Вы находитесь на странице: 1из 22


Game Design Document

Steven Jacobs
Samantha Shoner
Jesse Salcedo
Baltimore Jacobs
Adam Ngo

Section 1: Design

1. Razor Statement

Paradox is an oblique projection shooting game where you play as Redd, a mercenary, who is
tasked with defeating Doctor Chadwick. You must traverse stages that are littered with Dr.
Chadwicks henchmen which were kidnapped across time and then brainwashed into doing his

2. Audience Treatment

This game is intended for young players who enjoy playing shooting games. The environment
and cartoonish characters are to emphasize the lack of seriousness this game has and focuses
more on the play that emerges by having fun shooting everything.

3. Game Design Overview

Paradox is a third-person action-adventure game that takes place in the near future. As a top
down shooter, you must defeat the oncoming swarms of enemies while trying to disable the
device that allows them to run rampant through the city. After traversing the city and its
obstacles, you must face down the person responsible for releasing havoc throughout the city.

4. Paradox Game Design Document

Initial Idea: player gets to travel through time to try and catch an enemy who has traveled back
in time to change the past.

Game Overview:

Paradox is a third-person action-adventure game that takes place in the near future. As a top
down shooter, you must defeat the oncoming swarms of enemies while trying to disable the
device that allows them to run rampant through the city. After traversing the city and its
obstacles, you must face down the person responsible for releasing havoc throughout the city

Game Mechanics:

This game will be a top-down, third-person shooter using the flixel engine which exports into
Adobe Flash media and is usable as a standalone product as well as usable within any internet

Controls will be utilized using the keyboard and mouse of a computer.
Movement controls:
W: Up
A: Left
S: Down
D: Right

Mouse Controls
Mouse Cursor Movement
Left Button: Fire

Strategy Survival

Within this game, players will be overwhelmed by the massive amount of enemies that are
encountered and have to manage their health and movement to avoid losing all of their health
while hoping to reach either an ability to refresh their ammunition or restore some health

Time Limit

Each level will have a time limit imposed upon them in order to force the player to make
decisions that they wouldnt normally make if they had additional time to progress.

Health is going to be managed in a simple fashion where being hit will reduce the total amount
of health.

Artificial Intelligence

Melee Swarmers
Enemy AI is based upon a swarming pattern to completely overwhelm the player. Most enemies
will have either melee type attack where simply colliding with the enemy will cause them to hurt
the player.

Ranged Attackers
This is an enemy type that randomly will spawn and can attack the player from a ranged
distance. It is possible that they can attack and hurt the player while the player is unable to
interact with them.

Majordomo Enemy
The Majordomo enemy is the boss of the level and as soon as you defeat them, all other
enemies will stop spawning since their leader is no longer there to direct them.

Gameplay Elements

The player Currently Named Redd, is the hero who has taken it upon himself to try and
stop the chaos that is going on around him. He is a freelance guard with a rugged quality
about him
Enemies -- varies from stage to stage depending on the majordomo of the level. There
should always be some variation of how many of each type should spawn within each
The Villain Currently named Dr. Chadwick, is the antagonist of the story who has
become insane during the development of his time altering device and wishes to rule
over everything.

Basic Blaster -- Main Weapon; This is the weapon that the player starts with and has an
unlimited amount of ammunition but does minimal damage
SMG -- Secondary weapon; faster weapon with a slower recharge of ammunition.
Damage is also increased from the Basic Blaster
Collect Ammunition -- Pick up ammunition from the ground and completely refill the
players ammunition
Collect Health -- Pick up health packets from the ground and partially refill the players
Safety Dash -- Use stamina to run faster than before for a limited amount of time
Shockwave Blast -- Completely destroy all enemies surrounding the player (excluding

Story Overview

The main character is a soldier who is part of a special unit assigned to protect a secret
government facility where scientists are attempting to create a device that will allow time travel.
Just as the scientists finish work on their two prototypes, the facility comes under attack by an
organization intent on stealing the new technology. Though the guards fight back, they are
unable to prevent the intruders from stealing one of the devices. The goals of the organization
soon become apparent as time begins to slowly change. The soldier is sent back in time with
the remaining device. His mission is to track down the agents of the organization who have
been disbursed through time in order to restore history to the way it was supposed to be.

Story Dev. 2.0

(Begins after the device is stolen)

Time fissures are being created everywhere dragging mad beings from different times to the
present. All fissures are being caused by the organization that stole the time device and the
longer they last, the more damage is caused. The only way to close the fissures is to find the
device and shut it off. You are tasked with traveling the city and shutting down the device while
stopping the beings that are out for your blood.

