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“HERO’S JOURNEY” THE BOARD GAME GAME DESIGN DOCUMENT MARCEL TAU PALLAVI MARUVADA POOYA MALEK

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Page 1: Game Design Document (PDF)

“HERO’S JOURNEY” THE BOARD GAME

GAME DESIGN DOCUMENT

MARCEL TAU PALLAVI MARUVADA POOYA MALEK

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Revision History

Ver. Date Person Reason and Changes

1.0 February 9th, 2012 Marcel Tau Document created.

1.1 March 12th, 2012 Marcel Tau

Game Description, Story, Design Goals, Influences & Sources and Target Market updated.

1.2 March 13th, 2012 Marcel Tau Production scope and schedule updated.

1.3 March 14th, 2012 Marcel Tau Key Features updated.

1.4 March 15th, 2012 Marcel Tau Scope and Game Elements updated.

1.5 March 19th, 2012 Marcel Tau Schedule update.

1.6 March 20th, 2012 Pooya Malek Asset Revelation Schedule and Target Audience update.

1.7 March 20th, 2012 Pallavi Maruvada Core gameplay and game flow updated

1.7 March 21st, 2012 Pallavi Maruvada Art Bible- overall goals updated.

1.8 March 21st, 2012 Pooya Malek Gameplay Elements update. 1.9 March 22nd, 2012 Pallavi Maruvada Art Bible update. 1.10 March 23rd, 2012 Pallavi Maruvada Art Bible update. 1.11 March 23rd, 2012 Pooya Malek Game Flow update. 1.12 March 26th, 2012 Marcel Tau Game elements update. 1.13 March 28th, 2012 Pallavi Maruvada Art Bible update.

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Table  of  Contents  Game  Description  ................................................................................  4  Story  .........................................................................................................  4  Design  Goals  ..........................................................................................  5  Influences  &  Sources  ...........................................................................  5  Target  Market  ....................................................................................  13  Key  Features  .......................................................................................  13  

Core  Game  Play  ..........................................................................................................  13  Game  Flow  ...................................................................................................................  13  Characters  or  Avatars  .............................................................................................  14  Game  Play  Elements  ................................................................................................  15  

Art  Bible  ............................................................................................................  18  Overall  Goals  ...............................................................................................................  18  2D  Art  &  Animation  ..................................................................................................  18  

Level  Design  ....................................................................................................  25  Level  Diagram  .............................................................................................................  25  Asset  Revelation  Schedule  ....................................................................................  27  

Production  Schedule  ....................................................................................  34  Scope  ..............................................................................................................................  34  Scheduling  ....................................................................................................................  35  

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Game Description “HERO’S JOURNEY” is a fantasy themed adventure board game where players have a chance to play their favourite characters in epic quests and battles in the road towards becoming the most powerful Hero of all times.

Story The story of the game is portrayed in the board and follows a Hero’s Journey. From the start of the game when players leave their villages until the end of the game where they become a full fledged Hero, players will experience several different quests and challenges as well as have the choice to choose different paths towards being a Hero. Players will be able to follow a multitude of different paths such as, training with previous Heroes, saving a village from bandits, slaying a legendary Dragon, pursuing lost treasures, and many other paths and quests that befit a real Hero.

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Design Goals For our board game the three main design goals we have in mind are:

1. Game Board that tells an actual story progression and gives the players several path choices.

2. Thematic play centered on a Fantasy World and an unconventional Hero Journey. 3. Relatively simple to understand and easy to start game play.

With these in mind we hope to achieve a game that brings players the fun of immersion, competition and power.

Influences & Sources When designing our game we played several past game board, and some of them play a major role as our references, they are:

1. Game of Life

Game of life - cover box

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Game of Life – player token and board

Game of Life – game board

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Game of Life – game board and gameplay elements

Pros: • Extensive game board that tells a story progression and presents several path

choices to users; • Simple and quick rules and mechanics; • Game pieces that support the gameplay and not distract from it; • Use of LIFE tokens that counts as experiences in life and still count towards your

win; Cons:

• Story is for a too young audience; • Board is sometimes too quick to finish; • Gameplay is too single minded; • Unbalance between LIFE tokens and Salary earn;

Game of Life has been a major influence in our game because it symbolizes many

of the core ideas we wish to impress in our game, mainly that it presents players with a board and as they move through the board they live the storyline, also that is has a simple yet captivating mechanic of gameplay that attracts to a wide audience seeking a quick and entertaining experience.

