Payload Specialist Game Design Document
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Payload SpecialistGame Design Document for Payload Specialist
Title: Payload Specialist
Developers: Ikhan Games
Date: October 11th, 2024
Table of Contents
- Game Overview
- Gameplay
- Story and Characters
- World and Level Design
- Art and Aesthetics
- Audio
- Technical Specifications
- Production Plan
- Marketing Plan
1. Game Overview
Game Concept:
Construct space launch vehicles across several eras of the space age.
Target Audience:
Simple builder gamers as well as low grade space simulation enthusiasts
Platform:
PC
2. Gameplay
Core Mechanics:
Basic Gameplay: Part of the game is drag n' drop construction of parts to a column stack. Followed by the configuration of each part/stage, adjusting its features, fuel levels, cargo distribution, etc. In the final stage of gameplay the player monitors launches/test flights/simulations and troubleshoots issues either to save the craft or revise the next design.
Controls:
Mouse and Keyboard
Game Modes:
- Story Mode: Follow the linear/chronological progression of levels covering major milestones and breakthroughs of each ear of space travel.
- Build Mode: Construct vessels with only self-imposed mission goals and no technology or resource limitations.
- Challenge Mode: Complete auxiliary challenges not related to the story.
User Interface (UI):
In the construction menu panels are arranged left to right; parts, launch pad, configurations. Only the camera moves when switching panels. The launch UI is modeled after a mission control room; for the purpose of countdowns. During flight there are several panels; flight camera, crew cameras, and an era appropriate control readout with displays, gauges, controls, etc.
3. Story and Characters
Narrative:
The game loosely follows the progression of the space age and beyond.
Characters:
- N/A
4. World and Level Design
World Description:
ISA during the different eras of the level. The ISA is an amalgam of all period space agencies.
Level Layouts:
Each level begins with a preamble explaining the mission and its goals along with some historical context. The each level follows 3-4 distinct phases; construction, configuration, simulation, and launch.
5. Art and Aesthetics
Art Style:
Pixel art U.I's, ship parts, backgrounds, astronaut portraits, basically everything except the parts of the control board that utilize scripted components that would be two laborious to animate by hand.
Character and Environment Art:
Except for a few static people int he control room section there are only the animated portrait of the era astronauts
A set of pixel art background panels such as the outlines of the control board, Mission control room, and the launch site (ground level) and sky.
6. Audio
Music:
Lo-fi background music for the title and construction menu with more energized aspirational tracks for the mission control and launches. Simulated launches have their own derived tracks from launch (Each era implements different levels of different instrumentation).
Sound Effects:
- Various flight and engine sound FX for the ship
- Ambient sounds for the control room and the launch pad
- Control noises like klaxons and alarms
Voice Acting:
Not Applicable
7. Technical Specifications
Engine:
Unity
Hardware Requirements:
- PC:
- Minimum: T.B.D
- Recommended: T.B.D
Technical Challenges:
- Drag n' Drop mechanics with the lock-down column style stacking.
- Programming the variety of gauges and indicators to work off common systems.
8. Production Plan
Development Timeline:
Budget:
- Estimated total: $0.00 (T.B.D)
- Sources: Self-funded.
Team:
Solo Development
9. Marketing Plan
Market Analysis:
Casual gamers with interests in puzzle and time challenges from the arcade era.
Marketing Strategy:
T.B.D