GDD

Overview

1. Title Page: Basic information about the game and the team.

2. Revision History: Tracks changes to the document over time.

3. Executive Summary: A brief overview of the game's concept.

4. Game Concept: Detailed explanation of the game's core idea, genre, and target audience.

5. Gameplay: Detailed mechanics of the game, including player objectives, abilities, progression, challenges, and rewards.

6. Story and Setting: Details about the game world, plot, and narrative structure.

7. Characters: Description of main characters, their abilities, NPCs, and character development.

8. Art and Design: Visual style of the game, including character and environment design, and UI/UX.

9. Sound and Music: Details on sound effects, background music, and voice acting.

10. Technical Aspects: Information on the game engine, platforms, and hardware requirements.

11. Level Design: Structure and progression of game levels.

12. Multiplayer: If applicable, details about multiplayer mechanics, player interaction, and network requirements.

13. Monetization Strategy: Information on how the game will generate revenue.

14. Marketing and Promotion: Strategies for promoting the game and engaging with the community.

15. Schedule and Milestones: The timeline for the game's development and key delivery dates.

16. Risks and Mitigation: Potential challenges and how to overcome them.

17. Appendix: Any additional information or resources.

Section 1. Title Page

Game Title

Kronauts

Development Team

Ernő Király

Date

May 16, 2023

Section 2. Revision History

Section 3. Executive Summary

"Kronauts" is a compelling strategy card game designed for players who relish tactical decision-making and direct competition. Set in an intriguing universe, players take on the role of Kronauts, battling it out to claim territories known as Lane Tiles. The game is centred around the player's ability to manage their hand, strategically place their cards in one of the three Lanes, and understand the perfect timing to trigger battles, known as Clashes.

The game introduces unique gameplay mechanics, such as the Link mechanic, which can double a card's value during a Clash, adding an extra layer of depth and strategy. In addition, the game features a Void zone, where players' used cards are placed before they are shuffled back into the Deck when it's empty, thus enhancing the element of strategic card management.

Although primarily designed as a tabletop game, the potential for a digital adaptation of "Kronauts" is considerable, providing opportunities to reach a broader audience and adapt to players' evolving preferences. The game's design caters to both casual players and hardcore strategists, providing an engaging and replayable experience for a wide range of players.

"Kronauts" stands out in the card game genre with its blend of strategic card play, territory control, and unique mechanics. It promises a challenging and enjoyable experience for players seeking a strategy card game with depth and replayability.

4. Game Concept

4.1 High-level Idea

"Kronauts" is a competitive Collectible Card Game (CCG) that blends strategic play with elements of time manipulation fantasy. Players duel in a race to claim territories on a shared board, using a variety of cards drawn from their decks. The game incorporates unique mechanics such as "Links" and "Clashes," which add layers of depth and tactical decision-making to the gameplay.

4.2 Game Genre

As a CCG, "Kronauts" follows in the tradition of games like "Magic: The Gathering" and "Hearthstone," but with its unique mechanics and theme. The game requires players to strategically manage their resources, position their cards optimally, and outwit their opponents in clashes, offering a blend of strategy, tactics, and risk-taking.

4.3 Target Audience

"Kronauts" is designed for ages 8 and up, appealing to a wide audience from casual card game enthusiasts to hardcore strategists. The game's mechanics are easy to learn but hard to master, offering depth and replayability that both newcomers and experienced CCG players can enjoy.

4.4 Theme and Setting

Set in a present-day world infused with time manipulation fantasy, "Kronauts" invites players to become time-controlling entities vying for dominance. Each card represents a different element of this time-bending universe, contributing to the overall narrative and aesthetic of the game. The theme not only enriches the game's visual design but also influences its mechanics, with the concept of time influencing key aspects of gameplay.

5. Gameplay

5.1 Mechanics

In "Kronauts", players take turns playing Cards from their Hand onto any of the three Lanes. Each Card has a Value, and some Cards have Links that can double their Value during a Clash. A Clash is a pivotal event triggered when a Lane has 3 Cards, where players compare the total Value of their Cards. The player with the highest total Clash Score Claims a number of Lane Tiles equal to the number of Cards they had in the Clash. The game continues until one player Claims all 9 Lane Tiles.

