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# Games For Good GDD
# Bug GDD
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### Table of Contents
Story Overview
Gameplay Overview
Start up
Loading Screen
Game Cameras
Heads Up Display system
Player character selections and interactions
List of skill upgrades
List of buffs/De Buffs & Powerups/state modifiers
Health mechanics
Rewards and economy
Vehicles
Major characters & creatures
Game progression outline
Locations and Navigation:
Non - player characters
Places of interest
Game controls
- Keyboard Controls
- Controller
Game Mechanics
- Day/Night Cycle
Karma mechanics
Technological requirements
Proposed tools for gameplay
Front End of game
Cutscene description
Player Options
Title/start screen
Other Scenes
Game Flowchart
World overview/Map
Universal Game Mechanics
Game zones
Collectibles/object sets
Minigames
Music and SFX
Licensor points and concerns Appendixes
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## Story Overview
Monstera is an rpg city builder focusing on the ethics of good economic leadership, set on an alien spaceship civilisation.
Throughout the game you will be faced with the choice to either sustain the cities ecology, boost the economy, or benefit yourself individually.
## Gameplay Overview
- manage budget
- construct buildings
- and decide which buildings and services will get funding
- this will impact the terrarium itself with the citizens acting differently depending on whats funded.
- however the game will influence you to be make greedier choices and keep the money for yourself rather than to benefit the people
### Start up:
Game turns on, displays relevant developer, game studio and engine information before loading up main menu.
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### Loading screen
Spinning circle feature to visualise a loading icon before loading into areas or into the game from main menu.
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### Game camera(s)
One camera angle that follows the player as they walk around and interact with NPCs. When in dialogue, the camera angle will focus at a dynamic angle to create a real-time scene.
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### HUD system



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### Player character selections and interactions
Customisable clothes options for the mayor and interactions with NPCs.
### List of skill upgrades
the upgrades can be for good and bad.
Nuclear power
power production
solar powered vehicles
more vehicles
improved mendical facialitys
paid health care
more teachers
improved hoseing conditions
more library facilaitys
riot police
riot mechs
decrease shop prices increase shooping prices
### List of buffs/De Buffs & Powerups/state modifiers
Hidden meter of happiness which regulates the status of residents happiness in the city.
### Health mechanics
The player must balance the various effects in order to not fail this can be done through building structures, funding districts and making specific upgrades.
### Rewards and economy
Passive rewards from NPC happiness, profit from trading, bonus money from completing town objectives.
### Vehicles
there is a range of vehicles that corrospond wth the different districs, such as
- combine harvisters for the farming districs
- schoolbus
- fireengine
- riot vehicle
- waste disposal
- ambulance
you can chose to modify (or upgrade?) these vehicles depending on which playstyle you go fo.
this could be adding solar panels
TO your vehicles
to make them more economically efficient or going down the greedy route of just constructing more of the vehicles which would in turn create more pollution damaging the ecosystem driving down the populations happiness levels
### Major characters & creatures
the mayor (the player)
farming rep
liberian rep
school rep
industrial rep
market rep
hospital rep
police rep
standard bug
### Game progression outline
### Gameplay classifications
### Locations and Navigation:
farming district
industrial district
housing district
market district
hospital
police station
school
library
Mayoral office
### Non - player characters
farmer
company ceo of gungecorp
headteacher
librarian
cheif o' police
### Places of interest
^
### Game controls
moving around the map with mouse click
wsd moving
#### Keyboard Controls
wsd
mouse
#### Controller
thumbsticks to traverse
A to select
dpad to change menus
### Game Mechanics
The build screen (figure 2) would be for when the player wants to place down a new building and when moused over, would display the relevant stat sheet for that building, displaying what statistics it affects, such as how much pollution it makes and how much health it provides. I made a stat sheet for all of these buildings, but it's hard to show them all at once. I really liked how these work, just giving the player an idea of what they provide and most importantly how much profit you can make from them.
Secondly, the management screen, (figure 3) would take you out of the build menu and into the office layout where you would be greeted by the different bugs that represent each district. They would then have some short dialogue and then you would be presented with the option of funding that district or not. This would increase the stats of all the buildings under that district. Shown here with the + to education, so this would be used to represent the teacher bug asking for funding. If you manage to keep the balance, then you would just keep going trying to appease the bugs, but over time you might choose to fund the police and that's when the riot bugs I designed might come in to remove any bugs that might come in, as they get more desperate for funding over time. These decisions will have the most effect over the invisible happiness meter and not showing it makes it more of a moral decision on the player's part.
Lastly, the upgrades menu. (figure 1) This is where the player can individually upgrade various buildings, rather than entire districts. This gives the player the option to up the production rate on something, like the industrial building and creates more pollution, but it's significantly cheaper than upgrading to a nuclear power plant, which produces significantly less pollution. However, things like nuclear power can only be unlocked whilst your education is at a certain threshold, thus it's important to maintain your education, but if you're greedy, you could ignore this completely and choose the cheapest options. This gives the player another level of control as to what decisions they want to make and would have some of the largest impacts on the game and lead to the interactions that you have with the various bugs throughout the game. If they see that you haven't funded or changed their district in a while, that would trigger them to ask for funding.
There is of course no winning screen only a fail state which could be brought on through any of the main meters falling too low. If health is too low, your population may die or will riot against you. Throwing the ship into disarray, but by this point you will have unlocked access to riot control, but all that does, is make the situation worse. If education falls too low, you won't have access to any advanced upgrades and no one will be maintaining the ship, since they won't know how. Leading to it eventually breaking down. Pollution would cause the terrarium to fill up with smog and eventually the sphere would crack, and lastly the economy would lead to mass rioting and even your own police would turn on you and the ship would fall into confusion, so there are multiple ways to fail, thus it is important to maintain your stats. Happiness being the invisible stat that contributes to the bugs requests and the amount of riots and crime in your city.
#### Day/Night Cycle
#### Karma mechanics
The lower the environment quality is the lower the happiness gets
If you don't fund certain places things will deteriorate
the people will behave and be more productive if you are making the correct choices
#### Factions
District Leaders that represent each sector of the city will be able to interact with the player in order to initiate project funding, management of resources and the possibility of expanding spaces or removing structures.
### Technological requirements
PC
XBOX
Playstation
### Proposed tools for gameplay
controller
mouse and keyboard
### Front end of the game
Monstera main menu with view of planet and ship in space
### Cutscene description
Endscreen where the society collapses/ environment kills everyone/ riots/ peace and love on planet bug
### Player options
the player can choose to place down different buildings and choose to fund them depending on what playstyle they are going for. This may lead the player to defund certain sectors so that they can get more money, or they may choose to spend more money and improve sectors that benefit the community.
### Title/start screen
planet spinning with space ship floating in front of the planet
### Other screens
game over
pause menu
### Game flowchart

### World overview/Map
the city
### Universal game mechanics
- the economy
- happiness meter
- environment meter
- health
- money
### Game zones
- the planet
- the office
### Collectibles/object sets
### Minigames
### Music and SFX
### Licensor points and concerns Appendixes