Pit Bull WT

Introduction

In One Sentence

The player must attack like a Pit Bull — ruthlessly targeting the weak points — to destroy large segmented bullet hell style bosses before they self destruct and take the player's ship with them.

Abstract

Short abstract. Here you write a short summary about what the game is about. Not too long, not too detailed. Keep it short, and to the point.

Target Audience

The target audience is the general bullet hell / vertical shooter audience. Anyone who liked1 will like this game.

Platform

  • OS: Windows
  • Tool: PlayBasic
  • Distribution: Source Code

Unique Selling Points

This section lists the reason people will play your game. You should have at a minimum 3, preferably 5. There must be some reason people will play your game over the competition.

Game Mechanics

A game design document without a description of the core mechanics of the game is worth little. This is where you describe how actually to play the game, and what makes it fun and challenging.

ship.png

The player's ship, the Pit Bull, is controlled in standard bullet hell / vertical shooter style.

The gun of the Pit Bull acts like a turret that can be rotated in 360 degrees to fire in any direction.

In addition, the gun's fire pattern can be wide or narrowed on the fly.

The player has one life, but a shield which can be activated to block bullets. This shield only lasts for 1/10th of a second and will destroy any bullets it touches. It can only be used twice per boss.

Controls

Ship Control

The movement of the Pit Bull is controlled via WASD.

Gun Control

  • J - Rotate counterclockwise
  • L - Rotate clockwise
  • I - Widen bullet pattern
  • K - Narrow bullet pattern
  • Space - Fire

Shield

  • Colon - Flash shield

Scoring

If any kind of reward system is in the game, describe it here.

  • Points for each ship part.

Bonuses

  • Bonus for remaining time

Win and Loose Conditions

  • Win: The game is won by defeating all the bosses.]
  • Lose: The game can be lost either by being shot or running out of time on a boss.

Level Design

In this section of the game design document describe each level of the game. How to complete it, sketches, etc.

Each level is a boss.

Boss Construction

Bosses are constructed of modular parts. These parts can be "snapped together" by the level designer to create new bosses.

Parts

Core

Each boss has a core. If the core is destroyed, the boss is defeated.

Mechanical Parts

Mechanical parts make up the 'body' of the boss. They have two types : weak and regular.

Guns

Guns are attached to the mechanical body parts and can be destroyed independently of the body part it is attached to.

Story

The game story. This can be very long or very short depending on the game. If there is a background story, make sure to add a section on that as well.

Story? I don't need no stinkin' story. :)

Characters

Description and sketches of the characters. Any background story on the character as well should be written here.

Visual Style

Description of the visual style. This section of the game design document is very important when the director is not the visual designer. Even when the same person, this section will be a great inspiration and motivator for the rest of the team, as well as help pitch the idea to any stakeholders.

The section should include visual references as well as concept art of locations, sketches etc.

Game screens

Sketches of all game screens.

Assets

A prioritized bulleted list of all graphical assets needed.

  • Pit Bull Ship
    • Bullets
  • Enemy Ship Parts

Audio Style

The game design document also needs to describe the musical style of the game. This is usually the director who has a "vision" which the audio designer will try to realize.

Narrative and Dialog

Assets

A prioritized bulleted list of all sound and music assets needed.

Categories: Game Design Documents
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