5.2 Glossary:

Board: The playing surface where the game takes place, consisting of Hand Size Counters, Lane Tiles, Scrap Size Counters and Scrap Tiles.

Card: A playing piece with a number Value and Links.

Clash: A battle that occurs in a Lane when all three Lane Tiles in that Lane are occupied by Cards.

Clash Score: The total score a player has in a specific Clash, determined by summing the Values of their Cards in that Lane and considering any Links to Lane Tiles.

Deck: A stack of Cards each player draws Cards from during the game. Players draw Cards from the top of their own Decks. Cards in the Decks are face down.

Hand: Represents the Cards drawn from the Players' Decks and available to play to one of the Lanes during their turn.

Hand Size: The maximum number of Cards a player can hold in their Hand at a given time, determined by the number of Hand Size Counters they have.

Lane: One of the three designated areas (A, B and C ) on the Board where Cards are played and Clashes occur. Cards in the Lanes are face up.

Lane Tile: A Tile on the Board designated for holding Cards in a specific Lane.

Link: A connection between a Card and specific Lane Tiles, effectively doubling it's Value during Clash.

Scrap: A stack of Cards that the Player has already used. Place here Cards from the Lane Tiles after Clash, face up.

Scrap Size: The maximum number of Cards a player can have in their Scrap at a given time.

Scrap Tile: A Tile on the Board designated for holding Cards in a player's Scrap.

Tile: A space on the Board where a single Card can be placed. Tiles are divided into Lane Tiles and Scrap Tiles.

Turn: A player's opportunity to take actions within the game.

Value: A numerical attribute on a Card that represents it's strength in a Clash.

Void: A zone where a player's used Cards are placed before they are shuffled back into the Deck when the Deck is empty. Cards in the Void are face down.

Zones: Zones are areas where Cards physically can be placed. The Zones in order of Card movement: Deck, Hand, Lane, Scrap, Void.

5.3 Rulebook

5.3.1 Objective

5.3.2 Setup

5.3.3 Gameplay and Turn

5.3.4 Clash

5.3.5 Deck and Void

5.3.1 Objective:

Lane Tiles are territories for Players to Claim for themselves. The objective of the game is for either Player to Claim all 9 Lane Tiles to win.

5.3.2 Setup:

Place the Board in the center of the playing area.

Each player chooses a color.

Each player sets their Hand Size and Scrap Size to 4. (The minimum Hand Size and Scrap Size is 1.)

Each player receives a Deck containing 36 random Cards.

Each player shuffles their Deck and draws a number of Cards equal to their Hand Size (4 Cards).

Each player starts the game with 0 #Plays.

Players decide first player at random.

5.3.3 Gameplay Loop and Turn:

Players take turns playing Cards from their Hand onto any of the three Lanes.

0. Start of the Turn.

1. The Player whose Turn it is receives +1 #Plays.

2. The Player can Play a Card from their Hand to any Lane as long as their #Plays is greater than 0. Cards are automatically placed on the closest empty Lane Tile in that Lane.

3. If the Player Plays a Card to a Lane with at least one other Card, and the Card's value is lower than all other Cards in that Lane, that Player receives +1 #Plays.

4. The Player who played the Card receives -1 #Plays ("paying the cost" of Playing a Card).

5. If a Lane has fewer than 3 cards, a Clash is not triggered (Proceed to step 7).

6. If a Lane has 3 Cards, a Clash is triggered and fully executed.

7. If the Player has 0 Cards in Hand, (Proceed to step 9).

8. If the Player's #Plays is greater than 0, they can play another Card. Return to step 2.

9. The Player draws enough Cards to have the same amount of Cards in their Hand as their Hand Tiles.

10. End of the turn. Return to step 0 for the next Player's turn.

5.3.4 Clash:

A key event in the game, that occurs when either Lane (A, B, or C) has 3 Cards on it.

During a Clash, Players compare the total Value of their Cards in that specific Lane. Double the Value for Cards with Links connected to the Lane Tiles they are on.

