GDD Annotated
GDD Annotated
Michael Dawe
Amit Karim
Alex Pecoraro
Brian Trevethan
6.SCHEDULE.............................................................................................................................................................38
1.1.Summary
In the distant future, crime has run out of control and criminals are now being exiled
to the distant Talaczar Nebula. Players take on the role of a bounty hunter in the
Talaczar Racing League, a vicious, cutthroat organization dedicated to destruction,
mayhem, and the occasional checkered flag. Each new race means a new bounty on
your head, and on the head of your foes. Destroy your opponents to collect as many
bounties as possible to purchase the ultimate racer. Die before the finish line, and
lick your wounds in your old piece of junk.
1.2.Key Features
Unique bounty hunting system integrated into a racing game
Fully 3D engine
Ability to purchase new vehicles and weapons after each race
Compete against up to 5 computer opponents
Multiple mini-games such as deathmatch and objective racing
Futuristic art style reminiscent of Tron
Unique 3/4 overhead perspective
1.3.Platform
This game is being developed for the Windows PC gaming platform. Target system
requirements are:
800 MHz Pentium III
256 MB RAM
DirectX 9.0c Runtime environment
Windows XP
1.5.Story
In the distant future, crime has become an overwhelming problem. Prisons are filled
so far beyond capacity that the Earth world government has been left with no choice
but to start exiling criminals to the distant Talaczar Nebula. Three things rule life in
Talaczar: money, power and speed. Opportunities to make an honest living in a
world of criminals are few and far between. Most people like you decide to scrape
together the few spare parts that they can and join the most dangerous association in
the galaxy.
Each night the Talaczar Racing League takes to the streets competing in deadly races
of speed and destruction. Machine guns fire, rockets explode and racers blaze
through corners risking their lives to earn the checkered flag. Become a winner and
you will gain enough money to upgrade your vehicle and eventually advance into
the ranks of the Talaczar elite. Start losing and use the money you've made to
persuade your fellow racers to eliminate your opponents and regain your standing.
Be careful, they can use their money to persuade others to take you out too!
2.1.High-level description
The Exiled is a single-player racing combat game. Its core game mode is a Grand-
Prix(GP) style series of races against five computer-controlled opponents. Players
are challenged with balancing the complex tasks of racing and destroying opponents
all while working to ensure their own survival through the race. The object of the
game is to finish the grand prix with as much money as possible. There is no
multiplayer mode planned at this time.
As the game begins, players and computer opponents alike start with a beginner’s
car, with racing their only objective. This race will help orient the player to the
racing style of the game and the general controls, without having to worry too much
about destroying their opponents or surviving opponent’s attacks themselves. After
the first race is completed, the racers are awarded money for their performance in
the race, which they can use to upgrade their cars or buy additional weapons.
Perhaps the most intriguing aspect of The Exiled is the bounty system: money can
also be used to place “bounties” on other racers, which serve as incentives for the
other racers to concentrate their fire on a particular racer. As an incentive for the
racer with a bounty on his head, finishing the race successfully will award that racer
the bounty money.
When starting a new grand prix, players can choose between a 3-race, 5-race, or 7-
race grand prix, enabling a longer or shorter gameplay experience. These also serve
as a difficulty-level indicator, as a longer grand prix will allow the AI opponents to
offer stiffer competition, especially in the latter races. Each mode has its own high-
score list for players to fight their way onto.
The Exiled features a modular course, different sections of which are open for
different races. While the earlier races feature few turns and simple track layouts,
later races will have much tougher turns to navigate while worrying about
opponents and hazards. Some of these tracks will only be available on the longer
grand prix modes. Each race will last for a given number of laps around the track,
based upon track length and game difficulty. For example, on a 3-race GP, the
starting racing oval featured in the first race may only last for three laps, but this
same race may last for five or seven laps in the longer GP modes. For the sake of
simplicity in gameplay, the entire track is flat and two-dimensional.
Each racer has a set level of durability, which is drained as the racer is hit by
weaponry. If a vehicle loses all its durability, it is disabled and automatically finishes
that race in last place. (If several vehicles are disabled, they finish last of the
remaining racers at the time of their disablement. For example, the first disabled
racer automatically finishes in 6th place, the next in 5th place, etc.) Vehicles can only
regain durability in mid-race by picking up Durability power-ups. However,
vehicles are automatically repaired fully between races. If a vehicle is disabled
during a race, that particular vehicle is lost from the player’s inventory, though the
starting car will always be available. Additionally, players retain whatever vehicles
they have bought over the course of a GP, enabling them to switch back to an earlier
vehicle. Players may purchase new versions of vehicles they have lost in previous
races, as well. Other than the risk of being disabled, a low durability does not
adversely affect a racer; i.e., a heavily damaged racer handles and drives just as well
as a racer at full durability.
