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8/7/2019 FacebookDungeonOverview http://slidepdf.com/reader/full/facebookdungeonoverview 1/8  Touch Dungeon (Working title)  Preliminary Game Design By Patrick Quinn February 07, 2011  Overview  Touch dungeon is a puzzle game with some elements of city management. Players can design their own dungeon with tiles, each with their own specialized function and further decorate those tiles with props and goods. To build and upgrade tiles and some props, players will play a match game. Players also can raid both AI driven dungeons and other players dungeons which if successful give them a bonus to resources gathered in the mini-game. Players can put together raiding parties of minions they have hired, minions who only are available if the player meets the required tile types and resource amounts.  Intro  The game opens with a video clip of two imps reading a large leather bound book inside what looks to be a dark temple. Dirt walls with massive pillars coated in blood is seen clearly behind them, the flickering of torch light casts moving shadows over the imps.They are laughing while chattering in a quick high pitched language obviously excited over their discovery. The braver of the two imps reaches forward to touch a runic symbol on one of the pages of the book. He falls back as a flash of light and the deep rumble of thunder sounds. The imps fall back and all that is seen is a massive shadow rising over the two imps who immediately fall into a prostrated position. Another brief flash of light and another sound this one of the crackling of electricity and a deep sinister laughter as the ‘Touch Dungeon’ logo appears leading into the loading screen.  Game Play  The game starts with new players going through a brief tutorial and explanation of the context sensitive menu system. Players begin with four dungeon tiles, the Mud Pit, Vault, Barracks and Mine. Players are directed to select each tile and explanations of the tile are given with a word bubble popping up coming out of a imps mouth. First they are directed to the Mud Pit and are told that it provides food for maintaining minions. Then the Imp directs them to upgrade the Mud Pit, the players attention is directed to the resource bar that will go down when

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Page 1: FacebookDungeonOverview

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 Touch Dungeon

(Working title) 

Preliminary Game DesignBy Patrick QuinnFebruary 07, 2011

 Overview

 

Touch dungeon is a puzzle game with some elements of city management. Players

can design their own dungeon with tiles, each with their own specialized functionand further decorate those tiles with props and goods. To build and upgrade

tiles and some props, players will play a match game. Players also can raid bothAI driven dungeons and other players dungeons which if successful give them a

bonus to resources gathered in the mini-game. Players can put together raidingparties of minions they have hired, minions who only are available if the player

meets the required tile types and resource amounts. 

Intro 

The game opens with a video clip of two imps reading a large leather boundbook inside what looks to be a dark temple. Dirt walls with massive pillars coated

in blood is seen clearly behind them, the flickering of torch light casts movingshadows over the imps.They are laughing while chattering in a quick high pitched

language obviously excited over their discovery. The braver of the two impsreaches forward to touch a runic symbol on one of the pages of the book. He fallsback as a flash of light and the deep rumble of thunder sounds. The imps fall back

and all that is seen is a massive shadow rising over the two imps who immediatelyfall into a prostrated position. Another brief flash of light and another sound

this one of the crackling of electricity and a deep sinister laughter as the ‘TouchDungeon’ logo appears leading into the loading screen.

 

Game Play The game starts with new players going through a brief tutorial and explanation

of the context sensitive menu system. Players begin with four dungeon tiles, theMud Pit, Vault, Barracks and Mine. Players are directed to select each tile and

explanations of the tile are given with a word bubble popping up coming out of aimps mouth. First they are directed to the Mud Pit and are told that it provides

food for maintaining minions. Then the Imp directs them to upgrade the MudPit, the players attention is directed to the resource bar that will go down when

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 upgrade applies. At this point the Imp also points out mana which limits the turnsa player can make. It is continually increasing to a level specific max. The tile

minimizes and a timer hovers over it counting down from five minutes. Next theplayer is told they can speed up construction by spending a Dungeon Coin. The

player is directed to do so and is told that they gain one dungeon coin at everyother level and they can always buy more through the secure system. Player

starts with ten Dungeon Coins. 

Next is the Vault, which houses the wealth. The size of the vault limits how muchgold a player can have each time. The beginning level allows for 10,000 goldto be stored. Now the Imp directs them to the Barracks, where the minions are

housed, as with the Vault the size and level of the Barracks dictate both the typeof creatures and the amount of creatures that can be housed. In this window

the player can hire more minions, they are directed to hire more one more imp,then directed to use a dungeon coin to speed it up. The Barracks as a limit of ten

creatures at level one. 