2. Lord of the Ring:

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Lord of the Rings – game board and gameplay elements

Lord of the Rings – player token and gameplay elements

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Lord of the Rings – game box

Pros: • Fantasy thematic; • Innovative way of movement using cards and symbols; • Collaborative gameplay; • Use of several different game boards that tell different journeys and also different

ways to go through that journey;

Cons: • Hard to tell when one player has won; • Kind of difficult to understand and complicated rules;

The Lord of the Rings board game is a influence in our game mainly in the thematic,

but also in the way it uses cards and tiles for the player to move around the board.

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3. Betrayal at House on the Hill

Betrayal at House on the Hill – game box

Betrayal at House on the Hill – Gameplay cards

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Betrayal at House on the Hill – Game board and player tokens.

Pros: • Modular game board that always change; • Several possible storylines that change each time you play; • Upgradable character stats; • Traitor player that works against the other players;

Cons: • Complicated rules that must be followed using different books; • Multiple type of cards that are used and behave in different ways;

This is a horror themed adventure game and it works in a very peculiar and

innovative way where the actual story changes according to what happens in the first part of the game. Players must then follow several books. As for their influence in our game it is in some of the way they use cards to define the events that happen as you wander through the board.

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4. Munchkin

Munchkin – Game cover

Munchkin – game cards

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Pros: • Comic relief; • Relatively quick and easy to pick up and play; • Very large variety of cards;

Cons: • Overly simple gameplay; • Lots of possible rules;

This is a board game based in a fantasy D&D theme. Playing Munchkin has

influenced us to use a bit of the humour and comic relief of the game, as well as the extensive use of cards for the gameplay and deciding on actions and events. However we tried to improve on the story and gameplay aspect of it by combining with a traditional board.

Target Market Our ideal target market has the following characteristics:

• Ages 10-16; • Enjoys casual board games; • Likes the fantasy theme;

Key Features

Core Game Play

We are creating a fantasy adventure board game, where players take the role of a young villager who leaves his village in search of adventure and to become a Hero. First the players choose one of the 6 available classes, each with their own special ability. After that players start playing in turns taking a card from the Game Cards deck to see how many squares they can move and what happens. In certain points during the game a player will reach a branching path in the Board, where he must choose which way he will take towards becoming a Hero. Each path has its own characteristic; it may be longer or shorter, easier or deadlier, filled with riches or traps. It’s up to each player to choose his own path according to the strategy he wishes to use. Once everyone reaches the end where they become Heroes, the player with the most number of Power Tokens, wins the game.

Game Flow

1. Players choose their Character Card and Character Token, placing all tokens at the start of the board.

2. Each player picks a game card; the one with the biggest number is the starting

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player.

3. Shuffle all of the game cards and place it in a deck in reach of all players.

4. Place the companion cards in a separate deck.

5. Player picks up a game card.

6. Player moves his token a number of squares equal to the number of dots in his game card.

7. Player does whatever it says in his card and in accordance with the square he is at.

8. Now it’s the next player’s turn – repeat steps 5-7.

9. Once a player reaches a crossroad he must choose a path and keep moving if he has

movements. If the player stops at a crossroad he still must perform what the card says.

10. Once a player reaches the end of the game board he can choose what kind of Hero

he wants to be, “Leader of the Land” or “Hero of the People”. 11. If the player chooses to be a “Leader of the Land” then he has the option of

attacking other players or not in order to remain the most powerful Hero of all. However the attack can end up good or bad for the attacker. In order to attack a player must:

a) Player pays 1 gold coin to attack another player. b) Player chooses a Target to attack. c) Player spins the wheel. d) Player and target perform whatever is written in the square the wheel

stopped.

12. On the other hand if a player chooses to be a “Hero of the People” he cannot attack others but he is completely safe from being attacked.

13. Once all players have reached the end the game is over and everyone counts their power tokens, the one with the most tokens is the winner.

Characters or Avatars Each character has its own Card and a matching Token. The difference between each character, besides visually, is on their abilities. The players get to use the abilities when they pick up certain Game Cards. These are the available characters:

1. Warrior a. Description: Strong and noble, skilled with sword and shield. b. Token: Sword and Shield

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c. Ability: Shield Bash – Destroy 2 Power Tokens from a player.

2. Wizard a. Description: Wise and skilled in magic, attacks using elemental spells. b. Token: Wizard Hat c. Ability: Freeze Blast – Target loses his next turn.

