Your Game Name

High Concept

One-liner (or up to 3 sentences) synopsis that pitches and summarizes your game.

Use one of these techniques:

  • Simile - a twist on an existing game - It's Pacman but you can change the maze and attack ghosts!
  • Combination - combine 2 existing games - It's Pacman meets Mega Man!
  • Primary Action - While avoiding ghosts and other hazards, the player can alter the maze and set traps to eliminate the ghosts.

Genre

Identify the gameplay genre(s) the game belongs to. This may also be mentioned in the High Concept section above.

Platform

Either desktop only, mobile only, or "mobile-friendly" (i.e. like Bubbles, works on both).

Story

Some games are purely abstract and have no story or theme (ex. Tetris).

But most games at least have a premise to define the action (ex. Your avatar is running from ghosts in a maze).

For your proposed game, discuss the theme (big ideas - if applicable), mood (excitement, fear, ?), narrative (how the player progresses through the game), and premise of the game (what drives the plot).

Also discuss player motivation. Give a short summary of what the player is trying to accomplish in the game. Some of this will be recycled from the High Concept section above.

Esthetics

Graphics style - abstract, cartoonish, photo-realistic?.

Sound - probably pretty simple - 8-bit, ambient, techno, looped, procedural?

Discuss the types of sound your game has: scoring, effect, UI, background, zone (varies by player location)?

Gameplay

Mechanics

What specific choices can the player make and what can they do?

Here are some compilations of game mechanics you might find helpful:

Control

Be specific, here are many of the options:

  • Keyboard and/or mouse
  • Touch and/or gesture (Mobile only)
  • Accelerometer (Mobile only)

Teaching the game

How is the player taught how to play the game? Is this integrated into the gameplay, are there separate instructional scenes, a tutorial, or some combination? Is it obvious to the player how to play the game? See Cascading Information Theory on the SCVNGR game mechanics page.

Player learning

Explain some of what the player needs to learn to beat the game. Be specific and cite actual powerups, combos, and strategies.

Screenshots

Have at least 2 mockup screens of the game. They can be hand drawn and scanned, Photoshop mockups, or scanned doodles - use <img> tags. You can either display the images in this section, or somewhere else on the page.

Other

Something else you'd like to say that doesn't fit elsewhere. Also discuss any external libraries you might use. All JS libraries are subject to Professor approval.

About the developer

Your name/major/minor/year your, skill set (ex. programming, game physics, graphic design, Maya, Photoshop, Illustrator, music, game sound, ...), and how much JavaScript programming you've done.


Instructions

Overview: Create a living proposal for a 2D casual game you will develop.

"Living proposal" means that the document will be a starting point, but the content will evolve as you work on the game.

Quotes of interest: Why make a plan?

In preparing for battle I have always found that plans are useless, but planning is indispensable. - Dwight Eisenhower

Plans are worthless, but planning is everything. - Dwight Eisenhower

Fail to plan, plan to fail. - Hillary Clinton

I'm not making any plans. I'm just going to let the universe surprise me. - John Cusack (Don't listen to him for this project)

Important:


** Discussion from Project 0 **

Definition: What's a Casual game? Most casual games have similar basic features: (1)

Other Common Characteristics: (2)

Examples:

(1) http://en.wikipedia.org/wiki/Casual_game

(2) Scott Rogers - Swipe This! The Guide to Great Touchscreen Game Design