At the conclusion of a grand prix, the player’s net worth is calculated by adding
their current cash reserves to the buying-price value of all vehicles and weapons in
their possession. The player is shown a message informing them of their net worth
and whether they have made the top-ten list for that GP. The player is then given the
option of returning to the main menu or repeating the GP, starting with their current
2.3.BONUS ROUNDS
Based on which GP the player chose, there will be “bonus” stages between races to
award the player with a further monetary advantage. There will be no bonus stage
on the 3-race Grand Prix, while on the 5-race there will be one bonus stage in
between races 3 and 4. For the 7-race GP, there will be bonus stages between races 3
and 4 and another between 6 and 7. These bonus stages allow the player to break up
the racing game with some slightly different objectives.
The first bonus stage is straight-out deathmatch. Players and their opponents are
dropped on a small circular track section, and players receive higher bonuses based
on the number of opponents destroyed and how long the player survives in the
mode.
Another bonus stage is objective-based. Rather than having a specific number of laps
to complete around a course, many different course routes are opened up, and
objectives locations are shown at several places around the map. Objectives are
shown on the radar section of the Heads-Up Display. Players earn bonus cash being
the first to touch all of the objectives, with smaller bonuses for being second or third.
In addition to the GP mode, players can chose to play a bonus stage by itself for fun,
or to practice racing on any course without the pressure of opponents.
(JEN – really well done. However, ideally come up with some sub sections.
Consider how you can break it up so that a reader can find information within
the description.)
2.4.Game Flow
From the main menu, players have the following options:
Grand Prix
Practice
Bonus
Options
High Scores
Grand Prix starts a new grand-prix mode game. Players pick a 3-, 5-, or 7-race grand
prix, and try to race their way to financial success over the course of those races.
Practice mode enables players to race around a course without the threat of
opponents. Players are taken to a Practice mode select screen, where they pick their
vehicle and the track they wish to race on. After racing their fill, players are returned
to the practice select screen, where they can pick a new course or vehicle, or return
to the main menu.
Bonus mode allows the players to play the different bonus stages at any time. The
player picks the bonus stage they wish to play, and are returned to the main menu
when the bonus mode is complete.
Options allow the player to change the input controls for the game.
High Scores displays the high score lists for each of the Grand Prix modes.
Credits displays the credits screen of people who worked on the game.
2.5.Input Design
The input for the Exiled is rather simple. Players can configure buttons on the
keyboard for turning left and right, and two more for acceleration and braking. By
default, the left and right arrows are used to turn left and right, with the up and
down arrows used for braking. Space bar fires the primary weapon, with the alt key
firing a secondary weapon. The control key will drop mines, if they are available.
Primary weapons can be cycled through using the tab key. This keys will be
configurable should the player choose.
At any time during the game, pressing the escape key will bring up a menu that will
allow the player to change game options, return to the main menu, or quit the game.
2.6.Player Design
The player controls a newly exiled prisoner sent to the Talaczar Nebula. Being a new
arrival at the nebula, the player is forced to participate in the ruthless Talaczar
racing league with other new arrivals for the entertainment of the Talaczar masses.
(JEN – “Player” design, for your game, is about the ship they start with or they can
2.7.Enemy Design
There are five other computer controlled racers for the player to race against and
compete for bounties. They are of varying skill levels and have different goals. Most
of their logic is shared, but tweaked by a personality (either Reckless, Aggressive,
Easygoing, or Cautious.) For more information on the effects of personality, please
see the Technical Design Document.
During races, players will be able to identify their opponents based on vehicle
color.
Axle (Red Driver) Male - Axle has more racing skill than any of the other
participants of the Talaczar Racing League. In his previously life on Earth, Axle was
a professional speed boat racer. On Earth Axle was a very wealthy man. However,
he refused to financially support his deadbeat brother, Tamaric. Eventually Tamaric
became so upset about Axle's unwillingness to give him money that he killed Axle's
(JEN – good, the stories are not required but since they help capture the feeling you’re
trying to go with, they work. However, your enemy design needs to go a little deeper:
a) how do they drive? aggressively, carefully, going for speed or going for accuracy?
2.8.Vehicles
The vehicles in The Exiled are space-age racing vehicles, similar to the design of the
popular racing game Wipeout. These vehicles are not quite cars, and not quite
spaceships, but have characteristics lending themselves to the analogy of Earth-
based car racing. All racers start with a basic vehicle, but other vehicles are available
in between races. All vehicles start equipped with a machine gun, but some can be
upgraded to hold other weapons, though never more than two on a racer. Vehicles
themselves (engines, brakes, etc.) are not upgradeable.
