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Game Design Document for "THE ANSWER IS NO" 1. Game Overview
Title: THE ANSWER IS NO Genre: Adventure, Simulation, Indie Concept: A surreal journey of sentient bags in a world dominated by humans, exploring themes of existence, consumerism, and environmental impact. 2. Gameplay
Objective: Navigate a surreal world as a sentient bag, making choices that affect your journey towards a better life. Mechanics: Resource management (sustainability vs. survival) Decision-making with long-term consequences Character movement influenced by wind dynamics Controls: Standard PC game controls or touch inputs for mobile. 3. Story and Setting
Narrative: Follows the journey of a Chinese-food take-out bag and its family in a world where sentient bags are by-products of consumerism. Setting: Starts in rural China, with the goal to reach America, discovering a world of humans. Characters: Main character (take-out bag), brother (bag with a hole), father (empty water bottle), mother (bowl). 4. Art and Audio
Visual Style: Pixel art for a retro, approachable look. Audio: Minimalist soundtrack with environmental sounds to enhance immersion. 5. Levels and Challenges
World Design: Diverse environments representing different regions and challenges. Challenges: Resource scarcity, environmental hazards, random events. 6. User Interface
HUD: Displays resources, health, and current objectives. Menus: Simple, intuitive navigation for game settings and options. 7. Additional Features
Multiplayer/Co-op Mode: Potential future addition. Replayability: Different endings based on choices and paths taken. 8. Technical
Platform: Initially PC, potential for mobile. Engine: Unity/Unreal Engine (TBD). Languages: C# or C . 9. Marketing and Monetization
Release Platform: Steam, potential for other digital distribution platforms. Marketing Strategy: Social media campaigns, influencer partnerships, community engagement. Monetization: One-time purchase, potential for DLCs. 10. Development Timeline
Pre-Production: Concept development, research, GDD finalization. Production: Core gameplay development, level design, art and audio creation. Post-Production: Testing, bug fixing, marketing ramp-up. 11. Budget and Resources
Estimated Budget: [Insert estimated budget] Team Requirements: Programmers, artists, designers, audio engineers, testers. 12. Risk Analysis
Development Risks: Time constraints, technical challenges, scope creep. Market Risks: Player reception, competition, market trends. Conclusion This GDD serves as a foundational document to guide the development of "THE ANSWER IS NO." It's a living document that should be updated as the project evolves.
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