
Games Design Document
Overview
Project Scope
This project has just over 2 weeks to have a verticle slice of the game completed. The due date for submission is the 31st of March. The scope of this project is to complete the tutorial level of the game, as well as the following level. After researching similar games published by SayGames, it is clear that the first few levels need to be short; these can run anywhere between 20 seconds to a couple of minutes long. The extended scope will include extra levels in order for playtesters to have a chance to really get into the game.
Elevator Pitch
This hyper-casual game makes the player assume the role of a magicians assistant. Through experimenting and creating they build special effects to be used in the closing scenes of his act!
Monetisation
Further analysis of similar games revealed that the main form of monetisation comes through frequent advertisements between levels, as well as the release of an ad-free version of the game for a small price. Besides this, monetisation could occur through the selling of skins. Many free to play games allow the purchase of cosmetics, we could pursue the same path and sell in-game currency used to customise the workbench, the stage, certain pieces of equipment etc. Alternatively, we could give players the opportunity to earn in-game currency through watching adverts, this is a method of monetisation found in many mobile games, instead of making money directly through the players, we would make a profit through advertising other games on the platform.
Story
The player assumes the role of a Magicians Assistant, however, instead of being out front participating in tricks or stunts, they help the performance come together backstage. Through experimentation, the player combines multiple components to create unique smoke effects for the magician to conclude each show with, by performing his signature trick of vanishing in an instance! For each job the player completes, the magician will provide them with new items to tinker with in order to make each performance different from the last.
Gameplay
Players will complete each level by creating certain components and crafting them together in order to produce a smoke effect for the Magician. Most levels will require the player to make a certain effect, requested by the Magician. E.g. a blue and green spirling smoke effect. However, ever 5th level will give the player complete freedom to create whatever effect they like, this sandbox level will allow them to tinker with ingredients and equipment they have unlocked to form a better understanding of how they work. Certain levels will be time-sensitive, to see how well players have memorised certain crafting patterns, offering them a challenge to overcome.
Mechanic #1: Crafting
This is the main mechanic for the game. Crafting allows players to merge different components at their workbench in order to produce a final smoke effect.
Mechanic #2: Brewing
Brewing is the process of creating various components used in crafting. This is done by adding different ingredients to a brewing pot and stirring it until completion.
Mechanic #3: Journal
The journal records different effects that the player has created, as well as notes on how they have created each unique component. With the inclusion of levels which offer creative freedom, the player will able to experiment with what they have unlocked and create new smoke effects! The journal records this and acts as both a guide (in case players forget how to craft a certain element) but also serves as a reminder of what they have achieved so far.
Feature #1: Rating System
Most levels will have a 3-star rating system that gauges how successful players are at meeting the requirements of the magician. If the magician asks for a specific effect and the players meet it, they will receive 3 stars, if some things are accurate they will receive 2 stars, and if they are completely off the mark and produce something completely different, they will only receive 1 star. How well they do each level will impact their reward. Each level will reward in-game currency which can be spent on upgrading the cosmetic look of many different parts of the game.
Feature #2: Cosmetics
Using in-game currency players will be able to unlock different cosmetics. These could be the look of the workbench backgrounds, the equipment the player uses, or the costume of the magician and the look of the stage he performs on.
Game Elements
Characters
The game consists of two characters, the first the playable character, which will not have any specific design since the game will be played in the first person. The only other character is the Magician that players will receive work from as well as see on a stage utilising the player made effects.
Locations
Most of the gameplay will be a top-down perspective of the workbenches in the lab. These workbenches will be where the player works at. Different workbenches will house different mechanics, for instance, one workbench will be where players boil down ingredients to create the dye, another will be where they craft all of the components together at the end of each level. Besides the lab, the players will also see the magician on stage performing his final act.
Levels
Each level will be divided into different parts. Players will initially have to create a base powder for the smoke effect at one of the workbenches, they may also need to create a dye elsewhere, additionally, players may inker with the smoke canister to affect the shape it exits through, and finally, they will move to the final workbench to put all of the components together. This will be the base playthrough of most levels, but different levels will have different twists, some levels will be time-sensitive, others will have no restraints on what the player can do. Levels that have requirements will have a 3-star rating dependent on how closely the player completes each task, and how accurately they produced the final effect. Sandbox levels will essentially be bonus levels
Assets Needed
3D Models:
Interactable equipment on the workbench.
Individual components and the results when combining them.
