RelentlessRolento
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Okay, below is a game desing document I created for a portable system for my game design class at college. I need your input: is it good, bad, suggestions, and what system should it be on (PSP or DS). Remember, I am trying to be as original as I can be, partially inspired by Katamari Damacy. Also, this is a very early crappy document, so alot of it still needs to be fixed. Read on... it's long:
Game Title: Kick-Man’s Super Jop-Jop
Story---
The story starts with a very small asteroid (oddly shaped like a acorn) falling from the clouds in the sky. It comes down and hits an elementary school kid in the head (this part of the game allows you to customize your character’s looks). This is where you start playing the game. The game will then ask the player some questions. Soon enough the asteroid cracks open with a little baby Jop (small alien thing no taller than 1 inch) and a canister of white pills. Your goal is to raise the Jop by training it, feeding it, and making it become a lot like you. While raising the Jop you become the local small town hero through small deeds eventually leading up to larger deeds by defending your neighborhood from an evil small gang of “Those Kids”.
Game---
Gameplay is split into different modes of play
-Beginning of Game: When you talk to the fallen asteroid you must answer some questions (that are coming out of the asteroid) in order for it to break open. This part of the game determines what kind of Jop (a small alien creature) you get by seeing what type of personality you have. The Jop then breaks free and is yours to keep while you also get to keep the asteroid (oddly enough turning into your shoes for unexplained reasons).
-Raising your Jop: You will keep your Jop in a small little cardboard box with little toys and random objects that can be found in the game. You can also let your Jop run free in your backyard or your room. It will have a mind of its own (by unique AI) and respond to the objects that you hand it/show it and most importantly how you speak to it. You feed it pills that are not like ordinary pills. These pills can only be fed to the Jop after talking to them (yes, the pills). Depending on how you speak to the pills will affect the Jop’s growth, development, and overall physical look when you feed the pills to the Jop. The Jop also interacts with different objects affecting its mood such as the following:
-Live animals: Rats, frogs, dogs, cats, bugs, etc.
-Small toys: Playing die, toy soldiers, lego bricks, etc.
-Organic: Fungus, plants, food, etc.
-Later in game: The game opens up even further allowing your main character (not the Jop) to go off a roam free anywhere you wish wide open much like the Grand Theft Auto series, but more in a condensed area (play Mega Man Legends to see what is meant).
Powers/Abilities---
-Using your Jop: Using the Jop with the character you have created gives that character special powers. Depending on how you raise it changes the what powers you gain. Using each power is done by saying a word associated with that power (like if I wanted to use the power “Water Blast” and I set the power to the word “Splash Away!” I would have to say “Splash Away!” in order to use it). On top of that you can throw your Jop at objects (the Jop jumps back towards you automatically) Even further, when the player is near certain random objects in the game (such as holes, electronic devices, animals, people, etc.) you can use you Jop with/on the object. This in turn has different affects (depending on what the object is and the area).
-Kicking: Strangely enough kicking has strange affects in the game. Since the shoes you wear happen to be part of the asteroid your Jop came in, the affects your shoes have are very numerous. One thing to consider though is that you have two different shoes: Prospare-io, the shoe of creation and smooth positive flow, and Catastroph-io, the shoe of hasty negative growth. When each individual shoe “kicks” an object or part of an area it has different affects. Prospare-io focuses on the creation of things, smoothing rough edges, happy emotion. Catastroph-io focuses on quickening time, unhappy/mean emotion, and making things/objects larger in size.
Characters---
Note: Names in quotations (“”) are nicknames of the characters. Some characters have no names, but their nicknames are usually used throughout the game to refer to them. The first name mentioned here for each character is the name they are mainly referred to throughout the game.
-(The Main Character)”The Boy”/”That Boy”/”Boy”/”You Boy”/”Baby Boy”: A no named main character only referred to as “The Boy” by all other people. He is a young boy with a dream to become a hero, protect his neighborhood from “Those Kids”, and have a loving relation with his Jop. He looks very geeky and possibly wears glasses.
-(Game Pet)”Jop”/Jop-jop-hibble-smock-plop-kersople-knop-top-jop-jop(full name)/”[user defined nick-name]”: The small, round, blobby alien that “The Boy” owns. This thing truly fulfills “The Boy’s” dream of being a hero. It is a very mysterious creature/alien. Its overall appearance and color depends on how you answer the series of questions in the beginning of the game.