Game Progression

In Paradox, the level progression is linear with only one direct way of completing the game.
There is no traveling back to previous stages. After each level there will be an increase in
enemy strength and health and after half the levels have been completed, the amount of
difficulty there is to have a health pack or ammunition drop will increase dramatically making
players chose how they continue playing. After each level, the health and ammunition reset to
make things easier on the player. This could change with play testing.

The stylization of each level will take place in a city landscape where buildings and other
obstacles will prevent the movement of players and force them to either go in certain directions
or plan how to use the terrain to avoid or defeat enemies. As levels progress, there will be
elements for each type of enemy scattered throughout the level to help reflect what type of
enemy might be faced.

Game Art

Art in this game is to be made to look like pixel art at its heart with some slight smoothing on
some terrain assets. All sprites and useable objects will be made to conform to a 36x72 pixel
aspect ratio for sprite sheet purposes. The actual size of the sprites can be smaller or larger
depending on how necessary but this will be the most commonly used size. The art will reflect
the concept art of enemies, the player and the main villain.

Figure 1: Redd Sprite Sheet Figure 2: Enemy Concept Art

Figure 3: Chadwick Concept Art Figure 4: Redd Concept Art

Color Palette


Sound for the game will be made in the stylization of chip-tune music. This 8-bit synthesized
music style will help to set the type of action and energy for players to experience while playing
the game. Inspirations for this music can be easily listened to from any old games made for the
NES, Nintendo Entertainment System, as well as from various artists such as Anamanaguchi or
8 Bit Weapon, which have great examples of what can be done with the chip-tune style of
music. Specifically, reference music can be listened to from the song Sting Operation by
Anamanaguchi or Bits with Byte from 8 Bit Weapon.

Task Allocation

Programming and Producer -- Steven Jacobs
Level Design and background Asset Production -- Baltimore Jacobs
Sprite and 2D Art Asset Creation -- Samantha Shoner and Jesse Salcedo
Programming and Sound -- Adam Ngo

Production Schedule

08/19/2013 -- 08/26/2013: Game Idea Creation
08/26/2013 -- 09/02/2013: Game Mechanic and storyline development
08/26/2013 -- 09/16/2013: Paper Prototype development with Game Play simulation
09/16/2013: Paper Prototype Due for Evaluation
09/16/2013 -- 11/25/2013: Production of Game*
10/08/2013: First On-Screen and Digital Game Design Document Due
10/28/2013: Draft Production Bible Available
11/10/2013: Begin Polishing of Game
11/25/2013 & 12/02/2013: Final Game Presentation
12/02/2013: Production Bible Due

*Every week at lab a status update of how things are going per section will be assessed to
change where development focus needs to be.

Section 2: Production

1. Concept Art

Caveman Enemy Concept

Egyptian Enemy Concepts

Civil War Soldier Enemy Concept

Cyber Soldier Enemy Concepts

Mutant Duck Enemy Concepts

All Enemies Concepts

Main Character Concept

Main Villain Concept

2. Art Bible

Title Screen


Player Sprite Sheet


Caveman Sprite Sheet


Egyptian Sprite Sheet


Cyber Soldier Sprite Sheet


Chadwick Sprite Sheet


Buildings and Objects

Apartments: https://www.dropbox.com/s/y3tdr1n7yap8l25/Apartment%202.png

Bench: https://www.dropbox.com/s/wzgdb7bbsv25f2m/Bench.png

Blockade: https://www.dropbox.com/s/2kc1wbb4xy1nw1a/blockade.png

Blue Bullet: https://www.dropbox.com/s/vjdzrfyzpkh2lxb/blueBullet.png

Brick Wall: https://www.dropbox.com/s/99o4dhdvhx63ln2/Brick%20Wall.png

Bush: https://www.dropbox.com/s/uysocjbxitwukog/bush.png

Bus Stop Sign: https://www.dropbox.com/s/7c8irwlyckvhumj/Bus%20Stop%20Sign.png

Central Building: https://www.dropbox.com/s/80xht5rwga0t4ty/Central%20Building.png

Debris: https://www.dropbox.com/s/l4f1d8sby4h5hcq/Debris.png

Dumpster: https://www.dropbox.com/s/nhxqesnn72jnv6n/Dumpster.png

Fence: https://www.dropbox.com/s/abcb2hoasparuk0/Fence.png

Fountain: https://www.dropbox.com/s/h3vgcmmt02691cd/Fountain.png

Gas Station: https://www.dropbox.com/s/4oxzk6mx7x2e70d/Gas%20Station.png

Grass: https://www.dropbox.com/s/8sczyb6cet8yjw1/grass.png

Grocery Store: https://www.dropbox.com/s/9j3lw65hlr642ya/Grocery%20Store.png

Ground Tiles: https://www.dropbox.com/s/idzqiohfl14rclv/Ground%20Tiles.png

Hospital: https://www.dropbox.com/s/i5qde2aywy5yhxg/Hospital.png

Mail Box: https://www.dropbox.com/s/j2lokzqysgq9j0e/mailbox.png

Parking Lot Light:

