Game Design Document Game Title: Minotaur Madness Development Group: Group G, a.k.a “The A-Team” Group Participants: Mike Irvine, Lead Marketing Producer William Newcombe, Lead Game Designer Khalil Jabri, Lead Software Engineer Theo Prentice, Lead Quality Assessment Elevator Pitch: Fast-paced survival game with linear maze level progression. Summary: You are a Cretian prisoner sentenced by King Minos to wander the Minotaur’s Maze. This maze consists of several increasingly difficult levels that increase in size and your goal is to escape the maze before a time limit runs out; once the time limit has depleted, the Minotaur will be let loose to find you in the maze. If he reaches you before you escape the maze, game over. Players will have to depend on their speed, power-ups and bold nerve to bare the intensity and ferocity that is Minotaur Madness. You will also be able to compete with other players via a high score which will display each player’s time completed for every level. Do you have what it takes to survive Minotaur Madness? Game Description: Plot/Setting: King Minos has sentenced you, a Cretan prisoner, to endure the terror of the Minotaur’s maze because you wore a more stylish toga then he did; a crime punishable by death. If you can escape the maze, and the Minotaur who dwells within it, then you can win your freedom and pardon your crimes. The timeline is based off 1250 BC, set in the Minoan Empire under the rule of King Minos. Many people have been thrown into the Minotaur’s maze, but have never returned or found their way out. Gameplay Mechanics: The gameplay for this game is essentially the prisoner running through a maze, going up, down, left and right in reference to an top-down view of the maze. There are power-ups that freeze time, let you walk through walls, and let you run faster temporarily that are scattered throughout each maze. The mazes will vary in size, depending on how far into the game you are. The beginning levels will start out simple and small and will eventually progressively get larger and more complex as you complete each stage. The level advancement is linear, as in you complete level 1, then you proceed to level 2 and so forth. At the beginning of a new game, a brief history of the Minotaur’s Maze, and a description of the Plot will be shown to the player describing why the prisoner is in the maze, and why you want to get out as fast as possible. When you start a level, a timer will appear starting at 30 seconds and will count down to 0. Once at 0, the Minotaur begins to roam the maze and track you down by scent. The Minotaur can move faster than the prisoner, to the player is pressured to finish the level before time runs out. The player can still beat the level if the timer runs out, but will have to pick up the pace because the Minotaur is hot on his/her trail. If caught by the Minotaur, the prisoner is presumably killed and eaten and the player will lose a life. The player starts with three lives for the whole game, but may explore the mazes and pick up additional lives as a power-up. Each level will have a high-score board for the quickest times completed, and the names shown beside the scores will be a name which you call your prisoner at the start of a new game. If a player completes the game within a certain amount of time, a bonus level will be unlocked. Interface: You control the prisoner through simple arrow key controls with a small view of the maze level. You have a close up view of your prisoner running through the maze while a mini-map sits in one of the corners showing you the entire maze level. Question marks scattered on the mini-map denote a power-up. Genre1: Minotaur Madness is intended to be a strategy puzzle game. Concept Art2: Game Outcomes: If the prisoner completes every level of the game, the prisoner is freed and the player wins the game. If the player does especially well (i.e.: Complete each level within a certain amount of time), then he/she will unlock bonus levels just for fun. Game Options: When the game starts (after any advertisements or credit to any developers/publishers), the player will be presented with three options: New Game, Continue, and Options/Controls. “New Game” will, obviously, start a new game for the player, “Continue” will resume a previously played game or possibly a saved game, and “Options/Controls” will present the player with basic Audio and Video settings like volume and picture quality as well as alternative control schemes for the player such as “WASD” controls instead of the arrow keys for example. AI Behavior: The AI for Minotaur Madness is fairly simple. The Minotaur, once released after the time limit, can “smell” the player, meaning it will follow you through the maze wherever you are and hunt you down like an animal. The Minotaur AI will know exactly which paths to take to get to you as fast as possible, and to make matters worse, the Minotaur has a faster movement speed than the prisoner. Market Research: Minotaur Madness is an engaging fast paced puzzle game that it is designed for all ages. It utilizes an interesting adaptation of the ancient mythological story of King Minos, the Minotaur and the great labyrinth on the island of Crete. Puzzle games have been around for more than 2000 years one in particular is Archimedes box. Either simple or complex, puzzles have remained as engaging games for an individual’s intellect. Recently there has also been more emphasis on the puzzle genre as seen in popular films like “Shutter Island” or “Inception” all of which incorporate the grand puzzle of the human mind. Using both history and the puzzle genre this game has increased potential to become a successful and popular product. Technical Design/Feasibility Study: Typically for a four member group, the game production should take no longer than three weeks. It is expected that the game designer will have a minimal role in producing the game therefore he can be delegated overflow of task from other group roles. By collaborating on sprites and code, the Artistic designer and the Software Engineer should be able to complete preliminary designs of the game in a span of 10 days. Concurrently, the AD will also collaborate with the MP to produce designs and animations for advertisements. This should take no longer than 5 days and therefore the total production time for the game should ideally be two weeks. (Stretching to three, as needed). Site URL http://web.uvic.ca/~kjabri/ References: 1. http://www.thegeekmedia.com/wp-content/uploads/2009/03/e4everyone.jpg 2. http://www.videogamesprites.net/SecretofMana/Bosses/14%20-%20Minotaur.gif
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