3. Rogue a. Description: Quick handed and sneaky, used to attack from the back and

stealing from others. b. Token: Dagger c. Ability: Quick Hand – Steals 1 Power Token from a player.

4. Cleric

a. Description: Holy man, attacks with a mace and holy spells. b. Token: Mace c. Ability: Prayer to the Gods – Gains 2 Power Tokens.

5. Barbarian

a. Description: Strength and agility are his strong points, fights using large axes.

b. Token: Axe c. Ability: Frenzied Attack – Destroy 1 Power Token from each player.

6. Ranger

a. Description: Skilled with a bow and arrow is agile and sneaky. b. Token: Bow and Arrow c. Ability: Quick Step – Take an extra turn.

Game Play Elements Companion Cards These cards represent animals that the player can acquire and which help them fight in the form of Power value. Each Companion has a different cost in Gold as well as a different Power value. The Companion Cards are used in several ways, the most important one is that hey have a Power Value that counts towards deciding who is the winner of the game, but they also play a part during the game as several cards have different outcomes depending on if you have a companion or not, of if you have a particular kind of companion. These are the available Companions:

1. Ferret – 1 Gold Coin – 1 Power

2. Cat – 1 Gold Coin – 1 Power

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3. Owl – 2 Gold Coin – 2 Power

4. Dog – 3 Gold Coin – 3 Power

5. Snake – 4 Gold Coin – 4 Power

6. Eagle – 5 Gold Coin – 5 Power

7. Phoenix – 10 Gold Coin – 10 Power

8. Pegasus – 11 Gold Coin – 11 Power

9. Manticore – 12 Gold Coin – 12 Power

10. Griffin – 13 Gold Coin – 13 Power

11. Beholder – 14 Gold Coin – 14 Power

12. Dragon – 15 Gold Coin – 15 Power

Game Cards These cards control the movement of the player as well as what happens in the game.

Movement - 1 to 6 dots that tell the player how many squares to move

Card Icon – identifies the type of card

You are caught in a quick sand trap. Lose 1 turn

Description Text – tells the player what happens.

Lose 1 extra turn Modifiers – change the effect of the card depending on the square the player lands on.

Also lose 1 power

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The game cards are divided in types:

• Trap – Damages the player in some way. • Gold – Events that rewards the player with Gold Coins. • Power – Events that rewards the player with Power Tokens. • Event – Events that can have positive or negative effects • Quest – Epic story events with multiple effects.

Cards may also have the following Modifiers:

• Skull – Adds very negative effects to the card. • Angel – Adds positive effects to the card. • Spiral – Intensify the effects of the card.

Game Pieces • 6 Character Tokens – these are the player’s representation in the board, what they use

to move around in the squares.

1. Wizard = Wizard’s Hat 2. Rogue = Dagger 3. Warrior = Sword and Shield 4. Cleric = Mace 5. Ranger = Bow and Arrow 6. Barbarian = Axe

• Gold Coins – represents the currency of the game, players earn Gold Coins in different

Events and must use it to pay off other Events, purchase Companions, or to pay for attacks.

• Power Tokens – represents the Power of the Hero, players earn these is different Events throughout the game, and the player with the most Power Tokens by the end of the game is the winner.

Attack Wheel

The Attack Wheel is used as a separate mini-game for players who finish the main quest first. It works as a kind of war analogy, and it can be used only by players who choose to become the “Leader of the Land”, that theme behind it is that the Leader will do anything to keep his status and his powers, and he will use his influence and henchmen to “hinder” the progress of the other heroes.

If the player chooses to end as “Hero of the People” he is safe from attacks but he

can’t attack. However the attack wheel works in such a way that it’s always a gamble, the attacker may do damage or take damage as well.

Once a player has reached the end of the Hero’s Journey he can decide to attack

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players who are still playing the board. For that he uses the Attack Wheel. In order to spin the Wheel the player must pay 1 Gold Coin. And these are the possible outcomes he can achieve:

• HIT: Target loses 1 Power Token; • CRITICAL HIT: Target loses 2 Power Tokens; • RAID: Steal 1 Gold Coin from target; • COUNTER ATTACK: You lose 1 Power Token; • MUTUAL HIT: Both lose 1 Power Token; • MISS: Nothing happens;

Art Bible

Overall Goals For our game, we decided the overall art style to be 2D and with a fairly medium cartoon style. The overall feel is old fantasy game like with mostly low saturated colors for the cards and high contrast colors for the symbols and character tokens. The game board has a diverse color palette with many symbols and text written along the paths. The font that we are using throughout for the game is “CarbonType”. This has a sort of a rusty, jagged-typed and a mysterious feel to it that we believe enhances the overall game feel we aim to achieve.