-“Kick-Man”/”Dumpster Diver”: A homeless bum who acts as a tutor or tutorial in the game teaching “The Boy” the necessary skills needed to play the game. Mostly referred to as a senile Dumpster Diver dirty old man, he is often fascinated with space life and oddities. He refers to himself as Kick-Man, since he has a tendency to kick things often. Always ends with “Thus says me, the mighty Kick-Man!” when finished speaking.
-(Game Enemies)”Those Kids”: A gang of evil kids who plan to take over the entire neighborhood and speak in unison. They are led by “The Kid”.
-(Rival)”The Kid”/”That Kid”: Leader of “Those Kids” and your character’s rival. Always cocky and looks like a pretty boy. He refers to player character as “Baby Boy”.
Objects---
-Jop: Read above in the Powers/Abilities section.
-Food: Food is used in three different ways. You can either throw it at things/people, use it as money, or you can eat it. Throwing it will usually make a mess, or if someone is hungry you can throw them some food. At shops you can give certain characters food to “bribe” them for information or lower prices. Eating food raises your health (in different volumes, depending on what type of food it is).
-Coins: Obtained by either finding them in an area/level or defeating enemies. Can be used at shops to buy items or to bribe people for information.
Visual Look---
Overall graphics-The game will be blocky with a lot of bright colors. The people will have a unique and distinctly square geometric style. It will have very little use of textures keeping it to a bare minimum. Focus on looking solid and geometric.
Visual reference:
-Video Games: Katamari Damacy, Megaman Legends, Space Channel 5, Earthbound, Ribbit King, Parrappa the Rapper
-Movies: Rushmore, Waking Life, Amalie, Yellow Submarine
Interface---
The interface will be very minimalist and try not to clog the screen with too much information. Two different interfaces are used in the game.
Jop Raising Interface- This interface allows you to navigate through menus to use items with your pet Jop. It also allows you to take the Jop in or out of your box. Playing with the Jop is done by the movement of a cursor.
The Boy Interface: This interface allows you to map certain buttons to certain commands or items (reference: The Zelda series). You will have a indicator of health in the upper left side of the screen. Very clean and simple.
Game Title: Kick-Man’s Super Jop-Jop
Story---
The story starts with a very small asteroid (oddly shaped like a acorn) falling from the clouds in the sky. It comes down and hits an elementary school kid in the head (this part of the game allows you to customize your character’s looks). This is where you start playing the game. The game will then ask the player some questions. Soon enough the asteroid cracks open with a little baby Jop (small alien thing no taller than 1 inch) and a canister of white pills. Your goal is to raise the Jop by training it, feeding it, and making it become a lot like you. While raising the Jop you become the local small town hero through small deeds eventually leading up to larger deeds by defending your neighborhood from an evil small gang of “Those Kids”.
Game---
Gameplay is split into different modes of play
-Beginning of Game: When you talk to the fallen asteroid you must answer some questions (that are coming out of the asteroid) in order for it to break open. This part of the game determines what kind of Jop (a small alien creature) you get by seeing what type of personality you have. The Jop then breaks free and is yours to keep while you also get to keep the asteroid (oddly enough turning into your shoes for unexplained reasons).
-Raising your Jop: You will keep your Jop in a small little cardboard box with little toys and random objects that can be found in the game. You can also let your Jop run free in your backyard or your room. It will have a mind of its own (by unique AI) and respond to the objects that you hand it/show it and most importantly how you speak to it. You feed it pills that are not like ordinary pills. These pills can only be fed to the Jop after talking to them (yes, the pills). Depending on how you speak to the pills will affect the Jop’s growth, development, and overall physical look when you feed the pills to the Jop. The Jop also interacts with different objects affecting its mood such as the following:
-Live animals: Rats, frogs, dogs, cats, bugs, etc.
-Small toys: Playing die, toy soldiers, lego bricks, etc.
-Organic: Fungus, plants, food, etc.
-Later in game: The game opens up even further allowing your main character (not the Jop) to go off a roam free anywhere you wish wide open much like the Grand Theft Auto series, but more in a condensed area (play Mega Man Legends to see what is meant).