(JEN – and make sure you do all these stats as .ini files so you can easily change them
while you tune. Not so critical to change during the game, though you should have a
console that allows you to swap guns quickly. The .INI files should define the
differences of the ships; not code)
2.9.Weapons
A variety of weapons are available for both obliterating opponents and defending
from their attacks.
Machine Gun — This gun does very light damage to other racers but has an
unlimited number of rounds. This weapon is available at no cost on every vehicle.
Pulse Laser — The next step up in projectile weapons. It can be fired rapidly, like
the machine gun, but does not do significantly greater damage like this. However, it
can be charged before firing, producing shots with moderate damage potential.
During the charging time, though, vehicles respond more slowly to steering input,
and the pulse laser has the potential to overcharge if left charging for too long,
damaging the vehicle that attempted to fire it. It is available on Tempest, The Tank,
and Fastrack.
Mines — Players can further purchase mines to drop on the track, dealing
moderate damage to any vehicle that runs into it. Mines are available on the
Tempest, The Tank, and Fastrack, but are exclusive with the rocket booster.
Rocket Launcher — The ultimate weapon, only available to The Tank. It deals
high damage, but takes some skill to aim, and will also deal splash damage to any
targets around its detonation.
Rocket Booster — The rocket booster enables short, limited bursts of speed
beyond a vehicle’s normal top speed. The rocket booster has a limited amount of
fuel every race, although it is automatically refilled between races. Further, while
using the rocket boost, steering response becomes much slower. Rocket boosters are
available on every vehicle except the Scheckleford.
Energy Shield —Players may purchase a defensive energy shield for any vehicle.
This shield absorbs a moderate amount of damage before dissipating. It is one-use
only, but can span multiple races if it is not destroyed. It reflects pulse lasers rather
than absorbing their damage.
Weapons other than the machine gun and pulse laser have limited ammunition and
are considered one-use. From race to race, they may be kept if there is remaining
ammunition. Otherwise, players must restock their weapons supplies between races.
Weapons that are partially depleted may also be restocked, but players still pay full
price for each weapon and lose whatever extra ammunition they were storing.
(JEN – how many weapons can I have on any one ship? Include a table with cost
vehicles at one time. Added a chart to show cost, what vehicles can equip which
weapons, etc.)
2.10. Powerups
Players and AI opponents can pick up powerups along the racetrack to augment
their abilities or add to their cash reserves. Powerups are identified by distinctive
glow/particle effects and display a text description of their effect when the player
picks them up.
Cash bonus — Supplements the player with a small cash bonus.
Car repair — Picking up a repair powerup restores some durability to your
vehicle.
Damage Amplifier — A damage amplifier not only serves as a multiplier for
damage that the player deals, but also in the amount of damage received. Players
will have to think carefully before picking this up. (JEN – cool, but consider how
you let the player know this information.)
(JEN – other powerups you might consider include extra ammo, short-term
power/speed boost. Keep your options open to allow for additional powerups if you
(JEN – don’t forget to define the “objectives” that are used in the bonus rounds. What
are they?)
navigate around the course. By dividing the track into sectors, the AI can determine
For more specific information about the AI logic used to navigate a track, please
these tracks well. Though the GDD is not about technology, you should include a
section on the AI and talk about how you’ll control the driving of the AI.)
navigate corners.)
3.1.Main Menu
The main menu will have the following choices: Grand Prix, Bonus Stages, Practice,
Options and Credits. The following keys will access each choice, respectively: 'g', 'b',
‘p’, 'o', ‘c’. The following flow chart depicts the how the main menu links to the other
menus in the user interface.
Graphics Settings (JEN – what settings will you allow them to change?)
Sound Settings
Controller/Keyboard Settings
(Michael – done)
(JEN – uh, this is the only place where “obstacle course” is used. You briefly
mention death-match (multiple spellings, btw) but don’t explain it. What are they?
You need to define them as a game mechanic. How is the play different, if at all?
How do the AIs behave differently? Since there are different goals in the different
types of races, you need to design them.)
(JEN – for really good flow charts, label all arrows and only go topbottom, no “up”
unless it’s a return to previous.) (JEN – this is also good gameplay information. I
need to know when I can upgrade my vehicle, and now learn I can only do that after I
By pressing the ‘Esc’ key the user can pause the game and bring up the In-game
Pause Menu.
(JEN – good. Explain the box shapes and the things that look to be cameras. Note that
the screen you’re showing is not too scale: computer monitors/viewports are wider
than taller.)