2D Art & Animation This is a list of all the 2D art assets scheduled for development:

• Character Cards – Tells the player a bit of information on the character class as well as the ability it has available.

• Character Tokens – Small representations of the chosen Character, it is what the player uses to move around the board.

• Companion Cards – Represent animal companions that the players can purchase in

a specific situation during the game. They add a little bit of variation to the gameplay and represent a Power Value to the player who holds one.

• Game Cards – Determine the actual gameplay of the game, a player draws one

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every time his turn starts and the card he get will determine how many spaces he moves forward and then what happens to him. These cards are influenced by the “Game Board Symbols”.

• Game Card Icons – Small icons that represent the type that particular Game Card

is.

• Game Board Symbols – Three different kind of symbols that will be present throughout the board, they help set the tone of each of the paths the player can choose and also work to increase the variety of possible outcomes a player can have in a “Game Card”.

• Game Board – Environment where the game takes place, represents the game

world, as well as the game story and the game progression.

• Gold Coins – Small token that represent a Gold Coin and can be used by the player to pay off debts, buy companions, or to use the “Attack Wheel”.

• Power Token – A symbolic representation of Power, these count as the player’s

experience, and determines at the end of game which player is the actual winner of the game.

• Attack Wheel – Represents a war-like simulation, players who finish the game and

choose to be “Leader of the Land” can use this to hinder other players progress in the game, however the wheel represents a risk and can be used both in favour or against the player using it.

Terrain

In our board we have placed several different symbols on the spaces, and they greatly impact the game play. If the card the play draws has a modifier for the symbols he must check the place where he lands and modify the event according to the symbol, it might change the whole thing for the better or for the worst. We find that this is an effective way to introduce a lot of variety to the game and to the possibilities, without increasing the number of cards, as well as having an intriguing and simpler board with almost nothing written on it, and since the actions are entirely dependant on the cards every gameplay experience is unique and different, however the symbols permit us to set a tone or a difficulty to a particular path on the board.

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This is our Game Board:

These are the possible symbols we have placed on the board: The spiral symbol makes the events in the card more intense, if it is a bad event it becomes worst, if it is a good event it becomes better.

The skulls symbol turns any event in a bad event, or an even worst event.

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The angel symbol turns any event in a good event, or a better event.

The companion symbol allows the player to purchase a companion card.

Game Play Elements

Cards govern our gameplay, but in the game we have three different types of cards:

• Companion Cards – These represents animals that the players can purchase when landing in a companion space, they have a Power Value that counts towards the total Power on deciding who is the winner player, and they also affect several Game Cards that present a different outcome if you have a companion or if you have a particular kind of companion.

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Phoenixx

Cost-‐ 10 Gold Coins

Worth 10 Power

• Character Cards – These are cards the players choose in the start of the game and they represent their characters in the game, the difference between the characters lies in the ability they have. The abilities play a part during gameplay as some of the Game Cards tell the user to use his or hers ability against another player.

Wizard

ABILITY-‐Life Drain: Drains 2 power from target and the target loses 1 turn.

Wise and skilled in magic,attacks using elemental spells

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• Game Cards – These are the cards that govern gameplay, they tell the player how

many spaces to move as well as what action to perform, they also have symbol modifiers that change the action depending on the space the player has landed in the board.

A group of monsters ambushyou from the flank! You mustfight for your life.

Earn 4 power.

if you land on any one of thesesymbols then...

You flee the battle.Go back 3 spaces instead.

You find some loot.Also get 4 gold coin.

You defeat a second wave.Earn 4 extra power.

The game cards are divided into five different categories:

Gold – Events related to Gold Coins.

Events – Regular events with several different effects.

Traps – Events with negative effects.

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Quests – Epic events with several effects.

Power – Events related to Power Tokens.

We also have two different tokens in our game:

Gold Coins – they are used to pay for the Companions as well as for several events during the game.

Power Tokens – these are the objective of the game, they define who is the winner at the end of the game.

