Hi there!
Sometimes in game development you find yourself working on the game in ways that don't match your 12-year old self's conception of what designing and building video games would be like. For example, by writing documents about the game instead of just making it.
Who wants to do that when you could be figuring out just how many exploding rubber duckies should launch out of the bath tub and at what frequency instead? I mean, come on!
But inevitably, someone on the team will ask a question like, "So, what are we making exactly?". That's the best reminder you'll get that not everyone can read your mind and that communication is important.
So, I've been working on the dreaded Game Design Document lately. Here's an excerpt:
Every run is different
Universally relatable characters and stories
Systems-driven gameplay
Gamepad-forward action
The world reacts to your progress
Player choices matter
Silly first, ask questions later
“Build-A-Bear + Call of Duty + Toy Story”
Customize Your Own Puppet
Become Jim Henson. Build and accessorize your own puppet.
Co-op Cotton Carnage
Wreak hilarious and family-friendly chaos with your friends against puppet enemies.
Toybox Arsenal
Wield absurd weaponry that delights your inner child.
In Toypunk, players customize puppet avatars; fight enemies and bosses with toy-themed weapons; collect loot, resources, and other items; progress their avatars through both runbound and meta progression; and interact with objects and NPCs.
Customize→Fight→Collect→Progress→Interact"
As we continue developing Toypunk, I would love to hear from anyone reading this, what would you like to know more about the game?
Thanks all!
Gabe Sheets
Head Foppiteer at Eighth Lantern Studios