Game Outline - Derrick and Doris
- Matt Wilson
- Mar 3, 2021
- 3 min read
Game Mechanics
The player will need to destroy all the threats on each level
Find the keys to unlock each door
Build up Stamina to use special abilities
Give the player the option to choose what character to play
Permadeath and restart the level.
Random Generated levels
Free Derrick/Doris
Genre
The game is based on Rogue-Like, this will be a top-down perspective but not point and click. 3D-based and that will follow and a number of the Rogue-Like Specifics. Randomly generated levels for repeatability and challenge. Permadeath of the player meaning the game will start from the beginning each time with base abilities and weapons. The visual style will be simplistic in its art direction with a stylised feel. The game won't have a turn-based mechanic to it though, the player will be able to navigate back and forth through the level to achieve the objective.
Player Fantasy
You play as either Derrick or Doris both in the early to late 80's. Old but with plenty of whip about them. Do not underestimate the power of love and a lifetime of Kicking ass.
Platform and Controls
PC platform initially in its release and later this could be released for console and handheld based. The Game will be controllable through a mouse and Keyboard with the option to use a game Controller.
Spatial Abstraction
the game will be 3D with a top-down perspective. The angle of the camera is yet to be finalised and this will be challenged through testing. The levels/Maps will be free to roam once the keys have been accessed. The Game will randomly generate the level based on 6 levels where two levels will be fixed in their position. Start and Objective.
Avatar
You have the option to play as either Derrick or Doris. Each will have its own Start point on the map and the objective will be the same for each character. The abilities will be slightly different but both will have a main attack, Heavy Attack, and Special Move.
Camera Perspective
Top-Down perspective however the angle and distance of the camera and how the camera moves with the play will be finalised through development.
Goals and Scores
The goal is to get to Doris/Derrick, fight your way through the obstructions using the attacks and skills acquired while travelling through the maps. The more enemies you encounter and destroy the more you can use your special ability.
Progression and Variety
Each play of the game is different as the maps will change and this will change the order and frequency that you will encounter enemies. Some areas require you to search out Keys while keeping away from enemies and in other areas, you will need to confront the battle.
Tension and Rest
Each section of the map has its own identity and will have its qualities and challenges. As the maps will be random in placement it will make each different in difficulty and experience. To rest the player would mean returning to the room. However, the play is old and movement is slow.
Obstacles and Penalties
The employees will be different in each of the areas and have different strengths. If you overuse your special ability it will slow you down and use up stamina. This is regained over time or by engaging in combat. As you only have one life you will need to be mindful when engaging.
Resources
Power-ups for stamina is found in different Enemies that will have different values
Decisions
you can decide what avatar you would like to play as this has a minor effect on gameplay with different actions and starting the map from a different point of view.
Simulation and Chance
The configuration of the map will be different and so this will randomise the difficulty of the game. Depending on what maps spawn and where. As last mentioned the maps will have a specific character in them with different damage and kill strength.
Storytelling
There will be a cut scene at the beginning of the game that will outline aspects of the backstory. Old Photos found around the map will also help give a picture of memory between Derrick and Doris.
Art Direction and Style
The characters are styled with some exaggerated features, the game environment will be simplistic and stylised with a moderate colour tone to communicate the feeling in the Care Home. Rogue Likes games have lots of tiled textures, this being £d with using modular packs for the levels.
Animation and Visual Effects
The movements of Derrick and Doris will initially be slow as they move around the map. However, they will spring to life when in action and fighting the enemies.
Sound Design
Menus and buttons. A soundtrack will play through the game that is in keeping with the theme. Sound effects for weapons, special moves, hits, and deaths. Also may add some mumble barks for the NPC's.
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