The workbench background
The stage
The Magician
2D UI:
Menu button / Ad-free button
Star rating on each level
Confetti/roses (celebration when the magician preforms his trick)
Sound Effects:
Boiling sound when brewing,
Mixing sound (think pestle and mortar sounds)
background music
Applause of audience
Animation:
Magician throwing the smoke bomb at his feet
Prototype Level Plan
Step 1
Players start at the Crafting Station, here they will combine 3 ingredients (potassium Nitrate, sugar, baking soda) together into a pot. They will then shake the pot to mix it all together. They have now created the first core ingredient (Base Powder) used in the smoke effect
Step 2
Players will then be moved to the Boiling Bench to Create a Coloured Liquid Dye. They will achieve this by boiling natural ingredients (leaves, twigs, roots etc) in order for their colours to be released. After straining the mixture into a small pot, they will have collected a liquid dye;.
Step 3
Step 4
After obtaining a liquid dye, players will then be moved to the baking bench, where they will combine the dye with cornstarch then strain it on a baking tray. With this mixture on the tray, they will place and leave it in an oven for a short period of time. Afterwards, players then hammer it into smaller pieces. They now have coloured powder, the second core ingredients for the smoke effects.
Finally, players will be moved to the Combination table, where they will open a small canister, pour in the base powder, mix in the powdered dye, add a lid and place a short fuse (or ignition switch) into the top. They have now created a basic coloured smoke effect. later levels will include extra steps to change the final shape of the effect or included extra special effects.
UI Design
UI shouldn’t be too prevalent, it should be simple and clear without being too invasive. Below is an illustration of how it should look. In the top, left players will be able to swap between the different workbenches they use. Their active workbench will be highlighted to indicate that is where they currently are at. The Home screen will be a shot of the stage, with two options “play” and “shop”.Once players press on either option, a smoke effect will transition them between the home menu and whatever they have chosen. If an activity is being completed in the background at a different workbench, then a timer will appear in its box.
Fail States and Level Ratings
Each level has a 3-star rating, which will be judged based on how accurately the player has produced what the magician asked for. The worst score the player can receive is a 1-star rating. This is in order to keep players playing, a 0-star rating may come across as very defeating. Each level is dependent on what is asked for if the magician asks for a basic smoke effect with only one component (e.g. colour), the player will only be able to score a perfect game of 3 stars if they achieve the right colour, or 1 star if they do not. With more complicated levels which may include colour, shape and extra effects, 3 stars will be attained if they get all components right, 2 stars if they get most of them right, and 1 star if they get all of them, or most of them, wrong.
Component Rules:
Liquid Dye: Players will add the ingredients to the bowl one by one, this will take as long as the player needs to grab and drop each ingredient into a pot of boiling water. Once each ingredient is in the pot, players will stir it for 10 seconds, giving time for the colour to disperse into the water. Once the water is stirred they will drag and drop a strainer over a separate pot then drag and pour the water over the second pot, removing the base dye ingredients as they do so. Pouring the water will take an extra 5 seconds. The level could therefore be anywhere between 30 odd seconds to minutes, depending on how long it takes the player to drag and drop items. If players stir for too long or too little (+/- 3 seconds), or if they add the wrong ingredient, this will ruin the component.
Powder Dye: With the liquid dye component, players will add it to a pot of starch, they will stir for 5 seconds, add more starch, stir for 5 seconds, then spread it across a baking tray and place and leave in an oven for 45 seconds. During this time players can either wait or move to the base powder workbench to work on that in the meantime. Once the powder is cooked, players have a window of 15 seconds to remove it from the over, if they do not remove it during this time, the powder will burn, effecting its colour, which will ruin the component.
Base Powder: This level is about precision, players must add the 3 ingredients in the right amounts. If they add too much of one, or too little of another, they will ruin the mix, and fail this component. The measurements are 15 parts of potassium nitrate (60g) to ever 10 parts sugar (40g) to every 1 part baking soda (4g). There is leeway for each ingredient of around 10%. Potassium nitrate can therefore be between 54g - 66g, sugar can be between 36g - 44g and baking sugar can be between 3.6g - 4.4g.
Shape: To create the shape of the effect, players will have to cut a shape into the canister lid. To cut a shape they will choose which one to use, then follow a templated outline with their finger to mimic a knife following a line. If they stray from the line too much, e.g. 40% of the shape outline isn’t in the line, then that component is failed.
Extra effects: For now, these can’t be failed, as its just a final touch to the effect which is added in when all of the components are put together. These will not be included in the prototype.
Q&A
What happens if you pick the wrong chemicals or ingredients?
Each level rating is based on the final components that are brought together. If you use the wrong ingredients or chemicals when making a component, and the result is wrong, e.g. making a red dye instead of a yellow one, or making a base powder with the wrong consistency, then this component is not what is required and will therefore impact the level rating.