(JEN – this is possibly the place where the player will spend the second most amount of
their game playing time. What will it look like? Show some sketches. Can the player
sell items? How will you inform the user that they can’t purchase any more, or that all
their weapon slots are used? Will there be a visual of the ship? How will you
differentiate between ships and weapons? Ammo?)
List of the other players in the game and how much bounty has been placed on
them by the player as well as the total bounty placed by all players.
How much money the player has to place bounties on the other players.
3.8.Sound list
Sound Effect Name Description Filename
Machine Gun Firing Sound of futuristic MachineGunFire.wav
machine gun firing.
Machine Gun Firing (out Sound of machine firing MachineGunNoAmmo.wav
of ammo) with no ammo.
Rocket Launch Sound of a small rocket RocketLaunch.wav
being launched from a
vehicle.
Rocket Flying Sound of a small rocket RocketFly.wav
being flying.
Rocket Explosion Sound of a small rocket RocketExplosion.wav
exploding upon impact.
Laser Charge Up Sound of a futuristic laser LaserChargeUp.wav
charging its power up
before being fired.
Mine Drop Sound of a metallic mine MineDrop.wav
being dropped from a
vehicle to the ground.
Mine Explosion Sound of a mine MineExplosion.wav
exploding.
Vehicle Impact Sound of two vehicles VehicleImpact.wav
colliding.
Race Count Down to Four beeping sounds RaceCountDown.wav
Start with increasing tone to
indicate a race is about to
start, the final beep starts
the race. Each beep
should be one second
apart.
Race Finished in 1st place Congratulatory sounding Winner.wav
music to indicate that
you finished first
Race Finished outside 1st Negative sounding music Loser.wav
place to indicate that you
didn’t win
Warning Alarm like sound to Warning.wav
In addition to the above sound effect, The Exiled will be able to play users’ local MP3.
(JEN – you really want to show where each sound effect will go or be associated with
action, animation or whatever. What SFX will you play with a button press in the
menu? If the player wins the race, will some special sound effect or music play, or
what? Maybe some special graphic? Tie the SFX list with the art list or at least give
each SFX a description so the audio guy can select the correct sound effect.)
3.9.Art list
Art Name Description Filename
The Exiled Title Screen The game’s initial screen n/a
Falling Down Stairs Our logo. FallingDownStairsLogo.jpg
Logo
Sheckleford Mesh The mesh used for the Sheckleford.x,
Sheckleford vehicle Sheckleford.max
Sheckleford Texture The texture used for the Sheckleford.bmp
Sheckleford vehicle
Tempest Mesh The used for the Tempest.x, Tempest.max
Tempest vehicle.
Tempest Texture The texture used for the Tempest.bmp
(JEN – as with the sound list, you need to be very explicit. What do you expect to have
made for the game, in great detail? What do the ships look like? What do the
backgrounds look like – Mars or Urban Decay? How many polygons for the models?
What about all the power ups, obstacles or object to collect? How big are they relative
to the size of the player? Will you use any level of detail (MIP mapping or other) for the
other objects and other ships when they’re in the distance?)
(Michael – added an art asset list.)
(JEN – be very specific. Sound card? Video card? RAM? VRAM? APIs? Etc.)
4.3.Technical Goals
Fully drivable terrain
A complete trigger loaded map
Collision detection
Particle engine
Physics engine tailored to the game’s mechanics (a mix between realism and
arcade)
AI engine capable of balancing multiple goals with tweakable parameters for AI
“personalities”
Sound FX implementation
Implementation of a command console integrated into the engine
(JEN – you want to make it clear to the reader what you are shipping with your game
and what you are using for development (FMOD will be included in the game, and
will be credited)
(Michael – added a note specifying these technologies are used during development
only)
6. Schedule
6.1.Milestones
09/28/2005: Begin the Technical Design Document
10/12/2005: Begin prototyping the system
10/18/2005: Complete the Technical Design Document
11/09/2005: Complete the engine proof
12/08/2005: Complete first playable build of the game
Additional details to be added as necessary, but the above dates are non-negotiable.
6.2.Tentative Dates
02/01/2006: Second Playable
03/01/2006: Alpha
04/01/2006: Beta
04/21/2006: Final
7.1.Technology
Several of the technologies that are to be put into use for The Exiled have not been
used by any of the team members before. The schedule will have to account for this
by setting clear goals and milestones for the team to reach while learning these new
technologies. The technical design will include a list of priorities, broken down into
things that absolutely must be accomplished at a minimum for the game to work,
things that would help the gameplay, and finally things that would add polish but
do not affect the gameplay itself. The producer will have the job of making sure
everything from one list is complete before any items from the next list are worked
on. Anything from the “bare minimum” list must be accomplished by Alpha, or the
team will be forced to abandon items from lists higher up as they refocus their
efforts on the first list. Items on the second list must be accomplished or abandoned
by Beta. Anything on the third list will only be worked on as time permits.
