Update Game Design Document

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*Vale* is a 3rd person action RPG where players lead a caravan toward a mythical promised land called "the Vale," the only safe haven from an encroaching void. The journey is fraught with increasing dangers along a procedurally generated road filled with ruins, towns, and other points of interest. Players must manage resources, make critical decisions, and choose between focusing solely on reaching the Vale or engaging in quests for towns encountered along the way.
## Core Gameplay
#### **Journey to the Vale:**
### **Journey to the Vale:**
Navigate through a procedurally generated road, encountering varied landscapes, ruins, towns, and other points of interest. Each journey offers new challenges and opportunities, with escalating dangers as players progress.
#### **Strategic Decision-Making:**
### **Strategic Decision-Making:**
Manage supplies, choose routes, and balance the risks of exploration against the urgency of the journey. Players decide on starting conditions (weather, time of year, etc), types and quantities of provisions, route planning, and methods of travel, all of which influence the difficulty and opportunities during the journey.
#### **Event Handling and Combat:**
### **Event Handling and Combat:**
Engage in real-time combat and strategic decision-making in response to random and triggered events. These include environmental hazards, disease, mechanical failures, NPC interactions, and combat encounters with consequences that can alter the journey's outcome.
#### **Exploration and Quests:**
### **Exploration and Quests:**
Explore ruins, caves, and other locations for unique rewards, resources, and lore. Players can also engage in mercenary or delivery quests for towns they encounter, adding depth and variety to their journey.
#### **Resource Management:**
### **Resource Management:**
Maintain and manage vital resources like food, health, and equipment. Players must balance resource usage, craft items from gathered materials, and trade with NPCs to ensure the survival of their caravan.
####**Caravan Interaction:**
###**Caravan Interaction:**
Players can issue basic commands to their caravan such as "halt", "progress slowly", "make camp", "rush forward", and so on, adding a strategic element and encouraging players to actively role play as the leader of their caravan.
####**Multiplayer Mode:**
###**Multiplayer Mode:**
In multiplayer, players can collaborate to divide tasks, defend the caravan, explore the world, and make shared decisions that impact the journey's success.
## Structure and Progression
#### **Stages and Milestones:**
### **Stages and Milestones:**
The journey is broken into stages, each presenting escalating challenges that require strategic planning and resource management.\
#### **Endgame:**
### **Endgame:**
Multiple endings based on player choices and outcomes, encouraging replayability with different strategies and quest involvement.
## Visual and Audio Design
#### **Visuals:**
### **Visuals:**
A medieval fantasy art style with dynamic environments and character designs that reflect the setting and the journey's tone.
#### **Audio:**
### **Audio:**
An adaptive soundtrack and immersive sound effects that enhance the atmosphere and emotional weight of the journey.
## Development Plan
####**Prototype:**
Develop core mechanics to test gameplay concepts.
#### **Alpha to Launch:**
### **Alpha to Launch:**
Build, refine, and optimize key features, conducting playtesting to ensure a polished final release.
#### **Target Audience:**
### **Target Audience:**
- Fans of RPGs, strategy games, and cooperative multiplayer experiences.
- Gamers who enjoy a mix of exploration, combat, and resource management in a richly narrative world, with an emphasis on replayability and procedural generation.