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Level Design

Level Diagram

Our level – which is the game board – is where the actual story happens and the players develop their characters and move towards the end goal. Below is a text description of all the possible paths the players will be able to choose:

START  –  a  few  common  spaces  –  You  Leave  your  Village  in  order  to  become  a  Hero.  

• Village  of  Commoners?  • Village  of  Commonplace?  • Village  of  Nowhere?  • Home?  

PATH CHOICE 1

• TRAIN  WITH  A  RETIRED  HERO  –  long  and  uneventful  path  with  mostly  angel  and  a  few  spiral  symbols.  

§ Path  of  the  Enlightened.  • WORK  AS  A  MERCENARY    –  medium  and  risky  path  with  mostly  spirals  and  a  few  

skull  spaces.  § Road  of  Mercenaries.  

• SLAY  THE  FEARED  OGRE  –  quick  but  very  risky  path  with  lots  of  skull  spaces.  § Swamp  of  Fetidness  

 PATH CHOICE 2

• SAVE  THE  VILLAGE  FROM  BANDITS  –  quick  path  lots  of  skull.  § Village  of  Mischance;  § Village  of  Kismet;  

• SEARCH  FOR  LOST  TREASURE  –  medium  path  lots  of  spirals.  § Tomb  of  Forgotten  Souls;  § Tomb  of  Lost  Lives;  

PATH CHOICE 3

• RESCUE  THE  PRINCESS  –  medium  path,  skulls  and  angels.  § Tower  of  the  Maleficence;  § Castle  of  the  Evil  King;  

• EXPLORE  A  PERILOUS  DUNGEON  –  quick  path,  skulls  and  spirals.  § Dungeon  of  Annihilation;  § Dungeon  of  the  Undead  Army;  

 PATH CHOICE 4

• SLAY  THE  WICKED  DRAGON  –  quick  path,  skulls.  § Lair  of  the  Doomed;  § Lair  of  Certain  Death;  

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• HELP  A  VILLAGE  RECONSTRUCTION  –  long  path,  spirals  and  angels.  § Village  of  Herstel;  § Village  of  Recurrence;  

• TERRORIZE  A  CORRUPT  MERCANT  –  quick  path,  spirals  and  skulls.  § State  of  the  Venals;  § Venal  the  Merchant;  

PATH CHOICE 5

• MEDITATE  IN  THE  MOUNTAINS  –  long  path,  angels  and  spirals.  § Mountain  of  Solitude;  § Arrowhead  Mountains;  

• CHALLENGE  THE  FAMOUS  HERO  –  quick,  skulls.  § Arena  of  Broken  Bones;  § Coliseum  of  the  Forfeit  Lives;  

PATH CHOICE 6

• FIND  THE  LEGENDARY  WEAPON  –  long,  spirals  and  angels.  § Ancient  Forest  of  Darkness;  § Forest  of  Nothingness;  § Forest  of  Terror;  

• OVERTHROW  THE  MURDEROUS  KING  –  medium,  skulls  and  spirals.  § Kingdom  of  Cruor;  § Kingdom  of  Desolateness;  

FINISH – YOU ARE A FABLED HERO

• Leader  of  the  Land  –  You  are  on  top  and  must  now  lead  the  people  of  this  land  to  the  future,  you  are  they  leader  and  you  will  do  anything  to  protect  them  and  your  position.  

§ Palace  of  the  Leader  • Hero  of  the  People  –  You  return  to  your  village  as  a  famous  Hero,  decided  to  settle  

back  to  a  simple  and  common  life,  but  whenever  evil  arises  you  will  be  there  to  save  the  People.  

§ Village  of  the  Hero  

 

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And here is a flowchart to better illustrate the way the game board works:

Asset Revelation Schedule

Our game mechanic functions in such a way that every time one plays the game a one plays the game he will have different outcomes. By using cards to move and determine what happens to the player every game is different because the cards are taken in a random fashion, and they tell the player what actually happens in that space. However at the same time the board has laid out key plot moments and path choices, and these determine the flow of the player’s story.

