4. WOF Master GDD

2025-09-03 13:31

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4. WOF Master GDD

Comprehensive Game Design Document Template

Document Information


Table of Contents

  1. Executive Summary
  2. Game Overview
  3. Core Gameplay
  4. Story & Narrative
  5. Characters
  6. World & Setting
  7. Art Direction
  8. Audio Design
  9. User Interface
  10. Technical Specifications
  11. Level Design
  12. Progression Systems
  13. Monetization
  14. Production Timeline
  15. Marketing & Launch
  16. Risk Assessment
  17. Post-Launch Support

Executive Summary

Core Vision Statement

Welcome to a dystopian world full of hope!
Wake up in a dystopian future where science has proven that magic exists.
Find, share, and use valuable knowledge about our world and imagine a better one.
A game about the city and the land.
science-fiction-fairytale

Key Questions This Answers:

Elevator Pitch

[2-3 sentences that sell your game to anyone in 30 seconds]

Success Metrics


Game Overview

Fundamental Questions Answered:

What is the player experience?

How does the game work?

What makes it special?

Target Audience


Core Gameplay

Fundamental Questions Answered:

What does the player do moment-to-moment?

How does the player interact with the game?

What are the rules?

Gameplay Pillars

[3-5 core design principles that guide all decisions]

  1. [Pillar Name]: [Description and implementation]
  2. [Pillar Name]: [Description and implementation]
  3. [Pillar Name]: [Description and implementation]

Power-ups, Items & Equipment


Story & Narrative

Fundamental Questions Answered:

What story are we telling?

How is story integrated with gameplay?

Why should players care?

Story Synopsis

[One paragraph summary of the complete narrative]

Key Story Beats

  1. Opening Hook: [How the story begins]
  2. Inciting Incident: [What sets the plot in motion]
  3. Rising Action: [Major plot developments]
  4. Climax: [Peak dramatic moment]
  5. Resolution: [How conflicts are resolved]

Dialogue Style Guide


Characters

Fundamental Questions Answered:

Who populates this world?

What makes them compelling?

Main Characters

[For each major character:]

Supporting Cast

[Brief descriptions of secondary characters and their roles]


World & Setting

Fundamental Questions Answered:

Where does this take place?

How does the world support gameplay?

What makes this world unique?

World Bible


Art Direction

Fundamental Questions Answered:

What does this game look like?

How does art serve gameplay?

What mood does it create?

Visual References

Character Art Direction

Environment Art Direction


Audio Design

Fundamental Questions Answered:

How does this game sound?

How does audio enhance gameplay?

What emotions does audio create?

Music Design

Sound Effects


User Interface

Fundamental Questions Answered:

How do players interact with the game?

What does the interface look like?

How does UI support gameplay?

UI/UX Specifications


Technical Specifications

Fundamental Questions Answered:

What technology powers this game?

How is the game structured technically?

What are the technical constraints?

Development Tools


Level Design

Fundamental Questions Answered:

How are levels structured?

What makes levels fun?

How do levels serve the story?

Level Structure


Progression Systems

Fundamental Questions Answered:

How do players grow stronger?

What motivates continued play?

How is progression balanced?

Economy Systems


Monetization

Fundamental Questions Answered:

How does this game make money?

What value do players receive?

How is monetization balanced with fun?


Production Timeline

Fundamental Questions Answered:

When will this game be finished?

What gets done when?

Who does what?

Development Phases

  1. Concept (X weeks): [Vision, prototype, core mechanics]
  2. Pre-production (X weeks): [Vertical slice, technical proof]
  3. Production (X months): [Full content creation]
  4. Alpha (X weeks): [Feature complete, internal testing]
  5. Beta (X weeks): [Content complete, external testing]
  6. Gold Master (X weeks): [Final polish, certification]

Marketing & Launch

Fundamental Questions Answered:

Who is our audience?

How do we reach players?

What's our launch strategy?


Risk Assessment

Fundamental Questions Answered:

What could go wrong?

How do we mitigate risks?

Risk Categories


Post-Launch Support

Fundamental Questions Answered:

How do we maintain the game?

How do we grow the audience?

When do we move on?


Appendices

Supporting Documentation

Reference Materials


Document Revision History

Version Date Changes Author
1.0 [Date] Initial document creation [Name]
1.1 [Date] [Description of changes] [Name]

Note: This document is a living blueprint that should be updated regularly throughout development. Not every section will apply to every game - adapt this template to fit your specific project needs.

Genre

Themes & Tone

There is beauty in decay, and there is decay in beauty.

The story grapples with the fundamental contradictions between animist and mechanistic worldviews and reimagines the relationship between nature and technology, spirituality and science. Choices made in the game are morally ambiguous, being both positive and negative, depending on the perspective. The utopia of one is the dystopia of another.

The game creates an eerie Solarpunk or Cyberpunk vision with magic undertones depending on Feeñ's choices, that shape the world around him.

Combat 
In World of Feeñ combat is about transforming opponents and obstacles from polluted/destroyed/negative to clean/restored/positive. Feeñ encounters other contaminated Mabous along the way which he “combats”. If he loses the struggle, he gets contaminated.

INITIAL LEVEL GDD’s

Level 1
Level 2
Level 3

Spirit hat eine andere Form in der physischen Welt. Energy wird hin und her geschoben.

Feeñ wants knowledge

What about language: Can Feeñ speak already, are there inner monologues (that explain what's happening), does he understand the "language" of animals. They could talk on "energetic" level. Color changes depending on there feelings (skill points for better communication).

Humans

Level 1: Night - End: Feen must see his goal - up the big tree (because fire in front of him) and sees the city in the distance

Level 2: Story schreiben - Endangered seeds and species - Wo willst du hin/Ziel, was ist der danger - People in hazard suits, poisoned plain, flame throwers, good people, bad people - How does Feeñ develop

Übergang vom letzten Level
Ziel des Level
Was sind die Interaktionen
Was ist das Level im Kontext des ganzen Spiels (Was wiederholt sich, dinge die immer wieder auftauchen.

REFERENCES