Task 6, gdd introduction

Game Title: TBD

Summary: To sum this game up into one sentence I would just have to compare it to other games. A combination of Valheim’s building physics, Minecraft’s content richness, and a story that transcends all other voxel games before. The issue that I’ve found in these games is that they’re hard to play all the way through alone. In such a big open world you’d like NPCs, Interactions, and things to do. However, you’re usually up to your own devices in entertaining yourself. It’s tough to play these games on your own.

I recently started playing this game called Valheim. It’s an open world survival game with fun building. The building requires a specific understanding of the game’s physics system to understand, and the learning curve is fun to learn! This game is made for 4-10 players, however it is playable with 1-10 players. When I got this game I bought it with my twin, my brother, and my brother’s boyfriend. We all played together once and they didn’t want to continue. I’ve put in over 50 hours alone in this game, but I’m starting to feel lonely in my big town all alone. I feel like if they add in NPCs to populate your town (like in animal crossing) and ways to make your little village feel more alive would negate that feeling.

My game will make an interesting story to help the player build their building knowledge, keep them intrigued, and to populate their fully custom made village.

WHAT IS THE PURPOSE OF THE GAME?

I want to create a big interactive open world for players to immerse themselves in and a platform for tight building that’s physics based and rewarding. This can be done by having the player follow a tale that rewards them with blueprints and npc for the their village. The building will be simple, however, will require an acute understanding of the physics to build larger and more impressive structures.

WHAT MAKES THIS GAME DIFFERENT FROM COMPETING GAMES?

This game will compete with it’s story. To do this I think there can be set, non-procedurally generated areas that are story specific, while providing an overall open world that has other procedurally generated things. A good way to do this can be having “ages” where the player might unlock new modes of transportation (i.e. boats to cross the ocean) to access the non-generated areas.

WHAT IS THE STORY SETTING?

This is the big question! I think a safe answer is to say a more medieval period. It is easier to “build up” the character with resources that can be mined instead of using confusing tech. Compare the names of things in No Man’s Sky to Valheim. It’s Uranium versus Copper! Keeping things simple can make the game more fun. For the story itself, I am thinking about a hero’s journey. Your character discovers a vast world with his (NPC or real) friends. Something akin to Fallout in terms of scale in length.

WHAT/WHO WILL THE PLAYER CONTROL?

The player will control their own customer (fantasy) character. They can choose between different classic races (elf, orc, dwarf, dragonkin, etc.) but they will mostly have aesthetic effects. I don’t want to make things overly complicated, however, races will have different animations to make it more immersive.

WHAT IS THE MAIN OBJECTIVE?

Great question! It’s up to the player. Do you want to build a sick town for your NPCs and real friends to live? Go for it! Make a functional marketplace, build some trading routes, and build yourself a great base! What if you just want to adventure? There will be procedurally generated dungeons all across the map with loot for you to discover across various biomes (with increased difficulty). I truly want to create a player oriented experience! There will be a main quest though! Something about gaining all the power? Building up your own kingdom Ni No Kuni 2 style? Imagine if there could be some combat on the scale of games like Mount and Blade Warband! Fighting some massive battles akin to Lord of The Rings! Finally sitting atop the Throne at the top of the world and bringing all of the wealth and riches back to your own people. Something like that, exciting, fun, and rewarding.

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