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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

  1. 30-degree angle from horizontal plane
  2. Adjustable zoom levels, clamped to a min and max value (variable) to create a grand montage of the world map

Grid System

  1. 1:2 pixel ratio
  2. Some notion of Z-index/Z-axis for elevation
  3. Basically intended for player readability, a standard block size is fixed as directive for level design

Visual Hierarchy

  1. Highlight Objects if and when interactable
  2. Tom & Jerry approach or toggleable shader for accessibility
  3. Distinct enemy silhouettes for combat clarity
  4. 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 CampaignClass-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 Strikes4-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