BREAK OF DAWN

Game Design Document

 

Introduction

This document describes a game called “Break of Dawn”. This will be a 2D top-down dungeon game that involves the player defeating enemies to save a village.

Technology

There will be a variety of software we will be using to create the game. The most important being Phaser as the game engine. Alongside it, Tiled will be used to generate maps for each level.

In order to create sprites, we will be using the program Aseprite. Each character will be designed in pixel art and will have unique animations for different movements. If in case Aseprite could not be obtained, Clip Studio Paint will be used.

Story

In a village far, far away, people lived in peace. However, the prophet foresaw a swarm of monsters spawning in the neighboring dungeon. The village decided to call over 3 heroes to protect them.

Objective

The game will have 6 levels. Each level is broken down into two phases: a day phase and a night phase. The two phases have different controls and objectives.

During the day, the user controls the hero player and aims to defeat a boss enemy in dungeon within a certain amount of time without dying. There will be monsters in the dungeon which the player can attack and collect coins from. The player will have to navigate through the dungeon with limited camera view, and find the boss within the given remaining time. After the time runs out, day will turn to night.

During the night, the player will automatically exit the dungeon and the user will have a different interface to play the game on. Unlike during the day, the night map will consist of a full view of the village on the left side of the screen and an open field to the right of it. The objective of the night game is to defend the village from monsters who come nearby the main gate. Using the coins earned during the day, the player will be able to buy and place items on the map. These items will attack monsters at a set time interval depending on their status.

Enemies are stronger at night, and if the boss is not defeated during the day, the user will have to defeat the boss here. If the user fails to defend the village, they will lose and must restart from the day of the same level.

Gameplay

DAY:

Overview:

As a top-down game, the user will see their hero at the center of the screen. The camera will be centered around the hero, having a limited view of the whole dungeon map. As the player walks around, the camera will track the player.

Player Abilities:

The user will have control of their own hero and be able to move and attack. As the game consists of three different hero, the user will have the option of transforming into the other heroes. Each hero is equipped with a different sprite and different attack abilities.

Enemies:

At the beginning of the day, there will be a limited number of enemies in the dungeon. In order to defeat the enemies, the user will need to attack with their hero. There will not be a health number or bar on the enemies. They will be killed in a certain number of attacks depending on the type of enemy.

The benefit to killing enemies is to reduce the enemies that appear in the night phase. Each enemy killed would mean one less opponent to defeat in the night phase.

Every level will include one boss. The boss will be harder to defeat, as compared to other enemies in the dungeon. Defeating the boss will give the user a massive advantage during the night phase, as the boss will not appear during the night phase to attack the village. Defeating the boss will also give more money than other enemies in the dungeon.

Time:

There will be a set time for how long the day will last. Once the time is up, even if there are still remaining enemies in the dungeon, the user will be forced out and put into the night phase. So, the goal of the day phase should be to kill as many enemies as possible within the given time.  

Player Status:

The user will be able to see their own player’s life. Each of the three heroes will have their own hearts. This game will not use lifebar. If a hero loses all of their hearts, they will cease to exist for the rest of the level. The user can still continue to play the game, however, that hero will no longer be available for the level.

NIGHT:

Overview:

After the time runs out during the day phase, the player will automatically be moved to the night phase. Using the money obtained in the dungeon, the user will be able to buy equipment and place them on the map to defend against the enemies. The controls for this portion of the game is different from the day phase. It will be explained in detail below.

Player Abilities:

The user will be spending their money on items to help defend against waves of monsters from reaching the village. The user will be able to place their bought items which will fight against the monsters automatically. If you run out of money and your items fail to defend against the monsters, you will lose. However, if you have leftover money at the end of the level, that money will roll over onto the next level.

In this part of the game, a menu will appear where the user can buy and drag+drop items onto the map.

If the user chooses to remove an item to clear up space for another item, they can do so by clicking on a remove button feature.

Enemies:

The monsters will appear on the right side of the screen and they will head towards the left side where the village entrance is located. If any monsters get past the items and enter the village, they will deal damage to the village health.

Time:

Time is unlimited. The monsters will appear on the screen as preprogrammed randomly.

Player Status:

If the village health depletes, the user loses and will have to restart from the day of the same level.

Controls

DAY:

The player will be using the mouse and keyboard. The hero character shown on screen will move according to the WASD keys and the attack will be implemented by the mouse click. The hero will be facing in the direction of the mouse and the attack will be performed according to it.

Movement ………………..…………. WASD keys (8 directions)

Simple Attack ………………………. Mouse left click

Special Attack ……………………… Mouse right click

Face direction to attack …………... Mouse pointer

Switch character ………………..…. Space bar

Pause ………………………………. P key

NIGHT:

The player will be only using the mouse. There will a menu from which the user can buy items and drag+drop them onto the map.

Movement of Cursor……………….. WASD keys (8 directions)

Buy/Place/Remove Items …………. Mouse left click

Pause ……………………………….. P key

Graphical UI

Main Menu

DAY:

In-game

NIGHT:

In-game UI

Artwork

DAY:

NIGHT:

Sound Effects

Overall:

DAY:

NIGHT:

Music

Music will be chosen according to fit the mood of the game. We will make our own sounds/music, while possibly getting permission to use other students' assets if willing.

UI Diagrams

Splash Screen:

Main Menu:

Level Select Screen:

Controls Screen:

Help Screen:

Day Gameplay Screen:

Night Gameplay Screen:

Pause Menu: