Skip to content

dimbodek/RunKingGDD

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 

History

13 Commits
 
 
 
 

Repository files navigation

Game Design Document (GDD) – [RNK]

Table of Contents

  1. Game Overview
  2. Core Gameplay
  3. Game World & Level Structure
  4. Goblin Behavior
  5. Boosters
  6. User Interface & Navigation
  7. Store & Progression
  8. Level Generation & Difficulty Scaling

Game Overview

  • Genre: Endless Runner with Squad Mechanics
  • Platform: Mobile (iOS, Android)
  • Art Style: 3D, colorful, medieval-fantasy theme
  • Game Loop:
    1. Navigate the 3D menu world to access different sections (Store, Bank, etc.).
    2. Press Play → the camera rotates behind the player, and the run begins.
    3. Dodge traps, collect coins, fight goblins, and grow your squad while progressing.
    4. Rescue units to maintain squad size.

Core Gameplay

Gameplay Screenshot Placeholder

  • Controls:
    • Swipe left/right – Moves the entire squad left or right (smooth X-axis movement).
    • The player cannot jump or slide (since the squad consists of multiple units).
  • Main Objectives:
    • Avoid traps to prevent unit loss.
    • Collect coins and boosters for advantages.
    • Enter goblin camps to fight, rescue units, and progress further.
    • If the player has no units left and collides with a goblin, they die.

Game World & Level Structure

World Structure Screenshot Placeholder

The game world is procedurally generated with randomly spawned locations.

  • Long Locations
    • Focus on avoiding traps and collecting coins.
    • Losing units in traps reduces the player's squad.
  • Short Locations (Goblin Camps)
    • Players must fight goblins using their units.
    • Free new units from cages to restore squad size.
    • If the player has no units left, they will die if they hit a goblin.

Goblin Behavior

Goblin Camp Screenshot Placeholder

  • Goblins only appear in camps, which also contain cages and props that can be destroyed for visual effects.
  • If the player has more than one unit, the front unit automatically attacks goblins and both are removed from play (unit dies, goblin dies).
  • If the player has only one unit left, it won't attack. The player must either:
    • Rescue new units from cages before reaching the goblins.
    • Avoid goblins completely (if possible).
  • If the player collides with a goblin while alone, they lose the game.

Boosters

Boosters Screenshot Placeholder

Boosters replace some coin spawns and provide temporary benefits:

  1. Jumper – Makes the group jump over obstacles, skipping a short section of the level.
  2. Score BoosterIncreases score multiplier and boosts speed.
  3. MagnetAttracts nearby coins to the player's units.

User Interface & Navigation

Menu Screenshot Placeholder

  • 3D Menu System (No traditional UI screens)
    • All menu sections exist in 3D space inside a friendly camp.
    • The camera smoothly rotates to different sections instead of using loading screens.
    • Example: Selecting the store moves the camera to a golden treasure chest in the camp.
  • Seamless Transition into Gameplay
    • Pressing Play rotates the camera behind the player.
    • The player starts running from the menu position, smoothly transitioning into gameplay.

Store & Progression

Store Characters Screenshot Placeholder Store Powers Screenshot Placeholder
  • How Players Earn Coins:
    • During runs – Collecting coins along the road.
    • Daily Bonus in the Menu – Free coins given daily.
  • What Coins Are Used For:
    • Upgrading Boosters – Making them last longer or work better.
    • Buying New Skins – Customizing character appearance.
    • Unlocking New Playable Characters – Getting unique heroes.

Level Generation & Difficulty Scaling

Level Generation Screenshot Placeholder

  • Random Level Part Sequence
    • Levels spawn in a random order, but ensure that all unique level parts appear at least once per cycle before repeating.
  • Trap Activation Control
    • If a trap was disabled in the last sequence, the system tries to enable a different trap in the next one.
    • This prevents repetitive patterns and keeps gameplay fresh.
  • Difficulty Scaling Over Time
    • Speed Increases – The player moves faster the longer they survive.
    • Trap Speed Increases – Traps animate and reset more quickly.
    • More Reaction-Based Gameplay – Faster speeds make dodging and squad management harder.

About

Game design document for RunKing game

Resources

Stars

Watchers

Forks

Releases

No releases published

Packages

No packages published