The Player with the highest total Clash Score wins the Clash, and as a result, Claims a number of Lane Tiles equal to the number of Cards they had in the Clash

Players Claim Lane Tiles following the Claim Order on the Board.

After the Clash, all Cards are moved from that Lane to their respective owners' Scrap.

Cards moved to the Scrap of their owner are always moved to the top of the Scrap.

If there is another Card on the Player's Scrap Position 1, all Cards in the Player's Scrap are moved up one Position in the Player's Scrap (so the Card on Position 1 is moved to Position 2, etc.).

If there are no more empty Scrap Tiles in the Player's Scrap, move the Card from the Player's highest Scrap Position to that Player's Void.

5.3.5 Deck and Void:

When a Player's Deck has no Cards left, they must the follow these steps:

0. If the player has a Hand size of 1, proceed to step 4.

1. If the player has as many cards in their Hand as their Hand size, they must choose and discard one card from their Hand, placing it in the Scrap.

2. Reduce the Player's Hand size by 1.

3. If the Player has a Scrap size of 1, proceed to step 6.

4. If the Player's Scrap is full with Cards, move the last Card in the Player's Scrap to the Void.

5. Reduce the Player's Scrap size by 1.

6. Shuffle all the Cards in the Player's Void, then move all cards from the Player's Void to their Deck to refill the Deck with Cards.

5.4 Player Objectives/Goals

The primary objective of the game is for players to Claim all 9 Lane Tiles on the board. This is achieved by strategically playing Cards to the Lanes and winning Clashes. Players need to carefully consider the Value of the Cards they play and the potential Links that can enhance their Clash Score.

5.5 Player Abilities/Actions

During their turn, a player can perform the following action(s):

Play a Card from their Hand to any Lane.

5.6 Game Progression

The game progresses as players alternate turns, playing Cards, and engaging in Clashes. The dynamic of the game can change rapidly with each Clash, keeping the game exciting and unpredictable. When a player's Deck runs out of Cards, they follow a series of steps to refill their Deck from the Void, introducing an additional layer of strategic planning to the game.

Core Gameplay Loop

Play a Card from your Hand onto any Lane.

If a Lane has 3 cards, a Clash is triggered.

Calculate Clash Score and determine the winner.

Winner Claims a number of Lane Tiles.

If Deck runs out, refill from the Void.

Repeat until one player Claims all 9 Lane Tiles.

Draw enough Cards to have a full Hand.

5.7 Rewards and Penalties

Players are rewarded for their performance and progress in the game. Winning matches and reaching achievements can earn players Booster Packs, allowing them to unlock new Cards to use in their Decks. Players also earn "gold" currency which can be used to purchase individual Cards, allowing them to customize their Decks further. There are no specific penalties during gameplay, but poor strategic decisions, such as ineffective use of Cards and Links, can lead to lost Clashes and missed opportunities to Claim Lane Tiles.

Section 6. Story and Setting

6.1 Game World Description

"Kronauts" is set in a world much like our own, in present day, with a significant twist. Hidden in plain sight amongst the ordinary populace are individuals known as Kronauts, who possess the remarkable ability to manipulate time. This world is a delicate blend of the mundane and the extraordinary, where everyday realities intersect with fantastic time-altering possibilities. The world of Kronauts is therefore rich with potential for surprise and intrigue, as the familiar is constantly overlaid with a sense of magic and wonder.

6.2 Plot Summary

In the world of "Kronauts", the titular characters are selfless guardians of humanity, striving to avert its self-destruction. Their tool is their unique ability to influence time, making subtle alterations in events to create ripples that change the future. Their task is a precarious one, as they must carefully navigate the balance of cause and effect, and the complex web of potential consequences that their interventions may spur.

6.3 Story Progression and Structure

The story of "Kronauts" does not progress or change with each game match, but remains a consistent backdrop to the gameplay. The ongoing narrative of Kronauts' efforts to safeguard humanity infuses the game with a sense of purpose and urgency, while allowing the primary focus to remain on the strategic play of the game itself.

