
and information are easily accessible and not cluttered. It may be valuable to research quality control
and UI design information to ensure the UI is user-friendly and effective.

Game Flow Chart:

Start About

Tap On Yes
back
Music button
Select Option Settings
from Menu

Play Sound

Select Level to Play No


Tap On
Close
button

Yes

Tap On No

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