GDD
Bad ASS Commando: Crimson Hound
Game Design Outline
By Jacob Pittman
1. Title Page
1.1. Game Name – Bad Ass Commando: Crimson Hound
2. Game Overview
2.1. Game Concept
You are the U.S. Seal Commando who infiltrated an enemy stronghold and task with mission to destroy the enemy weapon depot.
2.2. Genre – action, VR
2.3. Target Audience – Age 17 & up
2.4. Game Flow Summary The player starts on a main menu, where they can select to play the game or quit the application. During gameplay, movement is done via the joystick, and the player can attack using weapons like Guns and knife with the action button. The game ends when the player runs out of health. From there, they are either taken to the ending high score menu, or back to the main menu.
2.5. Look and Feel – The game is a First-Person Shooter VR that takes place in a jungle environment.
3. Gameplay and Mechanics
3.1. Gameplay
3.1.1. Game Progression – The Player must battle though 5 levels in this intense shooter. Use Guns, Grenades, Rifles, and knifes to over come your enemies and complete your mission.
3.1.2. Mission/challenge Structure- Each level has doors that will block your progress. The Player must find the key card to open the doors to progress though the game.
3.1.3. Puzzle Structure – There are three puzzles in the game, one is memory based, the second is rhythm, and the last is Fill in the Blank.
3.1.4. Objectives – The objectives are to find the end goal in this level and fight a boss character.
3.1.5. Play Flow- After clicking play, the player is dropped into the game and may begin moving around and shoot at enemies. There will be a waypoint to tell the player where to go. If they run out of health, the game ends and send the player to the nearest checkpoint
3.2. Mechanics –
3.2.1. Physics – There are objects such as trees, cliffs, and buildings that the player can run into but cannot go through. Some smaller objects can be jumped over, but the player mainly gets around by walking around normally. Enemies will run towards the player and attack by shooting them.
3.2.2. Movement in the game- The player moves using a joystick, which will essentially move pasts traps and dangers. They can also jump and run, which is helpful for maneuvering around minor obstacles.
3.2.3. Objects – Guns, Body Armor, and Ammos are the only items that can be picked up and are picked up by moving through them.
3.2.4. Actions- Health Kit can be accessed via the inventory button. When clicked on, they restore health to the player. The player can switch out weapons when ran out of ammunitions.
3.2.5. Combat – When the player gets within the range of an enemy, it will start approaching the player. If the enemy see the player, they will begin attacking the player and will take damage. Enemies will continue to attack the player until out of range.
3.2.7. Screen Flow -- There are three main screens: the main menu, the game, and the end score screen. In the main menu, the player can choose to play the game or exit the application. In the game, the player can open and close their inventory, and can use their inventory to access and use any health kit they may have. In the game, player can also see their health bar, ammos, Armor, current score, and a mini map. When the player runs out of health, they are taken to the end score screen. Here, they see their score for the game they just finished as well as their high score and have a button to return to the main menu.
3.3. Game Options – What are the options and how do they affect gameplay and mechanics?
3.4. Replaying and Saving- The game stores the player’s high score. After completing a game, the player has the option to return to the main menu, where they can start a new game.
3.5. Cheats and Easter Eggs- There are hidden easter eggs in the game that will give altar looks to the game like Big Head Mode, 80’s Screen Filter, and infinite ammo.