Forky's Pallet Panic Game Design Document
Game Design Document for Forky's Pallet Panic
Title: Forky's Pallet Panic
Developers: Ikhan Games
Date: June 30th, 2024
Table of Contents
- Game Overview
- Gameplay
- Story and Characters
- World and Level Design
- Art and Aesthetics
- Audio
- Technical Specifications
- Production Plan
- Marketing Plan
1. Game Overview
Game Concept:
A take on block puzzles where the player shuffles cargo around a loading dock for several premade levels. The levels come in different styles; time trials, score runs, and pure puzzles.
Target Audience:
Casual gamers, slide puzzle, and general puzzle enthusiasts.
Platform:
PC
2. Gameplay
Core Mechanics:
Basic Gameplay: Players control a cartoonish forklift in a series of puzzle challenges. The main mechanism is to scoop up pallets and move them around the level. Crates can be stacked and various mechanisms of levels like loading zones, color-coded shelves, and conveyors.
Controls:
Menus are navigable with basic mouse interactions. WASD or arrow keys control the forklift's movements while the spacebar controls the height of the forks and any cargo they're holding.
Game Modes:
- Time Trial: Complete a set goal in the shortest time.
- Score Runs: Load the most cargo in a set period of time.
- Pure Puzzles: Move the cargo to the designated area in the lowest number of moves.
User Interface (UI):
- Main Menu: Options for Play, Settings, and Exit.
- Level Select Menu: Displays the unlocked levels, highest score achieved.
- Levels: Minimal UI for tracking time, score, and/or pallets remaining.
3. Story and Characters
Narrative:
Each level has a brief mini-narrative setup over the warehouse intercom but for the most part, this is a puzzle game, not narrative required.
Characters:
- Forky: The player character that is used to reposition pallets.
- Foreman: The voice behind the warehouse intercom, the foreman provides context on each level.
4. World and Level Design
World Description:
The entire game takes place on the warehouse floor, while the layout changes between levels. Cargo is brought in or already present on the floor.
Level Layouts:
- Loading Zones: Painted areas on the warehouse floor where pallets must be placed.
- Unloading Zones: Painted areas on the warehouse floor where pallets are initially set.
- Delivery station: Conveyors that move pallets in and/or out of the warehouse.
- Shelves: Color-coded cargo shelves with several levels.
5. Art and Aesthetics
Art Style:
A simple vector graphic style for all the menus and various sprites. Because there are a limited number of animations, I should be able to manage alone without an external artist. The game area is top-down with allowances for differentiating height levels of objects, particularly pallets.
Character and Environment Art:
- Forky: An average counterbalance forklift, simplified in terms of detail and animation.
- Foreman: Defined primarily through dialog boxes and the intercom placed in the corner of every level.
- Pallets: A variety of wood crates and pallets with various skins.
- Shelves: Color-coded, multi-level shelves for storing pallets.
- Conveyors: Mechanical conveyor belts that connect to a wall outlet and divide levels.
6. Audio
Music:
A set of industrial noises mixed together into an instrument arrangement for a few different tracks. I'm hoping to dig into audio enough to do something more elaborate with the time trial levels.
Sound Effects:
- Forky: A low engine noise and a set of mechanical noises linked to the lift mechanism.
- Foreman: A mix of loudspeaker noises mixed to resemble speech.
- Conveyor: Since the conveyors will activate on an interval, a conveyor sound effect will play each time.
Voice Acting:
Not Applicable
7. Technical Specifications
Engine:
Unity
Hardware Requirements:
- PC:
- Minimum: T.B.D
- Recommended: T.B.D
Technical Challenges:
The coding of the conveyors, probably not a full-blown challenge but should be interesting nonetheless. The vector graphics will be a new foray for me personally.
8. Production Plan
Development Timeline:
Budget:
- Estimated total: $0.00 (T.B.D)
- Sources: Self-funded.
Team:
Solo Development
9. Marketing Plan
Market Analysis:
Casual gamers with interests in puzzle and time challenges from the arcade era.
Marketing Strategy:
T.B.D