6.4 Narrative Techniques

As the narrative is not the primary focus of the game, traditional narrative techniques such as cutscenes or dialogue are not employed in "Kronauts". The story is instead conveyed through the game's setting and gameplay, subtly immersing players in the world of the Kronauts as they engage with the game's mechanics. The narrative is thus an integral part of the game experience, but one that is woven seamlessly into the fabric of the game, rather than being presented as a separate element.

Section 7. Characters

7.1 Main Characters

The game does not feature individualized character entities but rather, players themselves assume the role of the main characters, known as Kronauts. These Kronauts are beings with the ability to manipulate time, and they use this power to strategically play their cards, ensuring victory in clashes and ultimately claiming all the Lane Tiles. Each player's Kronaut is unique, shaped by the specific cards they choose to include in their deck, creating a personalized gameplay experience.

7.2 Non-Playable Characters

The game does not include non-playable characters (NPCs). The focus is primarily on the head-to-head strategic gameplay between the two players, both acting as Kronauts.

7.3 Character Development and Progression

In Kronauts, character progression is not a focus of gameplay. There are no traditional RPG-style character development mechanics. However, players can grow and evolve their strategies over time as they gain more knowledge of the game's mechanics and acquire more cards to add to their deck. This represents a form of strategic progression rather than character-based progression. The player's mastery of the game mechanics and their chosen deck of cards effectively become their character's 'skills', providing a depth of strategy and adaptability in each game session.

Section 8. Art and Design

8.1 Visual Style

The game "Kronauts" employs a cartoonish yet almost realistic visual style, reminiscent of the detailed design found in Witchblade comics. This visual style is employed throughout the game elements, including the cards, game board, and user interface.

8.2 Card and Game Board Design

Cards in Kronauts are designed with a distinct layout: the top left corner displays a number indicating the card's Value, ranging from 1-9. In the top right corner, symbols indicate the card's Links. A full, detailed illustration occupies the majority of the card, undisturbed by the frame. The bottom third of the card displays the Name, Tags, Ability text, and flavor text in that order, with the collector's number placed in the bottom right corner.

The game Board is designed with a 3x3 grid in the center, representing the 9 Lane Tiles divided into 3 Lanes (A, B, C). On the right -hand side of each player's area is the Deck and the Scrap Tiles.

8.3 User Interface (UI)

The UI for Kronauts is designed to be intuitive and minimalistic, allowing players to focus on the gameplay. It consists of a digital rendition of the game board in the center, with the player's Hand displayed at the bottom of the screen. The player's Deck and Scrap Tiles are shown on the left and right side of the screen respectively. The number of #Plays a player has left is displayed near their Hand, and the current score or Clash Score can be viewed by the frame color of the Lane Tiles.

8.4 User Experience (UX)

The UX in Kronauts is interactive and engaging, allowing players to drag and drop cards from their Hand to the Lanes on the game board. This physical interaction with the game elements helps immerse the player in the gameplay experience. Clear visual feedback, such as highlighting legal play spaces or displaying the updated score when a card is placed, ensures the player is well-informed of the game state at all times.

Section 9. Sound and Music

9.1 Sound Effects

Card sound effects: Standard card sounds for playing, drawing, and shuffling cards

Clash signaling: Distinctive sound effect when a Clash is triggered

Tile claimed: Sound effect indicating that a player has claimed a Lane Tile

Miscellaneous: Additional sound effects for various actions and events during gameplay

9.2 Background Music

Style: Engaging and non-distracting music to maintain player interest and provide an enjoyable gaming experience

Variation: Different tracks for different phases or moments in the game, e.g., menu, gameplay, and special events

9.3 Voice Acting

No voice acting is present in the game.

Section 10: Technical Aspects

10.1 Game Engine

Kronauts will be developed using the advanced Unreal Engine 5. This engine offers high fidelity graphics and a range of tools for developers that will allow us to create a visually appealing and smoothly running game.

10.2 Platform(s)

The game will initially be released on PC, with plans to adapt it for mobile and console platforms in the future. This strategy will allow us to reach a broad audience of players with different preferences for gaming platforms.