TRAIN  WITH  RETIRED  HERO

WORK  AS  A  MERCENARY

SLAY  FEARED  OGRE

COMMON  PATH

SAVE  VILLAGE  FROM  BANDITS

SEARCH  FOR  LOST  TREASURE

RESCUE  THE  PRINCESS

COMMON  PATH

EXPLORE  PERILOUS  DUNGEON

COMMON  PATH

CHALLENGE  FAMOUS  HERO

HELP  VILLAGE  RECONSTRUCT

COMMON  PATH

TERRORIZE  CORRUPT  MERCHANT

MEDITATE  IN  MOUNTAINS

COMMON  PATH

OVERTHROW  MURDEROUS  KING

SLAY  WICKED  DRAGON

FIND  LEGENDARY  WEAPON

START

FINISH

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Of course we have a finite number of cards so the variety is not endless, but to make the possible combinations even more numbered we have created a symbol systems. On the game board the player will see a three different symbols placed in the board in an apparently random way, in reality the symbols are laid out in a way that correspond and make sense to the path options we have in the board. Most of the cards have modifiers in them that change their affect, for better or for worst, depending on the symbol the player lands on. Additionally, below is a list of the game cards we have planned, they would appear in different quantities in a deck, and the movement dots of each card will be decided in a way that makes the journey of a player not too long but not too fast. Since they are shuffled every game and draw by each player every turn their appearance is completely random. However the plan can still choose the path he will take in each game which affects the possible outcomes and effects he will suffer during gameplay, this aspect of path choosing is the major strategy element that comes into play. GOLD CARDS TREASURE CHEST While exploring you find a treasure chest filled with coins! Get 1 gold coin. --- LOOT You fight some minions and loot their possessions.. Get 2 Gold Coins Skull: You are defeated - Lose 1 Power instead. Angel: You earn some experience – Also earn 1 Power. Spiral: You find a hidden purse - Get 2 extra Gold Coins. --- VALUABLE GEM You find a hidden vault with some valuable gems. Get 4 Gold Coins. Skull: You fail to open the vault - Lose 1 turn instead. Angel: You learn a new skill – Also earn 1 Power. Spiral: They are worth more – Get 2 extra Gold Coins. ---

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REWARD You are rewarded for completing a short mission. Get 3 Gold Coins. Skull: You fail the mission – Lose 2 Gold Coins instead. Angel: You went the extra mile – Get 1 extra Gold Coins. Spiral: You get a bonus – Get 2 extra Gold Coins. --- POWER CARDS LEVEL UP You have collected a lot of experience so you level up! Earn 1 Power. --- EXPERIENCE POINTS You defeat some monsters and earn valuable experience. Earn 1 Power. Skull: You flee the battle – Go back 2 spaces instead. Angel: You find some loot – Also get 1 Gold Coins. Spiral: You defeat a second wave – Earn 1 extra Power. --- QUEST COMPLETE You complete a difficult Quest. Earn 2 Power. Skull: You reach a dead end – Lose 1 turn instead. Angel: You find some treasure – Also get 1 Gold Coin. Spiral: You defeat the Guardian – Earn 1 extra Power. --- TRAINING

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You find a powerful Master who agrees to train you for a while. Earn 2 Power. Skull: You fail the training miserably – Lose 1 Power instead. Angel: You find inner peace – Also take 1 extra turn. Spiral: You excel at the training – Also earn 1 extra Power. --- COMPANION CARDS COMPANION You find a summoning scroll. It gives you the opportunity to call on a Companion to help you fight. Look through the Companion Cards, choose one and pay its price. --- TRAP CARDS PORTAL TRAP You find a hidden magic portal inside a chamber, however it’s not a good one! Go back 6 spaces. --- QUICKSAND You step in quicksand and it starts pulling you under! Lose 1 turn. Skull: You hurt yourself climbing out of it - Also lose 1 Power. Angel: You manage to evade it – Nothing happens. Spiral: It takes you a long time to climb out of it – Lose 1 extra turn. --- BOOBY TRAP CHEST You find a treasure chest and eagerly opens it, only to get hit with an explosion.

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Lose 1 Power. Skull: You must stop the bleeding – Also lose 1 turn. Angel: You jump back – Nothing happens. Spiral: The explosion hits you in the face – Lose 1 extra Power. --- PRESSURE PLATE You hear the dreadful click as you step on a pressure plate and darts start flying from the walls at you. Lose 2 Power. Skull: You get hit multiple times – Lose 1 extra Power. Angel: You manage to evade most of the darts – Lose only 1 Power. Spiral: You take a dart to the eye – Lose 1 extra Power. --- FIRE COLUMN You pull a lever but instead of opening the door it spews a column of fire towards you. If you have a Familiar he jumps in front of the fire and saves you. Lose that Familiar If not you lose 5 Power. --- COLLAPSING TUNNEL The path you are going through collapses suddenly. Lose 1 turn. Skull: You must retrace your steps – Go back 4 spaces. Angel: You outrun the collapse – Nothing happens. Spiral: You try excavating – Lose 1 extra turn. --- ROLLING BOULDER You lean into the wall and suddenly a giant boulder starts rolling towards you. Run back and go back 3 squares; or

