GDD
Typestroid Game Design
Big Picture:
Core Game Idea:
Challenges Ideas:
V0.0.4
What was v0.0.4?
Playtest 1:
from the play test I did with friends, I found out that, I am focusing too much on difficulty of the game, why not let the the placers decide the pace they want to play the game at in the start, make the asteroids idle and let them shoot it down as fast as they want to clear the area... that is a much better design, than the design we are using now (we can do that later in some challenge mode)
Maybe, we can reward them for clearing asteroid faster but not punish them so hard when they fail to do so, it might be fine for a completive game to do that, but for casual player its just immersion breaking…
One thing I noticed in all players was that, they were immersed in the game until they died, and as soon as they did die, they lost the interest in the game.
What did we do wrong
Base core idea of the game should be very simple, initially during v3 it was very simple, but it didn’t play good because of the lack of smart controls which made the game feel janky. V4 did fix that but, the complicated difficulty system ruined its simplicity. From what we saw players were engaged to the gameplay loop while it was running, but as soon as they died, they lost the interest, so basic loop of the game i.e. shooting the asteroids by typing is fun.
How can we use v0.0.4?
So as we know v4 had its issues, even though it had some great ideas to calculate difficulty and stuff, but it doesn’t mean we can’t use it. Later on, we can create challenge games which players can play to earn some reward at the end, like group maps or solo challenges.
V0.0.5
What do we want in v0.0.5?
Version 5 will create the core of the game, on top of which other features will be added on.
Problems we see in v5 design.
For start, there wont be much to do apart from just shooting the asteroids, so what will they do to use the resources?
Information Dump:
Difficulty Scaling:
(this feature is postposed but dumping existing writeups jic I need it later)
Better Difficulty scaling:
aims to improve upon basic difficulty scaling #15
instead of taking in the time to destroy astroids, we can simply use wpm (5 character = 1 word) as an input and update parameters with different weights for difficulty
there will be 1 difficulty_value will be calculated which will change different parameters using weights
different weights can be used for different game modes to keep the games interesting
eg, spawn_rate = difficulty_value * spawn_weight
ML based difficulty scaling:
ultimate difficulty scaling, based upon basic difficulty scaling #15 and better difficulty scaling
Reward Function
Inputs
Outputs
Events
visual enhancement:
fixed level system:
instead of random words, fixed words will be used in order with maybe fixed time intervals
instead of fixed time intervals,
it can be scaled according to difficulty or wpm