10.3 Hardware Requirements

We're committed to making Kronauts as accessible as possible. With this in mind, we have worked to ensure that the game can be run even on lower-end hardware. While exact specifications are still being finalized, our goal is for the game to run smoothly even on a "potato."

Section 11: Level Design

11.1 Level Structure

"Kronauts" takes place on a single, static game board. This design choice reinforces the strategic focus of the game, requiring players to adapt their strategies based on the state of the board and the actions of their opponent, rather than changing environmental factors.

11.2 Level Progression

Progression in "Kronauts" is not tied to the completion of different levels or arenas but is instead based on player skill and the completion of achievements. As players become more adept at the game and complete various achievements, they will unlock additional cards. These new cards expand their collection and provide new tools to build a variety of decks, allowing for an ever-evolving meta-game and strategic depth.

11.3 Special Features

Given the single-board design of "Kronauts," there are no level-specific obstacles or advantages. The complexity of the game arises from player decisions, the randomness of the deck, and the strategic interaction of different cards.

11.4 Number of Levels

"Kronauts" is designed to be played on a single game board, and as such, there is technically only one "level." However, the depth of gameplay and variety of strategies available to players ensure a high degree of replayability.

The initial release of the game will feature this 3\*3 Board. However, depending on community response and feedback, there is a scope for expansion with different board designs or additional game modes in the future, as well as a 2v2 mode.

Section 12. Multiplayer

12.1 Multiplayer Mechanics:

The game "Kronauts" is designed with a compelling multiplayer experience at its core. Players from around the globe can challenge each other to matches, testing their skill and strategic prowess against diverse deck compositions and strategies. The matchmaking system will ensure that players of similar skill levels are pitted against each other, providing a balanced and fair gameplay experience.

12.2 Player Interaction:

Social interactions between players are facilitated through a set of predefined emotes. This system allows players to express a range of emotions and responses during the game, enhancing the multiplayer experience while maintaining a friendly and respectful gaming environment. Direct messaging or free-form chat is not included to prevent potential misuse and to maintain a safe environment for all players.

12.3 Network Requirements:

"Kronauts" is an online-only game, requiring a steady internet connection for accessing multiplayer features. This ensures a seamless multiplayer experience and allows players to challenge others regardless of geographical location. The game is optimized to run smoothly even on low-bandwidth internet connections, making it accessible to players with varying network conditions.

Section 13. Monetization Strategy

13.1 In-app Purchases:

Battle Pass: Players can purchase a Battle Pass to unlock exclusive content, including cosmetic items and access to special events. The Battle Pass will provide players with an opportunity to earn in-game rewards as they progress through different levels of the pass.

13.2 Advertising:

Co-branding and Cross-promotion: The game will collaborate with other franchises, products, and games to promote their content within the game. This will be done through in-game events and the integration of unique items and collectibles. No intrusive or disruptive advertisements will be included.

13.3 Premium Content:

Kronauts is designed to be fair to all players, and nothing in the game is locked behind a paywall. All players will have access to the same content and gameplay experience regardless of their financial investment in the game.

Section 14. Marketing and Promotion

14.1 Marketing Strategy

Our marketing strategy revolves around fostering a strong community presence, capitalizing on the increasing interest in strategic card games. We will be hosting tournaments and live events to engage with our community and keep them excited about the game. We also plan on working with influencers and streamers within the gaming community to showcase "Kronauts" and its unique gameplay mechanics.

14.2 Social Media Strategy

We will leverage popular social media platforms such as Facebook, Twitter, Instagram, and Reddit to engage with our audience. Regular updates, promotional content, and community highlights will be posted to keep fans engaged and attract new players. We will also host live Q&A sessions, developer diaries, and sneak peeks of upcoming features to maintain high levels of engagement and anticipation.

14.3 PR Strategy

Press releases will be sent to gaming news outlets and blogs at key milestones during development and leading up to the launch. Exclusive demos will be offered to select outlets for early reviews. Post-launch, we will continue to engage with the press for coverage of updates, events, and expansions.

14.4 Partnerships

We are in the process of securing partnerships with popular gaming personalities to help promote the game through streams and sponsored content. We are also exploring potential collaborations with related brands for cross-promotion.

