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Pre-production and
Planning
Style Sheet
For my game I am thinking of using a mix of darker
colours and lighter ones depending which level and
location you are in, for example, when in city or
countryside it will be darker with the use of more
dark blues, purples and blacks to give the night time
tone whereas when in a sandier area, there will be
light blue skies and lighter ground.
For character designs I am thinking of going with
quite simple designs with the main focus on the
characters outfit and object, so you can tell who is
who.
The sound would be a simple beat music like
Pokémon or other pixelated games, with sound
effects for things like attacking, jumping etc.
Game layouts
 The plan for the HUD of the game is to have the health bar in the top left with the
number of collectables, in my games case clues, just under it. This is so they are easily
visible but don’t get in the way of the focus of the game.
 The layout for the levels will be a sidescroller, would look like terraria or dead cells for
example, where you move from left to right going through the certain area, depending
on where you are in the story.
 The games level layout will have the same conventions as most other sidescroller games
where you can run and jump, climb ladders etc to get to the go through the level.
Game Summary
A quick summary of the game.
My game is going to be a 2d platformer with a focus on combat as well as finding clues or collectables
to progress the story. The game will have multiple levels set in multiple locations with the end level
having a boss fight. The clues will be a mix of hidden and easily found. Some boxes may be breakable
to find them. Through the levels you will have to fight enemies which also will progress you through
the game. The clues will progress you through the game and will unlock the next areas and levels
where in which you learn and find out more about the story.
The objective of the game is to learn more about these criminals and where they are based so you can
go to them and stop them.
While you are going through the levels trying to find the clues there will be enemies throughout trying
to attack and defeat the main character, you have to use attacks to defeat them and progress through
the game, you will have four hearts so if you get hit four times you will die and have to restart.
Game Overview
Theme / Setting / Genre
Show some example images or similar games / movies / books / TV shows with similar themes.
Core Gameplay Mechanics
Point to other games that this is similar to.
Some pieces of media with similar themes would be the Arrow TV show,
hints of things like assassin's creed and tomb raider and the Arkham
games. They all also fit in the same sort of genre for the game I am
aiming for. The themes for my game will be a mix of darker more
detective type tones but with also lighter areas and tones. It will have
multiple settings with the areas being in a city, countryside and a
desert/ sandy area.
The main gameplay mechanics for my game will be focusing on combat
with the use of quick and charged attacks, as-well as jump attacks.
There will also be a big focus on the movement in the game so there
will be a sprint and jump mechanic to get to certain places.
Story and Gameplay
Story
Once upon a time, in a universe far away…
Explain how the story will be told -- cut-scenes? A ‘talking head’?
Core Gameplay
A description of the game ‘loop.’
A flowchart is nice:
Upgrade
Character
Core Loop
-$
Enter Arena Battle
Payout
To Winner
-$ +$
Unlock
New Arena
-$
Story and gameplay
The background of my story would get told in a cutscene but then once the player gets into the game
and into the first level then the story would be told using a mix of cutscenes, pop up dialogues and clues
which when you find them, they appear on screen with text displaying the next part to the story. As you
go through the levels the clues will be needed to progress you through the story, the more clues you
find the more you progress/ learn about the story and your objective and where the main protagonist is
heading. When you find all the clues in the level those clues will make you figure out where your
supposed to go next and that will be the next level. When some of the clues have been found dialogue
boxes may pop up on screen and they will be in someone speaking to you, for context of the game it
would be the person who works on the computer and looks out for the main protagonist and speak to
player about what is happening next. The clues can be found in the open, in hidden areas or after
defeating an enemy.
Player enters
level
Fights
enemies
player
finds clues
Player finds
enough clues to
progress level
Player goes to
new area / level
player goes through
all levels and finds all
clues to get to final
boss
Level and character Assets
For the designs for my characters, I am going to have a main
character who uses a bow so will hold a bow in the design and
have a dark costume with a face covering.
The levels will be designed in different locations, one will be set
in a countryside(grassy area) , one in a desert and on in a temple,.
The final boss will be found in the temple level and will wear a
dark robe and wield a sword.
The enemies in the levels will be in ninja like costumes with slick
outfits with a mask on.
The level design will focus on a mix of platforming as well as
making it a good level designed for combat. I am also planning on
having a pop up of a scroll type image coming on screen when
finding a clue.

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Discover Criminals in a 2D Platformer

  • 2. Style Sheet For my game I am thinking of using a mix of darker colours and lighter ones depending which level and location you are in, for example, when in city or countryside it will be darker with the use of more dark blues, purples and blacks to give the night time tone whereas when in a sandier area, there will be light blue skies and lighter ground. For character designs I am thinking of going with quite simple designs with the main focus on the characters outfit and object, so you can tell who is who. The sound would be a simple beat music like Pokémon or other pixelated games, with sound effects for things like attacking, jumping etc.
  • 3. Game layouts  The plan for the HUD of the game is to have the health bar in the top left with the number of collectables, in my games case clues, just under it. This is so they are easily visible but don’t get in the way of the focus of the game.  The layout for the levels will be a sidescroller, would look like terraria or dead cells for example, where you move from left to right going through the certain area, depending on where you are in the story.  The games level layout will have the same conventions as most other sidescroller games where you can run and jump, climb ladders etc to get to the go through the level.
  • 4. Game Summary A quick summary of the game. My game is going to be a 2d platformer with a focus on combat as well as finding clues or collectables to progress the story. The game will have multiple levels set in multiple locations with the end level having a boss fight. The clues will be a mix of hidden and easily found. Some boxes may be breakable to find them. Through the levels you will have to fight enemies which also will progress you through the game. The clues will progress you through the game and will unlock the next areas and levels where in which you learn and find out more about the story. The objective of the game is to learn more about these criminals and where they are based so you can go to them and stop them. While you are going through the levels trying to find the clues there will be enemies throughout trying to attack and defeat the main character, you have to use attacks to defeat them and progress through the game, you will have four hearts so if you get hit four times you will die and have to restart.
  • 5. Game Overview Theme / Setting / Genre Show some example images or similar games / movies / books / TV shows with similar themes. Core Gameplay Mechanics Point to other games that this is similar to. Some pieces of media with similar themes would be the Arrow TV show, hints of things like assassin's creed and tomb raider and the Arkham games. They all also fit in the same sort of genre for the game I am aiming for. The themes for my game will be a mix of darker more detective type tones but with also lighter areas and tones. It will have multiple settings with the areas being in a city, countryside and a desert/ sandy area. The main gameplay mechanics for my game will be focusing on combat with the use of quick and charged attacks, as-well as jump attacks. There will also be a big focus on the movement in the game so there will be a sprint and jump mechanic to get to certain places.
  • 6. Story and Gameplay Story Once upon a time, in a universe far away… Explain how the story will be told -- cut-scenes? A ‘talking head’? Core Gameplay A description of the game ‘loop.’ A flowchart is nice: Upgrade Character Core Loop -$ Enter Arena Battle Payout To Winner -$ +$ Unlock New Arena -$
  • 7. Story and gameplay The background of my story would get told in a cutscene but then once the player gets into the game and into the first level then the story would be told using a mix of cutscenes, pop up dialogues and clues which when you find them, they appear on screen with text displaying the next part to the story. As you go through the levels the clues will be needed to progress you through the story, the more clues you find the more you progress/ learn about the story and your objective and where the main protagonist is heading. When you find all the clues in the level those clues will make you figure out where your supposed to go next and that will be the next level. When some of the clues have been found dialogue boxes may pop up on screen and they will be in someone speaking to you, for context of the game it would be the person who works on the computer and looks out for the main protagonist and speak to player about what is happening next. The clues can be found in the open, in hidden areas or after defeating an enemy. Player enters level Fights enemies player finds clues Player finds enough clues to progress level Player goes to new area / level player goes through all levels and finds all clues to get to final boss
  • 8. Level and character Assets For the designs for my characters, I am going to have a main character who uses a bow so will hold a bow in the design and have a dark costume with a face covering. The levels will be designed in different locations, one will be set in a countryside(grassy area) , one in a desert and on in a temple,. The final boss will be found in the temple level and will wear a dark robe and wield a sword. The enemies in the levels will be in ninja like costumes with slick outfits with a mask on. The level design will focus on a mix of platforming as well as making it a good level designed for combat. I am also planning on having a pop up of a scroll type image coming on screen when finding a clue.