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FOV Simulator 2017

(Name TBD)

Game Design Document

Revision Notes

TODOTODODO
At this point, everything.

OVERVIEWOVERVIEWTalk GAMEPLAY
The basic gameplay revolves around a standard, boring office worker trying to meet his Friday
deadline.
The player initiates the game via the START button. The screen fades to black and fades
back to PC pulling in to work. The following minute of cutscene is a montage of stereotypical office
work designed to emphasize how boring the environment is.
The PC is in the kitchen. He is putting his lunch into the fridge and talking with a friendly
coworker. Through dialogue, the coworker NPC points out another NPC, initiating the player to pull
the FOV out to notice. The NPC then turns around, causing the coworker to hurriedly tell PC to avert
his eyes, initiating the player to restrict the FOV. The coworker NPC laughs off the close one and
departs, telling the PC he'll talk to him later.
The Friday deadline is fast approaching, and the manager NPC stops at PC's desk. With an
air of superiority and self-assurance, he informs PC that since (Other Character) is out sick, PC will
have to "Step Up," "Take One For The Office," and "Have It On My Desk Before The End Of The
Day." PC is then left in his workspace to begin. The day then proceeds, with coworkers clearly not busy
enough stopping by to distract(Whether by chatting, inviting PC to weekend events, offering snacks,
gossiping, and otherwise being kind human beings who just don't understand the stress of a deadline)
The office is a single floor of a high rise. Completely open with the exception of the
manager's office in the far end, the floor is completely saturated with cubicles. The sound of typing and
shuffling and bored human sounds(i.e. coughing, groaning, sighing, sniffling, and the like) saturates the
space at all times. The colors are wholly simple, light blue walls lined with meaningless paintings and
inspirational images, a dull grey carpet partially covered by plants and printers, and traditional beige
tinted cubicles. The flourescent lighting everywhere doesn't allow for dramatic shadows anywhere,
instead bathing the room in high volume, low intensity light such as barely any shadows are visible
anywhere.
Gameplay is a simple slider mechanic. As NPCs move into view of the character, they will
initiate their interactions. While they remain in view, work progress is slowed or even halted based on
the type of interaction occurring. To remedy this, the FOV is reduced to exclude the interacting NPC
from view. Bringing in the FOV will increase productivity but also increase stress. Eventually, the NPC
will give up or see that the PC is busy and leave. At this point, the player will need to bring the FOV
back out as the more narrow the FOV, the faster stress accumulates. Fully bringing out the FOV will
reduce stress to a minimum, with all the paintings and plants and windows in view, but also minimize
productivity. The game will be done in a stylistic, low-poly theme, designed to over-emphasize the
monotony of office life to contrast the stress of the PC's deadline.

Target Platform / Minimum Hardware:


As the controls are simple, any system could handle this, from PC to mobile device.
The engine has been suggested to be Unity.
The estimated specs will also be minimal as the art style should alleviate the workload.

Visual Style

All characters, objects, and scenes are purposefully low-poly. Characters have no faces or meaningless
faces, their only attributes being hairstyle and speech. The rooms and workspaces are tightly packed
with straight, narrow hallways. Plants and artwork are placed around the walls and larger walkways,
but sparsely enough to remind any that management only added them to meet quotas. Colors are basic
across the room as the flourescent lighting equally illuminates every corner of the room.

Audio Style
Music will be kept at a minimum with the exception of the Main Menu, opening, Pause screen, and
credits. The music can be soft, possibly reminiscent of elevator music. A xylophone playing a simple,
repeating rhythm. The soundtrack to the game will be the ambient sounds of the office, the printers
whirring, the people chatting, the typing of an endless number of keyboards, and the static feel of the
room. The noise starts off quiet in the morning with the mechanical sounds louder than the human. As
the day goes on, the voices grow louder than the machines. Voices will sound more like mice, with no
words being heard, just meaningless chattering. Speech will be displayed in bubbles as they speak
instead.

Starting Out
Game start Main Menu Character Selection/Creation
The game loads to the Main Menu, The title of the game hanging along the top with the options
below it. Behind, the office from the outside. The screen fades to a closeup of a printer printing out
documents. Another fade, cars on the small road, bumper to bumper. Another fade, from the inside of
the office refrigerator, the door opens and multiple NPCs stuff their food in, piece by piece covering the
view. The screen continues to transition the longer the player stays on the Main Menu.
When the player presses New Game, the screen fades to black to immediately begin. No names, no
character creation.
Character and cubicle personalization can be found in the Personalization tab on the Main Menu
As the player gains achievements or completes smaller goals, items, clothing, and hairstyles will
become available in the Personalization tab.