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Try to avoid it and lose 1 Power. --- EVENT CARDS BAND OF THIEVES Some thieves gather in a bridge blocking your path. Give them the money. Lose 3 Gold Coins; or Fight your way out. Lose 1 Power Skull: They get pissed at you – Lose 2 extra Gold Coins. Angel: You manage to safely escape – Nothing happens. Spiral: Your contempt makes them mad – Lose 1 extra Gold Coin or 1 extra Power. --- HEROES BATTLE You challenge another hero to a duel. Use your ability. --- TAX COLLECTOR The King’s Collectors demand your payment. Lose 3 Gold Coins. --- DUEL You are challenged to a duel by another Hero and lose terribly. The Player to your left uses his ability on you. --- MONSTER ENCOUNTER You run into a group of bloodthirsty monsters who wipe you out. Lose 2 Power.

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Skull: You are exhausted after getting beaten – Also lose 1 turn. Angel: You manage to defeat them – Earn 2 Power instead. Spiral: You are maimed beyond recognition – Lose 2 extra Power. --- QUEST CARDS MERCHANT RESCUE You rescue a merchant being attacked by some trolls. Earn 2 Power. Skull: You get beaten - Lose 2 Power instead. Angel: You get a reward - Also get 2 Gold Coins. Spiral: You perform a critical hit - Earn 1 extra Power. --- SAVE A VILLAGE While passing through, you save the Village from a pack of demonic fiends. Earn 4 Power. Skull: You are too late, the villagers are dead - Lose 4 Power instead. Angel: You find a valuable gem – Also get 2 Gold Coins. Spiral: You kill an army of demons – Get 2 extra Power. --- DUNGEON CRAWL You explore a deep dungeon filled with treasures and vicious monsters. Earn 1 Power. Skull: You fail to conquer the Dungeon and must return – Go back 3 spaces instead. Angel: You defeat the Undead King – Earn 3 Power instead. Spiral: You find a treasure horde – Get 5 Gold Coins instead. --- DELIVER THE MESSAGE You deliver an important war message to the King.

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Get 5 Gold Coins. --- FETCH HERBS You fetch a score of rare herbs for a dying man. Get 3 Gold Coins. Skull: You fail to find the herbs – Lose 1 Power instead. Angel: Your find some power herbs – Also earn 1 Power. Spiral: The man is saved and pays you a bonus – Get 3 extra Gold Coins. --- PARTICIPATE IN TOURNAMENT You enter the Kingdom’s Tournament. Use your ability. Skull: You lose the final battle – Lose 2 Power instead. Angel: You are the champion – Also get 3 Gold Coins. Spiral: You get a flawless victory – Also get 1 extra turn. ---

Production Schedule

Scope

The scope of our projects involves the following deliverables:

1. Complete Board Game; 2. Game Design Document;

In order to reach those deliverables we have planned a few phases and estimated the necessary man-hours for each.

1. Research – researching ways to create a board game, references and examples to

use as well as story elements. a. 44 man-hours.

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2. Game Design Document – Outlines all of the Game Design Elements, Production Process and Game Design decisions.

a. 15 man-hours.

3. Game Board – Artwork, text box describing the story and multiple path options; a. Artwork = 10 man-hours. b. Text = 4 man-hours.

4. Game Pieces – Artwork, Text and fabrication for Movement Cards, Character

Cards, Character Tokens, Power Tokens and Companion Cards; a. Artwork = 10 man-hours. b. Text = 10 man-hours.

5. Game Box – Captivating artwork and brief introduction of the game;

a. Artwork = 4 man-hours. b. Text = 2 man-hours.

6. Rule book – Detailed set of the rules and game pieces for the players;

a. Artwork = 2 man-hours. b. Text = 4 man-hours.

Total = 105 man-hours

Scheduling

Our production schedule is broken down in the following phases:

● Pre-Production / Discovery – February 30th to March 9th; ● First prototype – February 10th; ● Second prototype – March 21st; ● Alpha build – March 27th; ● QA – March 28th to April 2nd; ● Beta build – April 3rd; ● Hard launch - April 6th;