Game Design: Concept Document

 Games Design - Mesh Block Game - Concept Document


For my mesh block game i had to think about the fact that when mesh blocking, a general theme or story is hard to convey when there is no art, and mechanics are the main focus. With this I chose 3 main mechanics that i will pull from when making my game, these 3 mechanics were Capture/Eliminate, Movement and Risk and Reward. I believe that these 3 mechanics coincide well with each other, and can be used to make a successful Mesh Block game.


For the story/drive of my game I knew i had to pull from my 3 chosen mechanics, I went through many different ideas before falling on the one i chose, I decided that my game would be based on a jewellery heist, the player is a thief trying to make their way through a high end  jewellery store to grab all the  jewellery and keys to get into vaults as they can, the 3 mechanics come into play mainly when prizes are grabbed. Movement however is prevalent throughout the game, from the player movement to the enemy movement. When a player wants to go and grab some  jewellery they have seen they will have to pass a number of obstacles, these getting harder the more you play the game, and the more the level progresses, this challenges both Risk and reward and capture/eliminate with the player facing gruelling heights and scary guards blocking their path, having to find a way around them to get to what they want.


My game will be PC based, and the demographic will be as such, with my target audience being younger teenagers to adults who like puzzle and platform games, The game is a mixture of genres, although it will be a 3D game, It will have the same feel as a 2D platformer. My game will also be a puzzle game, in the sense that players have to try to figure out the perfect time to move and not get caught and the easiest/ most effective way to gather the jewellery and keys they need in order to progress onto the next level.


Intended Feature list:

  • Security Guard Enemies with a path so players can easily figure out when to make the next move.

  • Jewellery pickups, this will display on the screen somewhere so the player knows exactly what they have.

  • A UI screen at the start identifying to the player how many pieces of  jewellery or keys they need to progress onto the next level.

  • A start UI, giving the player the option to quit, play or go into level selector.

  • An end UI, telling the player they won, or lost and giving them an option to restart, quit or go back to level selector.

  • Different Levels

  • Smooth movement including camera follow feature


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