Game Start and Intro


The game begins with the PC pulling in to the parking lot. Cut to him riding up the elevator with
two other NPCs, not speaking. Cut to outside of the elevator as PC steps out. He veers off to the
kitchen to deposit his lunch.
The introductory Friday will acclimate PC to how the game plays out. Following completion of
Friday, the following week unlocks with each day taking 5 minutes.
The play view is located behind the character in an over-the-shoulder 3rd person perspective,
hovering over the cubicle. Both walking lanes are visible from this perspective when FOV is fully
extended. When contracted, FOV only shows PC and the computer.
NPCs will follow regular, pre-programmed routines, most of which follow along the walkways,
entering and exiting their cubicles as they do so.
The traditional clock hangs on the wall directly in front of PC to display the current time in-game.
As the day goes along, Progress is slowly accumulated to 100%. More progress is made based on how
constricted the FOV is, but stress similarly increases as the player does so. The higher the stress
increases to 100%, the more the corners of the screen redden. Once stress maxes out, gameplay ends
and a cutscene plays where PC goes on a small rampage, destroying his desk and breaking any object
he added in Personalization. Following this, the player is given the option to start the day over. If player
makes it to 100% completion before 5pm, a cutscene plays where the PC kicks back and relaxes. The
option is then given to continue to the next day.

In-Game HUD & Menus


The HUD is simple in design. A large slider resides at the bottom of the screen, obviously the focus
of the display. The digital/analog clock hangs on the blank section of the wall directly beyond PC.
Stress will be viewed by the corners of the screen. Redness slowly encroaches into working view as
stress builds. Progress to completion is shown on the computer screen.
The Pause screen is simple, giving the options to Resume, Options, and Exit Game.
Pressing Resume Game from the Main Menu will open screen giving basic details
about progress so far in the week and current day's goals. Smaller details like weather,
events, and such will be mentioned in the next page. Pressing Continue will start the
following day.

UI
Main Menu
The Main Menu will have the options for Continue, New Game, Personalization, Options, and Exit
Game

Personalization
The PC will be shown in front of his desk to the left side, with the unlocked options to the right. If the
player selects an option for the PC(hairstyle, tie, et cet.), the PC will update with the new object. If the
player selects an option for the workspace, the leftmost view will zoom in slightly to focus on the
cubicle. The player can then place and adjust positioning of the objects on the counter and walls.

In-Game Options Menu


Full Screen/Windowed, Graphical options, Sounds, and other standard options.

Gameplay
The player will be spending the majority of his time watching the hallways, jumping between the
completion on his computer screen to the clock and back. He will be watching the stress accumulate as
the FOV is constricted and have to pull the FOV back out to include plantlife and pictures as soon as
possible to minimize the stress.
An option for difficulty should be included where the higher the difficulty setting, the closer the PC
is located to high-traffic areas(i.e. water cooler, kitchen, bathrooms, outside window).
More TBD

Mechanics
Stress mechanic as previously discussed. FOV mechanic as previously discussed.

Controls
Describe how the player controls his character, fires his weapon, etc etc.

Modes
TBD

WINNING
100% Completion must be accomplished before the time of day reaches 5pm with each day lasting 5/10
minutes with less than 100% accumulated.

Challenges of importance
TBD

Missions and Achievements


Basic achievements will be obtained through standard gameplay, but the majority of achievements
should be through more difficult means, such as finishing at the last minute, listening to an NPCs full
conversation, et cetera

Assets
A technical documentation describing the requirements of all assets created for the game.
2D: Style and Requirements for model sheets, environmental illustrations, and promo pieces.
3D: Tri budgets for Chars, props and weapons
Textures: Dimensions, maps needed and file formats
Naming conventions with examples
Animation requirements: Rigging limits, Programs to be used for rigging and animation

A full asset list, budget and schedule will be laid out within a spreadsheetw

Characters
Based on the simplicity of the character design and the lack of character-specific dialogue, randomly-
generated features will be acceptable. Characters will need to remain throughout gameplay, however.

Equipment and Upgrades


A run down of all of the 2D, 3D and Audio work needed for the equipment of the game
All costs, abilities and bonuses associated with equipment to be laid out in detail

Environmental
The weather is randomly chosen before the start of the day. It is only visible from outside the windows,
random dialogue, and umbrella/coat objects appearing in cubicles.

CINEMATICS
Main Menu as previously described. Intro as previously described. Stress Fail state as previously
described. Fail state from the end of the day shows the boss coming up behind PC and criticizing his
work. Win state as previously described.

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