ROBOT RUMBLE

OVERVIEW

Game Title: RobotRumble

Genre: first person shooter

Platform: PC (steam)

Target Audience: 15+

High Concept: A brief, compelling summary of the game. It should capture the essence in a few sentences.

Unique Selling Points (USPs): What makes this game unique? Highlight the key features that differentiate it from others in the market.

Key Milestones: Outline the major phases of the development process with projected timelines (e.g., concept, prototype, alpha, beta, launch).

GAMEPLAY AND MECHANICS

Core Gameplay Loop: Describe the primary activities players will engage in repeatedly during the game.

Game Mechanics: Detail the rules and systems that drive the game. Break down mechanics like controls, player actions, combat, movement, etc.

Game Modes: List and describe the different modes available (e.g., single-player, multiplayer, co-op).

Levels/World Structure: Outline the structure of the game world or levels. Include descriptions and diagrams if necessary.

Objectives and Progression: Explain the goals of the game and how players progress (e.g., leveling up, completing missions, acquiring items).

Challenges and Obstacles: Describe the types of challenges players will face and how they are introduced.

Rewards and Incentives: Detail the rewards system (e.g., points, achievements, unlockables) and how it motivates players.

STORY AND CHARACTERS

Story Summary: Provide an overview of the game’s narrative, including the main plot points and themes.

World Building: Describe the setting, lore, and universe of the game. Include maps and visual aids if available.

Characters: i wanted to include a diverse set of characters allowing the players to relate with atleast one of the characters. Initial ideas of the characters include: the priest, the copper, the scientist and the Soldier. each character have conflicting interests but have to put all that to a side to fight for survival 

Dialogue and Cutscenes: Outline key dialogue scenes and how story elements are presented through cutscenes or in-game events.

ART AND VISUAL STYLE

Art Direction: the overall art direction of the game would be low poly to give it an old arcade style. I want the initial art style to be close to the original half life 1 with the low resolution of the textures and low poly assets. 

Character Design:  for the characters I want to give them all different and unique looks so that each character can be easily identified from each other. gameplay wise the different characters will not have individual features specific to the different characters. when designing the initial characters I wanted to make a simple player model that all the players will play as and if I have more time making different unique characters for each of the playable characters. 

Environment Design: i wanted each map to give the player a different experience. the ideas that i have for the three maps are as followed: the church, the town and the factory. 

for the church i want to give the player the basics to allow players to get a grasp oof things that will come. in this map there will be the weapon wall buys and buyable doors. this will allow the player to slowly know how the mechanics work for the items that are in this map.

the town will develop on the mechanics that are in the town while adding more including the drink system which allows you to upgrade the playable character with additional speed and more weaponry. 

The final map factory will be more story based and will tell the player more about the world and the characters that have been teased in the other maps. this final map will also introduce the weapon upgrade machine. 

each map allows the player to choose whether they want to focus on story or play mindlessly trying to get to the highest round.

User Interface (UI): Detail the design and functionality of the game’s UI, including menus, HUD, and controls.

Animations: for the characters I want to use simplistic animations to be coherent with the style of the game. this as well will make it easier for animation.

AUDIO

Sound Design: the overall sound of the game will be low bit retro style sounds to give the player the ambience of playing an old style arcade machine.

Music: as the game is based on arcade style I would like to make more 8-bit retro style music for the menus and for the gameplay.

Voice Acting: I would like to include voice acting for the playable characters so that players can relate to the characters. I will be voicing the characters for testing but I will be updating the voices so that they are more unique. 

TECHNICAL SPECIFICATIONS

Engine and Tools: Specify the game engine and any development tools that will be used.

Platform Requirements: Detail the hardware and software requirements for each platform the game will be released on.

Performance Considerations: Address performance goals and how the game will be optimized for different platforms.

Network and Online Features: Describe any online or multiplayer features and their technical requirements.

Security and DRM: Outline the approach to security and digital rights management, if applicable.

PRODUCTION PLAN

Development Team: Currently I am the only member of the tea, however I do intend to branch out to other people in my close community who have prior knowledge of game development and modelling techniques to hopefully cre4ate a better looking and better player experience.

Budget and Resources: for this project there is a small budget as I am currently working by myself.

Schedule and Milestones: Detail the project timeline, including major milestones and deliverables.

Risk Management: Identify potential risks and the strategies to mitigate them.

Testing and Quality Assurance: once I believe the game is to a standard where it only needs to be polished I will send the project to people and get their personal opinion on the gameplay features and the style of the project. once any bug have been found and fixed I will allow for an open beta where people can download a free version of the game and play the base map.

Post-Launch Support: After the launch of the game I will keep up to date with any bug or issues that people find to try and keep the gameplay smooth. in addition to this I would like to add potential DLC for the project in the form of unreleased maps that I have planned but might not make the final edition of the game. these maps I can use to continue the story of the game and add cut mechanics in these maps to make them feel unique and different.

MARKETING AND DISTRIBUTION

Marketing Strategy: Outline the plan for promoting the game, including target markets, marketing channels, and campaigns.

Distribution Plan: Describe how and where the game will be distributed (e.g., digital platforms, retail).

Community Engagement: Detail the approach to building and maintaining a community around the game, including social media, forums, and events.

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