Powers/Abilities---
-Using your Jop: Using the Jop with the character you have created gives that character special powers. Depending on how you raise it changes the what powers you gain. Using each power is done by saying a word associated with that power (like if I wanted to use the power “Water Blast” and I set the power to the word “Splash Away!” I would have to say “Splash Away!” in order to use it). On top of that you can throw your Jop at objects (the Jop jumps back towards you automatically) Even further, when the player is near certain random objects in the game (such as holes, electronic devices, animals, people, etc.) you can use you Jop with/on the object. This in turn has different affects (depending on what the object is and the area).
-Kicking: Strangely enough kicking has strange affects in the game. Since the shoes you wear happen to be part of the asteroid your Jop came in, the affects your shoes have are very numerous. One thing to consider though is that you have two different shoes: Prospare-io, the shoe of creation and smooth positive flow, and Catastroph-io, the shoe of hasty negative growth. When each individual shoe “kicks” an object or part of an area it has different affects. Prospare-io focuses on the creation of things, smoothing rough edges, happy emotion. Catastroph-io focuses on quickening time, unhappy/mean emotion, and making things/objects larger in size.
Characters---
Note: Names in quotations (“”) are nicknames of the characters. Some characters have no names, but their nicknames are usually used throughout the game to refer to them. The first name mentioned here for each character is the name they are mainly referred to throughout the game.
-(The Main Character)”The Boy”/”That Boy”/”Boy”/”You Boy”/”Baby Boy”: A no named main character only referred to as “The Boy” by all other people. He is a young boy with a dream to become a hero, protect his neighborhood from “Those Kids”, and have a loving relation with his Jop. He looks very geeky and possibly wears glasses.
-(Game Pet)”Jop”/Jop-jop-hibble-smock-plop-kersople-knop-top-jop-jop(full name)/”[user defined nick-name]”: The small, round, blobby alien that “The Boy” owns. This thing truly fulfills “The Boy’s” dream of being a hero. It is a very mysterious creature/alien. Its overall appearance and color depends on how you answer the series of questions in the beginning of the game.
-“Kick-Man”/”Dumpster Diver”: A homeless bum who acts as a tutor or tutorial in the game teaching “The Boy” the necessary skills needed to play the game. Mostly referred to as a senile Dumpster Diver dirty old man, he is often fascinated with space life and oddities. He refers to himself as Kick-Man, since he has a tendency to kick things often. Always ends with “Thus says me, the mighty Kick-Man!” when finished speaking.
-(Game Enemies)”Those Kids”: A gang of evil kids who plan to take over the entire neighborhood and speak in unison. They are led by “The Kid”.
-(Rival)”The Kid”/”That Kid”: Leader of “Those Kids” and your character’s rival. Always cocky and looks like a pretty boy. He refers to player character as “Baby Boy”.
Objects---
-Jop: Read above in the Powers/Abilities section.
-Food: Food is used in three different ways. You can either throw it at things/people, use it as money, or you can eat it. Throwing it will usually make a mess, or if someone is hungry you can throw them some food. At shops you can give certain characters food to “bribe” them for information or lower prices. Eating food raises your health (in different volumes, depending on what type of food it is).
-Coins: Obtained by either finding them in an area/level or defeating enemies. Can be used at shops to buy items or to bribe people for information.
Visual Look---
Overall graphics-The game will be blocky with a lot of bright colors. The people will have a unique and distinctly square geometric style. It will have very little use of textures keeping it to a bare minimum. Focus on looking solid and geometric.
Visual reference:
-Video Games: Katamari Damacy, Megaman Legends, Space Channel 5, Earthbound, Ribbit King, Parrappa the Rapper
-Movies: Rushmore, Waking Life, Amalie, Yellow Submarine
Interface---
The interface will be very minimalist and try not to clog the screen with too much information. Two different interfaces are used in the game.
Jop Raising Interface- This interface allows you to navigate through menus to use items with your pet Jop. It also allows you to take the Jop in or out of your box. Playing with the Jop is done by the movement of a cursor.
The Boy Interface: This interface allows you to map certain buttons to certain commands or items (reference: The Zelda series). You will have a indicator of health in the upper left side of the screen. Very clean and simple.