Parking Lot Median:

Parking Lot: https://www.dropbox.com/s/u5ic8i6o3hnlqje/Parking%20Lot.png

Police Station: https://www.dropbox.com/s/fqk4dmajnyaz1nl/Police%20Station.png

Portal Frames: https://www.dropbox.com/s/zoknr5kzyvwiotq/portalStartFrame.png

Post Office: https://www.dropbox.com/s/9z3fagsewb8f6j0/Post%20Office.png

Red Bullet: https://www.dropbox.com/s/5uiav3c1mbxm8ff/redBullet.png

Road 2: https://www.dropbox.com/s/7ksdpvh8h0tvygq/Road2.png

Road Block: https://www.dropbox.com/s/o3h7748iz6fpubk/Road%20Block.png

Road Sign: https://www.dropbox.com/s/d2u0aywpac6te8z/Road%20Sign.png

RoadH: https://www.dropbox.com/s/4t2x62a86ow0bm5/RoadH.png

RoadV: https://www.dropbox.com/s/dkr2zbgkft3tsfc/RoadV.png

School: https://www.dropbox.com/s/qrgghqa92dlxx7l/School.png

Sidewalk: https://www.dropbox.com/s/2b4k4zmapdzobub/Sidewalk.png

Spawn Zone: https://www.dropbox.com/s/ubi76mppcfjoco8/spawnZone.png

Stop Sign: https://www.dropbox.com/s/z5j9ghvop9trqvf/Stop%20Sign.png

Subway Entrance: https://www.dropbox.com/s/ij6lpuiasuqn1r3/Subway%20Entrance.png

Testtube Anubis: https://www.dropbox.com/s/gsuqof2nj5zs4hl/Testtube_Anubis.png

Testtube Caveman: https://www.dropbox.com/s/2jtdfxyb6qabl24/Testtube_Caveman.png

Testtube KungFuBot:

Traffic Blockade: https://www.dropbox.com/s/x5f9vss9z23yfua/Traffic%20Blockade.png

Trash: https://www.dropbox.com/s/b2gxvx2jkgsbbgr/Trash.png

Trash Can: https://www.dropbox.com/s/zy3nipq53ncuxbq/trashcan.png

Tree: https://www.dropbox.com/s/1lkr76z00u13a0r/tree.png

Walk Sign: https://www.dropbox.com/s/91z5lrwvjxwspwc/Walk%20Sign.png

Warehouse: https://www.dropbox.com/s/n4by3bg459yhiis/Warehouse.png

Wrecked Car: https://www.dropbox.com/s/2z1a57llc74xg31/Wrecked%20Car.png

Wrecked Car 2:

Wrecked SUV: https://www.dropbox.com/s/o6hu03110yrdyqk/Wrecked%20SUV.png

Yellow Bullet: https://www.dropbox.com/s/mfr72ctahgcelnk/yellowBullet.png


Attack Up: https://www.dropbox.com/s/gwmqdrhx41abyek/AttackUp.png

Blank Crate: https://www.dropbox.com/s/cpg0afrvsq4j1in/BlankCrate.psd

Health: https://www.dropbox.com/s/cnf3cl897q7h1lk/Health.png

Reload Bazooka: https://www.dropbox.com/s/qfxyim2di6hmer6/ReloadBazooka.png

Reload Pistol: https://www.dropbox.com/s/35sjhpy2ki5c3xc/ReloadPistol.png

Reload SMG: https://www.dropbox.com/s/g63s1450t6c9h9d/ReloadSMG.png

Speed Up: https://www.dropbox.com/s/74hhsippj10a2s9/SpeedUp.png

Initial Build Level








Level 1



Level 2



Level 3




3. Audio Bible
a. Stage Music
i. https://www.dropbox.com/s/11si8geky9c2zes/stTrack01.mp3
ii. https://www.dropbox.com/s/n9nx0jnrl39os3i/L%202.mp3
iii. https://www.dropbox.com/s/0z7i4tblsskfah5/L2-1.mp3
iv. https://www.dropbox.com/s/y0leok39aoqhxd3/L3.mp3
v. https://www.dropbox.com/s/r3xom9bn9psgsq5/Boss%20SU.mp3
vi. https://www.dropbox.com/s/8aw0vq8q2lvesde/BossSUFast.mp3
vii. https://www.dropbox.com/s/5sbsgo0ej53j2z8/The%20Boss.mp3
b. Sound Effects
i. https://www.dropbox.com/s/e7zx69reulkhxeq/gunshot.mp3
ii. https://www.dropbox.com/s/l2htja7rr2x1be5/hit2.mp3
iii. https://www.dropbox.com/s/73mociq3rbne2vi/hit3.mp3
iv. https://www.dropbox.com/s/svxge8mysejddj6/Explosion.mp3

4. Hardware
This game is playable on any computer that has Adobe Flash 10 or greater installed.
It is best to have at least 1GB of Memory for smooth gameplay.