14.5 Promotional Events

We are planning a series of promotional events leading up to and following the launch of "Kronauts". These include online tournaments, community challenges, and live streams with the development team. Additionally, we will be offering limited-time in-game bonuses and rewards during the launch period to encourage new and returning players.

Section 15. Schedule and Milestones

This section provides a rough timeline of the project and major milestones. Please note that these dates are estimates and are subject to change based on various factors.

15.1 Development Timeline:

Pre-production (In Progress - July 2023): Concept development, initial design work, prototyping, and planning.

Production (August 2023 - April 2024): Major development work including programming, artwork, sound, and testing.

Post-Production (May 2024 - July 2024): Final testing, debugging, finalizing game assets, and preparing for launch.

Launch (August 2024): Release of the game to the public.

15.2 Key Milestones and Delivery Dates:

End of Pre-production (July 2023): Finalized game design and plan.

First Playable Prototype (October 2023): A basic version of the game with core mechanics in place.

Alpha Version (January 2024): Major game features implemented, ready for internal testing.

Beta Version (April 2024): Game content complete, ready for external testing.

Gold Master (July 2024): Final version of the game, ready for distribution.

Game Launch (August 2024): Official release of the game.

Post-Launch Updates (September 2024 onward): Regular updates and patches to fix bugs, improve gameplay, and add new content.

Please note that this timeline is a rough estimate and will likely change as development progresses. The team will adapt and adjust plans as needed to ensure the game meets our high-quality standards.

Section 16. Risks and Mitigation

16.1 Technical Risks

Risk: Game performance issues due to complex mechanics or high-quality graphics.

Mitigation: Regular testing throughout the development process to identify and optimize any performance issues early on. Usage of scalable technologies and efficient coding practices to minimize performance issues.

16.2 Market Risks

Risk: Difficulty penetrating a saturated gaming market, particularly for card games.

Mitigation: Ensuring unique selling points of our game (time manipulation mechanics, unique visual style, etc.) are clearly communicated and marketed. Regular updates and continuous player engagement strategies to keep the game fresh and attractive.

16.3 Production Risks

Risk: Delays due to unforeseen issues in development or team availability.

Mitigation: Implementing an agile development process with regular sprints and checkpoints to ensure the project stays on track. Backup plans and contingency measures in place for any staffing issues.

16.4 Design Risks

Risk: Balance issues causing frustration for players and impacting player retention.

Mitigation: Regular playtesting and community feedback to fine-tune game mechanics and ensure a fair, competitive environment. Quick responsiveness to balance issues post-launch.

16.5 Legal/Compliance Risks

Risk: Possible copyright infringement or data privacy issues.

Mitigation: Thorough checks to ensure all assets used are either proprietary or properly licensed. Strict adherence to data protection regulations and best practices to ensure player data is securely stored and handled.

These strategies are not exhaustive and will be regularly reviewed and updated as the project progresses and new challenges emerge. The goal is to anticipate possible problems and have solutions ready, thereby minimizing any potential impact on the development process or the game's success.

Section 17. Appendix

(This section provides additional information to supplement the main body of the Game Design Document (GDD). It includes visual representations of the game's aesthetic, card designs, and user interface (UI) mockups.)

17.1 Card Designs

Detailed sketches or digital renderings of a selection of cards should be included here to give a sense of the aesthetic of the game. These should feature the card layout as described in the Art and Design section, including the value number, link symbols, full card artwork, and card information (name, tags, ability text, flavor text, collector's number).

17.2 UI Mockups

(This subsection should include mockups of the game's user interface in different scenarios. This would cover how the game is displayed on the main menu, during gameplay, in the card collection screen, and any other key screens. The UI mockups should reflect the drag-and-drop style of gameplay, as well as how the board, deck, and scrap tiles are presented.

In the future, more materials can be added to this section as they are developed, such as more detailed card artwork, sound samples, or promotional materials. The goal is to provide as clear a picture as possible of the look, feel, and sound of Kronauts, to supplement the descriptions provided in the main body of the GDD.)