At this point the Imp explains the remaining tile, the Mine requires Imps to workit and is directed to click the mine and assign the imp they just made. Each imp

allows for 50 gold an hour. Upgrading the mine allows for more imps to workit. level one Mine allows for five Imps max. The player is now directed to touch

the menu circle (possibly represented by a gear). The menu expands and theplayer is told what each menu system does. The player is now shown how to

make purchases. He is told to purchases a hay pile, by going to the shop and todecorations tab. He is then directed to place the hay pile in the Mud Pit and show

he can rotate and move it.

Finally the player is directed back to the menu and then to the world map, wherea level AI dungeon is available. He is told to click it, the dungeon pulls up anda RAID button is now presented on the screen if he clicks it, he is taken to the

resource mini-game where the Imp explains how to play it and the bonus fromsuccessfully attacking the enemy dungeon. At this point the player would have

leveled up and the static picture of the imp is now wearing a birthday hat. Hecongratulates the player and explains his max mana has now increased.

 After that the players is told they ‘have all they need to be a truly powerful

Dungeon Master!’ and left to explore the rest of the game on their own. 

The Tiles and Main Dungeon View

 In Touch Dungeon, one of the key elements is customizing the dungeon layoutusing tiles. Tiles allow for the recruiting of various types of creatures, purchasing

or creating specific types of props or even boosting your defense in the event of araid. Tiles can be placed in whatever configuration the player likes as long as they

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 connect to an existing tile. 

Sample Tiles 

● Food Pit’s: A tile type that is used for generating food.Specific creatures likespecific food.

1. Mud Pit. Imp’s eat pigs, who live in the Mud Pit.

2. Fungus Cave. Orc’s eat fungus. 

3. Salamander Pond. Kobolds eat Salamanders

● Barracks: Barracks simple serves as a dormitory for creatures. A higher level

dormitory allows the player to own more creatures.

● Vault: The vault houses the players gold, higher levels of the vault allows

for more gold to be gained. It also reduces gold lost in a raid depending onlevel.

● Mine: Mine produces gold. Only a certain amount of Imps can work the mineat specific levels, for example at level on it can hold five Imps, who each

can dig ten gold and hour for a max of 50 gold a hour. A level two mine canhouse ten imps for a max of 100 gold an hour.

● Watch Tower: The Watch Tower increases defense score, allowing for betterprotection from raids.

● Temple: The temple allows for the researching of spells, which can providetemporary use spells such as speeding up resource production for a specific

amount of time, or increasing the defense score of the dungeon for a specificamount of time.

 Each tile can be zoomed in on and customized with props and items. Some itemsboost the output or stats of the tile but many are simply for cosmetic purposes.

 

Sample Player Screen

 

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Other features of the main screen include a static image of their customized

Dungeon Master, stat bars for Gold, Dungeon Coins and Mana at the top of thescreen and a friends bar, which can be used to visit and raid facebook friends

dungeons and the context menu.

 Context Menu

 The Context menu allows the player to navigate the game in a concise and easy touse manner.

● Shop where he can buy props and goods. Items are displayed in the contextbox and can be scrolled through using the left and right on-screen arrows.

● To the resource manifest, which details the types and amounts of,resources.

● Gifts where he can send resources and props to his friends.● World Map, where he can see other players dungeons and AI dungeons.

● Dungeon Coins, where a player can purchase more Dungeon Coins from a

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 secured storefront

● Minions which provides portraits of the players Minions. Unlock new art

assets with each level.● Invite Friends, this is where players can invite more players for a small

bonus to mana, gold or resources and even possibly a special minion type orprop after a certain amount.

● Control Panel allows for control of the sound, music and exiting the game. 

Sample Context Menu

 

The Resource Mini-Game

 Touch Dungeon’s secondary game play is in the form of the Resource Gathering

mini-Game. Players match resource types on a grid by connected a line throughthe resource type. The more resources in a line and the better the combo and

score. Players can match diagonally, horizontally and vertically however playerscannot cross an existing line and are combating a timer that when counts down to

zero ends the game. Occasionally power ups will appear. 

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 ● Ba-Bomb: This Imp carried bomb clears the screen of a specific resource

type allowing the player to match all of that type at a single time.

● Icicle Stick: This wand freezes the timer for a specific amount of time.

● Shiny: This small nugget of gold increases the value of each tile combo.

 When the timer counts down to zero and the player finishes the round the

resources are calculated and stored. The puzzle increases in difficulty as theplayers level.

 Mini-Game Mockup

 

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 Game Flow Diagram

 

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Asset Requirements

 Art

Logo

Intro Movie *Static images, comic book styleMain Dungeon screen

Main world screenProp items (number to be decided)

Shop screen

Mini-game screen with game artUser interface elements for each screen

Options, Help and other dialogs 

AudioMain music loop

Game Play Music for mini-gameVarious sound effects for clicks, rewards and effects