Sunday, 4 May 2014

Beat Chart

The next step in creating a Game Design Document is making a beat chart which give a synopsis of the level, what it's called, what type of things the player will encounter and what's expected of them during the level. I will paste in a few levels of my beat chart as an example.

These two examples show the progression of the game as it goes on.



Level: Zone 1 – Level 1

Name: The Moon

TOD: Day

Story: TMM takes his machine out to The Moon for a test run.

Progression: Player taught about scoring and different types of icons.

Est. Play Time: 5 Minutes

Colour Map: black, grey, white, yellow

Enemies: N/A

Mechanics: Touch collecting, low level icon, medium level icon, high level icon, special icon, wedge of cheese

Hazards: N/A

Power Ups: N/A

Abilities: N/A

Economy: 30,000 points

Bonus Materials: N/A

Music track: Home Galaxy





Level: Zone 4 – Level 1

Name: Volcanic Planet

TOD: Night

Story: TMM heads of to another galaxy through a wormhole and is spat out near a very active volcanic planet.

Progression: Hazards are introduced. Player needs to score enough points to pass level.

Est. Play Time: 5 Minutes

Colour Map: brown, black, red, yellow

Enemies: N/A

Mechanics: Touch collecting, combo collection, low level icon, medium level icon, high level icon, special icon, volcanic rock

Hazards: Halve points collected

Power Ups: Double point bonus, special item spawn, time slow down

Abilities: Mega collector, spawn special icons, collect all

Economy: 700,000 points

Bonus Materials: N/A

Music track: Another Galaxy

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