Game Design Document (GDD) Template #
Game Title: [Insert Title] Target 2D Genre: [e.g., Top-Down RPG, Bullet-Heaven, Shmup, Turn-Based Tactics, Deckbuilder, Puzzle, Visual Novel, Platformer, Arcade] Camera Perspective & Spatial Model: [e.g., Top-Down 2D Plane, Orthogonal/Isometric Grid, Card Table / UI Canvas, Narrative Stage, Side-View Arena] Simulation Model: [e.g., Real-Time Continuous ($\Delta t$), Turn-Based Phases, Discrete Grid-Step, Event/Dialogue-Driven] Target Platform: Desktop (Windows/macOS/Linux) & WebAssembly (Browser / Google Cloud Run) Target Aspect Ratio & Virtual Canvas: [e.g., 16:9 Widescreen (
320x180,640x360, or1280x720) / 4:3 Retro] Author / Lead Designer: [User Name / Agent]
1. Executive Summary & Elevator Pitch #
- Elevator Pitch: [1–2 sentence hook describing the core player fantasy, 2D genre, and primary mechanic twist]
- Core Inspiration: [e.g., Vampire Survivors meets Chess, Slay the Spire with spatial grid positioning, Into the Breach, Celeste, Ace Attorney]
- Target Audience & Mood: [e.g., High-intensity bullet-hell survival, cerebral turn-based strategy, cozy narrative mystery]
2. Core Gameplay Loop, Simulation & Mechanics #
- Primary Gameplay Loop: [Step-by-step description of player decision/action -> systemic challenge -> feedback/progression cycle]
- Spatial & Simulation Rules:
- Movement / Interaction Topology: [e.g., Free 360° vector movement, 8-way grid stepping, pointer card drag-and-drop, dialogue choice selection, or gravity-based platforming]
- Player Abilities / Actions: [e.g., Auto-fire & dash, cast card from hand, command squad unit on tile, rotate puzzle cluster, present evidence]
- Systemic Challenges / Opponents: [e.g., Swarming enemy waves, enemy turn AI intent, mana/turn limits, board space constraints, branching dialogue locks]
- Win & Loss Conditions:
- Win Condition: [e.g., Surviving 10-minute swarm & defeating final boss, clearing Act 3 boss node, solving all grid constraints, reaching True Ending]
- Loss Condition: [e.g., Player/Party HP reaches 0, command center destroyed, deck/moves exhausted, timer expires]
3. Controls & Input Mapping Scheme #
- Primary Input Devices: [Mouse/Pointer, Keyboard, Gamepad, Mobile Touch]
- Default Control Scheme:
Logical Action Keyboard / Mouse Gamepad Button Touch Gesture ActionNavigate / MoveWASD/Arrows/ Mouse CursorLeft Stick / D-Pad Virtual Stick / Drag ActionPrimary / ConfirmSpace/Enter/ Left ClickButton South ( A/Cross)Tap Target / Card ActionSecondary / CancelShift/Right Click/BackspaceButton East ( B/Circle)Two-Finger Tap ActionContext / InspectTab/E/ Middle ClickButton North ( Y/Triangle)Long Press ActionPauseEscape/PStart / Options Pause Icon Button
4. Visual Style & Asset Pipeline Strategy #
- Aesthetic Direction: [e.g., 16-bit Pixel Art, Crisp Tactical Vector UI, Hand-Drawn Visual Novel Portraits, Neon Cyber Geometry]
- Selected Visual Pipeline Mode (explicitly chosen during
/grill-me):[Pure-Code Procedural | AI-Generated Media | Hybrid Pipeline]- Pure-Code Procedural (
procedural-art) Assignments: [e.g., UI 9-slice panels, grid overlays, projectiles, particle pools, Kage post-processing shaders] - AI-Generated Media (
nano-banana—gemini-nano-banana-2.1) Assignments: [e.g., Character sprite sheets, visual novel portraits, deckbuilder card art, seamless tilesets, background illustrations]
- Pure-Code Procedural (
- Sprite Slicing & Animation (
sprite-animation):- Animated Entities & States: [e.g., Top-down unit (
idle,walk,cast,hit,defeat), card sheen/flip states, or character portrait expressions (neutral,happy,shocked)]
- Animated Entities & States: [e.g., Top-down unit (
5. Audio & Soundscape Pipeline Strategy #
- Selected Audio Pipeline Mode (explicitly chosen during
/grill-me):[Pure-Code Procedural | AI-Generated Music | Hybrid Pipeline] - Background Music (BGM):
- Style, Tempo & Mood: [e.g., 135 BPM dark synthwave, 85 BPM chill tactical lo-fi, 150 BPM YM2612 6-channel chiptune]
- BGM Engine:
lyria(lyria-3.5/lyria-3-pro-previeworlyria-3-clip-preview44.1 kHz stereo) ORprocedural-composer(pure-code 6-channel PCM synthesis)
- Sound Effects (SFX):
- Required SFX Triggers: [e.g., UI hover/confirm, card draw/play, attack impact, level-up chime, alarm stinger, victory/defeat fanfare]
- SFX Engine:
procedural-composer(4-byte aligned 16-bit stereo PCM synthesized waveforms, FM sweeps, ADSR envelopes, and LPF/HPF/bitcrush post-processing)
6. Scene Flow & UI / HUD Layout #
- Scene State Machine:
Boot->Title / Main Menu->Gameplay / Encounter->Overlay (Pause / Deck / Inventory / Dialogue)->Victory / Game Over - HUD & UI Regions:
- Displayed Information: [e.g., HP/Mana orbs, turn order timeline, wave timer & XP bar, hand of cards, dialogue speaker box]
- Screen Anchoring: [e.g., Top-Left (Player Status), Top-Right (Minimap/Wave), Bottom-Center (Card Hand / Action Bar / Dialogue Box)]
7. Technical Scope & Ebitengine Architecture Notes #
- Core Ebitengine Subsystems (
ebitengineer):- Spatial / Collision System: [e.g., Uniform Spatial Hash (bullet-heaven/shmup), Orthogonal/Axial Grid Coordinates (tactics/puzzle), UI Hit-Testing Rects (deckbuilder/VN), or AABB Raycast (platformer/top-down RPG)]
- World / Encounter Representation: [e.g., Autotiled Tilemap, Procedural Arena, Directed Acyclic Encounter Graph, Dialogue State Graph]
- Zero-Allocation Hot Loop: Pre-allocated entity/particle slices and cached
ebiten.DrawImageOptionsinUpdate()/Draw() - Persistence / Backend: [e.g., Local JSON/IndexedDB save state or Cloud Run REST leaderboard]
