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Game Design Document

This document was created at the beginning of the project to outline the game concept, design, and development plan. It served as an early reference board and idea collection for the project. This entails that there might be inaccuracies in the document, as the project progressed and the game design evolved.

Concept

Working title

Cold Case

Concept Statement

A 2.5D adventure game in which two players have to solve a mystery together by solving various puzzles. An investigator and a ghost cooperate with their different abilities across their different worlds.

Genre

puzzle, isometric 2D, Adventure → Adventure Coop Puzzle Game

Product Design

Player Experience and Game POV

  • 2 Players: 1 “living”, and 1 “ghost”

  • end of 20th century detective in an overgrown ruin / ghost world mirroring the real word to an extent

  • mystery solving

  • engagement through curiosity and social interaction

Visual and Audio Style

  • 3D block Visuals:

first visual design showcase

first design proposal

  • old ruins/overgrown ruins and ghost realm

  • calming music

Inspiration

Game World Fiction

  • Detective solving Puzzles together with a/his ghost in a different realm

  • the Detective (living) Player wants to solve a Murder Mystery by exploring the ruin in which the murder happened

  • in the end it is revealed that the ghost is the dead detective, who dies in the end and travels back in time to help his living self out -> both players can switch places and replay

Platform(s), Technologie, and Scope

  • libGdx

  • Deno

  • 2D isometric gameworld

  • Multiplayer over a gameserver (WebSockets for Communication)

  • MVP in 1 Months

  • Release in Jan.2025

Major Risk

  • achieving a multiplayer connection through a server

  • Interactions in the game world without a overarching game engine like Unity

Game System Design

Core Loops

→ Players solve puzzles in their own world, but also ones spanning between both game worlds, requiring teamwork and tight communication between both players

Each level is split into two worlds, one for both players. In itself each player can individually solve parts of the puzzle in his world, but to reach the goal there has to be a need for communication and correct interaction with parts of the game world concerning both players. This in turn means, that both players need to have meaningful interactions and communication to be able to reach their individual goal.

If both player reach their goals the next level starts.

Objectives and Progression

  • each game level consists of a starting location, a puzzle and an end/finish location

  • the puzzle hinders the player/s to get to the end

  • both players have to get to the end of the level to progress to the next

Short-Term

  • manage to get to the next room

Long-Term

  • get to the last room completing the game and having the chance to replay as the other role (living/ghost)

Game Systems

Core

  • Solid Player Movement based on an isometric Grid System

  • Player Inventory

  • Portals to transfer Items between the gameworlds of both players

  • 2 States an Object can have:

    • normal - the object is only in the world it appears in

    • transcended - the object exsits and acts in both worlds the same

  • Asynchronous (Multiplayer) Gameplay

Level Specific

(living/ghostly)

mvp:
  • gloves to push blocks and to toggle levers

  • spikes that block the path of the player and get toggled by a lever

later:
  • miasma/fog unpassable for the player + torch to detect or remove miasma/fog

Interactivity

  • wasd grid based movement

  • e to interact/pickup/drop items

Last modified: 13 February 2025