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Mobile Game Design Document

Design Intention: To create a game which is designed to be intuitive, fast paced and feature both strategy and action elements without the player needing to spend much time learning the basics. The application will also be designed to feature a considerable story mode which features enough variation in the gameplay to encourage maximum replay value.

Commercial Intention: We intend to take this project commercial on as many mobile device platforms as possible; our highest aspiration is to gain front-page recognition and considerable fan appreciation.

Working Titles: +Quarantine +Operation Ironwall +Urban Infection

Gameplay Summary: The gameplay of the app will focus on rapid deployment, assessment of the environment and reaction to threats. This manifests as the player is deployed in an urban environment where civilians, police and criminals are wandering the sidewalks. This stage will be called the preparation stage as denoted by text at the top of the screen. During this brief stage, the player will have time to examine his surroundings, deploy a limited amount of defences that he begins the level with and assess the minimap to gain his bearings. Within a time of between ten and thirty seconds the assault wave will begin, in which a set amount of civilians and parked vehicles pre-determined (at random) to be bioterrorists will detonate explosives, either suicide bombs or hidden explosives. These will not kill the civilians, but rather release a toxic cloud of smoke that instantly infects all those civilians who come in contact with it immediately. They will then become zombies which will chase down any nearby civilians and attack them, quickly turning them into the undead as well. The players objective will be to limit civilian casualties and eliminate the infected before the entire gameplay area is void of civilians and full of zombies.

During this time, any police will equip their weapons and fire upon any nearby undead, although their weapons will have limited effect and prove futile. The players equipment and abilities will also become available at this time and they may begin with their mission. The player will have the following abilities available at this point: Green Smoke Grenade: The player starts with a limited amount of these which when thrown will give the civilians a rallying point which only civilians within a certain range will detect. This will have the added danger of risking rapid infection of everyone around the smoke if a zombie slips into the safe zone. Radio Evacuation: The player may request evacuation for the civilians which will result in a vehicle arriving to carry civilians to safety for bonus points (Whose use will be explained later). The player may also choose more vulnerable vehicles or ones with varying carrying capacities to chance more points at higher risk.

The player will also unlock the use of support abilities at the expense of points which are acquired by killing the undead and saving civilians. Support abilities will be as follows:

Soldier Drop: A helicopter will fly over a designated area and drop off four soldiers and then fly out of the gameplay area again. Those soldiers will essentially be police, simply with more effective guns. Sniper Support: A helicopter will fly overhead with a single sniper riding on the side. He will take a pre-determined number of shots at any undead near where the support was designated before flying away. Artillery: A shell fired into the gameplay area which will cause massive damage to anyone caught in its blast radius.

Wandering the streets will be more than just regular civilians, there will also be police and criminals. Police will open fire on any undead they see, but they will also serve the role as rally points for civilians. Police will gather small groups of civilians and head for the nearest green smoke grenade. Criminals will operate similarly to the police, once the infection starts they will open fire on the undead, however they will ignore civilians and attempt to group together instead. They can be dangerous when in large groups, for they will attack police, the player and any reinforcing soldiers on sight.

Having established the general activity of the gameplay environment, next well cover the progress of gameplay throughout each level. Phase one: Preparation In the first stage the civilians are entirely unaware of the impending threat and walk casually around the gameplay area, along with police and criminals. During this stage the player is deployed and given a brief amount of time to place the defences with which he spawns and evaluate the layout of the level and distribution of entities. Wandering around the level during this time as well are the Bio-Terrorists, who are selected randomly from among the regular civilians and walk around just like everyone else. Phase two: Assault Assault will be a short phase, the same as the one before it. It will be the most significant though, for it is during the assault phase that the Bioterrorists, their car bombs and any other bad guys will activate their suicide vests. The explosion will not kill civilians, rather it will release a large cloud of toxic gas that will turn civilians into zombies instantly. This phase also activates the players combat abilities.

Phase three: Siege The siege phase refers to the general gameplay stage in which the player fights the undead and attempts to save as many civilians as possible. By now all of the bio-terrorists are dead and its merely the result of their infection that the player does battle against. Phase four: Extermination This phase only becomes activated if all the civilians on the map are killed. The player then has a limited time to kill all the remaining undead before jets fly overhead and carpet bomb the area, resulting in a failed mission.

Progression through the levels will be accomplished by surviving the assault wave. If there are simultaneously no bioterrorists and no undead on the map, the player advances.

In between levels the player will have the option to spend his accumulated points on restocking his items, ammunition and purchasing upgrades for his items and support call-ins.

Copyright 2013 Liam Cuddihy

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