The AI is the most complex and daunting technical challenge we will face. With a
game design heavily based upon player-computer interaction the AI needs to be
realistic in behavior in order to maintain the player’s interest. Work on the AI will
take a priority from the start with the goal of a working (albeit simplified) model of
the AI engine demonstrated by engine proof.
The implementation of a stable and versatile particle engine that will handle
many aspects of the rendering, from explosions to projectiles to engine smoke. The
relative independence of the particle system from the actual mechanics of gameplay
means that any setbacks will not slow development and the system itself can be
radically reworked without having to change too much code.
The physics engine which will have to offer a compromise between reality and
arcade style fun, involving certain elements of realism in attributes such as
acceleration / deceleration and collisions. Every object in the game will contain a
“physics” packet that will store necessary information on
acceleration/deceleration/mass etc. that the physics engine will have ready access to
when it needs to implement any collisions as well as allowing objects to monitor
their own accelerations freeing up some of the workload.
7.2.Development
The development team is generally skilled. The team should therefore be careful
of overconfidence; trying to do too much without a proper plan or design could
easily turn the project into a disastrous mess. To identify this problem, the team’s
7.3.Team
The team will only be meeting for a few hours every week to make sure their
code comes together cleanly and talk about development issues in general. It
remains to be seen if this will be enough time to perform integration tests and code
reviews. If not, it may be necessary for team members to meet together for longer
periods of time or more frequently. By Engine Proof, the team should evaluate this
issue and make a decision to keep it from becoming a bigger problem.
7.4.Equipment
Equipment is generally being provided by DigiPen, and is thus not an issue. The
team should resolve to test the game on as many different systems as possible at
each major milestone.
7.5.Competitors
The Exiled is not in direct competition with any external commercial game. (JEN
– the point of this section is for you, as game developers, to know what your
competition would be. Perhaps a better title would be “Market Comparison.” You
need to know the market, what gamers look for, what games sell, what games
don’t.)
7.6.Cost:
The major cost associated with production of The Exiled will be in the team’s
time. Schedule risks are noted below.
7.7.Schedule
The schedule for production is tight. The producer of the project will have to
keep close track of the goals set out for the team, and note any slip on the schedule
8.1.The Studio
Falling Down Stairs Studios was formed in September of 2005, as several Masters’
students at DigiPen Institute of Technology came together to work on their first
game, The Exiled. A racing combat game with an exciting bounty hunting twist, The
Exiled is scheduled for release in the spring of 2006.
8.2.Team Members
Michael Dawe is the Game Designer for Falling Down Stairs. Originally from New
York, Michael graduated with Bachelor Degrees in Computer Science and
Philosophy from Rensselaer Polytechnic Institute in 2002. After spending three years
programming professionally, he moved to Washington to pursue a career in video
games. When not working on design documents, he throws himself at the planet
from two miles up in the air, ostensibly for fun.
Brian Trevethan hails from Denver, CO, and acts as Producer at Falling Down Stairs.
He attended Colorado State University where he graduated in May of 2004 as an
Honors Scholar with a Bachelor of Science in Computer Science. He became a
conditional Master’s student at the Digipen Institute of Technology in September of
2005. His development interests include computer graphics in the context of modern
computer and video games and realistic physics simulations.
Amit Karim is the technical director for Falling Down Stairs. Amit earned a Bachelor
of Science in Computer Science from Drake University in 2004, with minors in
Physics and Mathematics. His interests include computer graphics with an emphasis
in virtual reality, operating systems, and the open source movement.
Alex Pecoraro serves as Product Manager and programmer for Falling Down Stairs
Studios, with over six years professional programming experience and over one year
3D modeling experience. Alex is originally from Evergreen, Colorado having come
to Washington to attend college at the University of Puget Sound where he earned a
Bachelor of Science in Computer Science. Since graduating, he has worked at five
different companies in four different technological industries. Currently he is
employed in Lockheed Martin's Simulation, Training, and Support Division on the
3D graphics engine of their military combat simulator.
GDD = 80/100 good, but you want to get more information and fully design the AIs, art
and sound
Presentation = 95/100, probably the only thing I’d do is make your images smaller :D
Achievability – 8/10. This is hard to say, as it’s hard to know all your skills yet. But I
feel this is a good game and is easy to modify as you progress.