I. Game Design Document
An Isometric 2.5D Action RPG multiplayer experience featuring dynamic combat, cooperative raids, and immersive isometric gameplay.
Game Overview and Core Vision
Platforms and Inputs To Target
- PC
- Xbox, Playstation Controllers
- Steam Deck (same as controller, TBD: Touch support?)
Target Experience
- Ancient Indian setting and story
- Cooperative 4-man Raids
- Global Community Puzzles
- Make game feel gud pls
Isometric Map
Camera Perspective
- 30-degree angle from horizontal plane
- Adjustable zoom levels, clamped to a min and max value (variable) to create a grand montage of the world map
Grid System
- 1:2 pixel ratio
- Some notion of Z-index/Z-axis for elevation
- Basically intended for player readability, a standard block size is fixed as directive for level design
Visual Hierarchy
- Highlight Objects if and when interactable
- Tom & Jerry approach or toggleable shader for accessibility
- Distinct enemy silhouettes for combat clarity
- Opacity for foreground objects when view of the player is obstructed
Entity Rendering
- 8-directional sprites
- 16-directional sprites (interpolated frames, aka turn-rate??)
- 3D model (Current Approach)
Content Funnel: PvE (Post Demo)
| 5-Act Campaign | Class-Specific Solo Trials |
|---|---|
| Single player, joinable, narrative experience Focuses on basic world-building Basic exposure and engagement with all game systems Lots of bosses | Introduced during the campaign Repeatable, with different outcomes via story/playstyle choices Designed to be Solo'd, Launch Restrictions First clear of a variant - gives corresponding unlocks. Repeat runs - gives mats |
| 2-3 Player Strikes | 4-Player Raid |
|---|---|
| Towards end of/post campaign (?) Matchmaking? Basic combinatorial mechanics (opening gates, passing keys, etc) Cannot be solo'd easily/at all (?) Repeatable, with different outcomes via story/playstyle choices Minor variance via RNG/ProcGen First clear of a variant - gives corresponding unlocks. Repeat runs - gives mats | Post campaign, post strikes/trials 'mastery' No Matchmaking, Launch Restrictions (?) Puzzle-Combat Encounters, Bosses Repeatable, with different outcomes via story/playstyle choices First clear of a variant - gives corresponding unlocks. Repeat runs - gives cosmetics, mats |
For a casual, allow them to eventually develop mastery and become a veteran.
The point is to have a smooth difficulty/systems/mechanical engagement curve for both always-solo, sometimes-solo, and always-multiplayer players.
Character Progression (Post Demo)
XP and Levelling
- Maximum character level: ??
- Exponential XP requirements??
- What stats per level?
- Abilities tied to levels?
- Unlock trinket slots?
Subclasses
- Elements based, play style based, faction based?
Weapons
- stat bonuses
- Simple Tree leveling or full tiering in weapons?
Armour
- Strong build defining buffs
Level Design (Post Demo)
Hub Towns
Vendors, quest givers, and player services
Global Persistent State (for all players)
only global hidden secrets, and dynamic events
Open Exploration, spawned from director menu
LFG Town Notice Boards in Game?
Adventure Zones
Open Exploration, Enemy encounters, per player hidden secrets
Solo Joinable
per player persistence to keep track of what quests are completed
Used for Campaign & Strikes
Instanced Dungeons
Non Joinable, Solo only
No per player persistence ie fully resettable
Used for Solo Trials
Raid Arenas
???
Multiple encounters requiring coordination amongst multiple players to overcome devastating boss mechanics.
Environmental Design Principles
Isometric design rules
Secrets
Class specific lock keys for gates
faction / biome based art
Open world zone with player progression applied
Enter a dungeon / engage with content
Multiplayer joinable zone, instanced
Complete activity