Gold Digger
Theme of GD
•
•

Action-Platform game genre

•
•
•

Exploration

Ancient themed (Mummies / Ghost / Stone
Warriors / Pyramid Temple / Relic gold etc.)

Player = Underground Explorer
To gather as much gold as you can as you
progress further down
Craft Design - Floor Plan
•
•
•

Randomly Generated map
Player transverse from top to bottom
Trap falls slowly after a certain time
Craft Design - Game View
•

Focused on the player’s
location

•

Follow where the player is
moving
Craft Design - Character
➢
➢
➢
➢

Single Player
Default of 3 lifes
Basic Movement - Run / Jump
Buy upgrades from the store
Game Mechanics
•

Randomly generated level design

•

Randomly generated monster spawn

•

Randomly generated gold coins collectables

•

Randomly generated Shop location

•

Dodging/fighting skills without having the need to lose a health
bar

•

Quickness of escaping traps
Victory/Defeat Conditions
Victory
❖ Entering the golden door to find treasures and gold
❖ Getting pass the level by reaching the end of the bottom map
(Level-Victory)
Defeat
❖

Player loses all the health

❖

Caught in traps

❖

Clearance over the time limit
Puzzles to Include

• Item Use
• Pattern Recognition
• Spatial Reasoning
• Exploration
Puzzles - Item Use
Inventory: Switch Key
Puzzles - Pattern Recognition
E.G. In boss fights (Boss’ pattern of attack):
Blocks for 3 seconds

Attack thrice in a swift motion

Attack twice in a swift motion

Blocks for 2 seconds
Puzzles - Spatial Reasoning
Puzzles - Exploration
Challenges
•
•
•

Upgrades lost if all lifelines are lost

•
•
•

Vision of the game is limited

Solve puzzles to clear the level (using items / shifting of items)
Deduction of every life if killed / unable to complete the level within time
limit

Boss fights with certain “unknown” patterns
Randomly generated levels
Rewards

• Gain Gold for every level cleared / boss defeated
• Limited vision gets broader after every 7 successful
levels

• Random chance of dropping extra life for boss fights
• Achievements for certain clearance during gameplay
Bonus

• Extra life is gained if cleared within a specific timing and
without losing a health bar

• If boss is killed without losing a health bar, extra
achievements, gold and extra life is gained

• If game is cleared without killing any enemies & losing
health, extra gold is gained & achievements
Motivation

• To allow players to gain the achievements
o

able to show off to their friends (through social
media)

• Challenge themselves
o
o

test how far can they complete the game
put their skills to the test

• To be able to upgrade the player to more “God-like”

Presentation week 4

  • 1.
  • 2.
    Theme of GD • • Action-Platformgame genre • • • Exploration Ancient themed (Mummies / Ghost / Stone Warriors / Pyramid Temple / Relic gold etc.) Player = Underground Explorer To gather as much gold as you can as you progress further down
  • 3.
    Craft Design -Floor Plan • • • Randomly Generated map Player transverse from top to bottom Trap falls slowly after a certain time
  • 4.
    Craft Design -Game View • Focused on the player’s location • Follow where the player is moving
  • 5.
    Craft Design -Character ➢ ➢ ➢ ➢ Single Player Default of 3 lifes Basic Movement - Run / Jump Buy upgrades from the store
  • 6.
    Game Mechanics • Randomly generatedlevel design • Randomly generated monster spawn • Randomly generated gold coins collectables • Randomly generated Shop location • Dodging/fighting skills without having the need to lose a health bar • Quickness of escaping traps
  • 7.
    Victory/Defeat Conditions Victory ❖ Enteringthe golden door to find treasures and gold ❖ Getting pass the level by reaching the end of the bottom map (Level-Victory) Defeat ❖ Player loses all the health ❖ Caught in traps ❖ Clearance over the time limit
  • 8.
    Puzzles to Include •Item Use • Pattern Recognition • Spatial Reasoning • Exploration
  • 9.
    Puzzles - ItemUse Inventory: Switch Key
  • 10.
    Puzzles - PatternRecognition E.G. In boss fights (Boss’ pattern of attack): Blocks for 3 seconds Attack thrice in a swift motion Attack twice in a swift motion Blocks for 2 seconds
  • 11.
  • 12.
  • 13.
    Challenges • • • Upgrades lost ifall lifelines are lost • • • Vision of the game is limited Solve puzzles to clear the level (using items / shifting of items) Deduction of every life if killed / unable to complete the level within time limit Boss fights with certain “unknown” patterns Randomly generated levels
  • 14.
    Rewards • Gain Goldfor every level cleared / boss defeated • Limited vision gets broader after every 7 successful levels • Random chance of dropping extra life for boss fights • Achievements for certain clearance during gameplay
  • 15.
    Bonus • Extra lifeis gained if cleared within a specific timing and without losing a health bar • If boss is killed without losing a health bar, extra achievements, gold and extra life is gained • If game is cleared without killing any enemies & losing health, extra gold is gained & achievements
  • 16.
    Motivation • To allowplayers to gain the achievements o able to show off to their friends (through social media) • Challenge themselves o o test how far can they complete the game put their skills to the test • To be able to upgrade the player to more “God-like”