5. Technical Design
The game is run on Flash and is developed and programmed with Flixel libraries in
the FlashDevelop editor. The java settings within the FlashDevelop bin folder needs
to be expanded to at least 500MB of space for proper compiling. Although this game
uses flash as a medium to display this game, it is not using any basic Flash libraries.

Character movement and actions are controlled using keyboard controls and mouse

a. Keyboard
i. Movement is controlled using the following key sequences. It is also
controlled using the arrow keys on the keyboard.
1. A = Left
2. W = Up
3. S = Down
4. D = Right
ii. Actions in the game are performed using the following keys.
1. Spacebar = Fire
2. 1 = Select Weapon 1
3. 2 = Select Weapon 2
4. 3 = Select Weapon 3
b. Mouse
i. The mouse is responsible for aiming where to fire on the screen.
Moving the mouse around on the screen will change the direction that
bullets will fire
ii. Pressing the Left mouse button will discharge the weapon that is
currently selected and shown on the Heads up Display (HUD),
provided it has ammunition.

6. Prototyping and Playtesting

Our paper prototype was tested on 9/17. We used this time to test possible locations
for power-ups. We also tested different drop rates for health and ammo packs. The
group of playtesters were comprised of other college students in our class. The
players reactions to our game were mixed to positive. Most seemed to like the
concept of our game, but it was difficult to fully explain the game concept with a
paper prototype.

Our first digital playtesting session was on 11/14. We used this session to check for
bugs in our first level, which we had gotten to a fully playable state. Our playtesters
were comprised of a group of 5
graders from a local school. The reactions we
received were largely positive. They all seemed to enjoy our game and a few of them
asked if we planned on publishing it. They did run into a few bugs, including one
game breaking bug. Despite this, as long as they avoided a certain area, they were
able to get to the end of the level and complete it.

Our final playtesting session was on 12/07. We used this final time to make sure
everything was working correctly and to get feedback on our finished game. Our
group consisted of college students of various ages and game experience levels.
They seemed to enjoy the game and the different enemies in each level. They didnt
run into any bugs during the session and were able to complete all the levels.
However, some of the students who had less experience playing video games had a
hard time getting past the first half of the second level. Once they got past this part,
they seemed to enjoy the rest of the experience.

7. Pipeline Overview

a. Exporting
i. Models: All characters should be done on a sprite sheet with every
action that model will do. Make sure they are all in the .png format.
The sprites in the sprite sheet shouldnt be larger than 100 pixels wide
or tall and organized to be read as walk cycle animations.

ii. Animations: The sprite sheet should have the animation of what action
they are performing. The animation should be done one after another
with equal space in between each action so that the programmers can
have an easy time in exporting the images. In addition, each animation
in the sprite sheet should be done in each perspective that they can
possibly be doing said action.

iii. Textures: Layouts and buildings should be done in the .png format.
Make sure the size of the building matches each other to avoid size

iv. Audio: All audio should be in the .mp3 format.

b. Naming Conventions
i. For characters, the names should at least refer to the characters role
and for multiple versions of a character, be sure to differentiate them.

ii. For buildings and layouts, make sure that the naming makes sense.

iii. Music should be named to the level and sound effects should be
named to the action.

c. Asset Locations
i. For Characters: Assets > Sprites > Characters
ii. For Level 1 Assets: Assets > Level 1
iii. For Level 2 Assets: Assets > Level 2
iv. For Level 3 Assets: Assets > Level 3
v. For Audio: Music
vi. For Sound Effects: SFX

Section 3: Management

1. Project Schedule

08/19 -- 08/26: Creation of Game Idea
Decide between 2D and 3D
Decide on a game engine
Assign roles
08/26 -- 09/02: Finish development of characters and storyline
Decide between branching and linear storyline
Decide between multiple and single ending scenario
08/26 -- 09/16: Develop and test Paper Prototype
Use Paper Prototype to decide on health and ammo drop rates and locations of
Finish designs of special enemy sub-types
Have at least one level fully playable to begin playtesting
9/15 -- 10/08: Use notes from playtesting session to polish up level 1 for the first on-screen
Begin music production
Finish GDD
10/28: Begin work on Production Bible
11/14: First digital playtesting session
11/26: Finish production of game music and sound effects
12/07: Final playtesting session
12/08: Finish Production Bible