Game Design Document: Civilizations at War
1. Game Overview
ClassTitle: Civilizations at War
Genre: Action RPG
Platform: PC (exclusive at launch; future plans to expand if deemed plausible — controller support at launch)
Target Audience: Ages 15+
1.1. Game Concept
Players are introduced into a world of mixed medieval and futuristic tech — think Cyberpunk without guns, but with swords, staffs, scythes, and other strange fantasy weapons.
The player creates a character at the start of a new game, choosing their origin story, class, combat style, and starting weapon.
Class and combat style affect which starting weapons are available. Origin Story and Class affect your starting stats. The player may have more or less starting skill points based on their choice in origin story and class.
2. Gameplay Mechanics
2.1. Core Mechanics
- Movement: Text-based travel with art showing the current scene (retro console-based RPG style).
- Social Hierarchy: Choices affect NPC opinions; party members may help, betray, or steal.
- Upgrades: Improve gear and skills, learn abilities, and buy better armor over time (design TBD).
- Resource Gathering: Farming, mining, hunting, and fishing provide materials for crafting, repairs, and trade.
- Combat System:
Pokémon-esque system with attacks applying status effects and fixed damage values.
Shields act as a first defense layer; once broken, armor takes damage.
Health regenerates via spells; shields must be repaired outside combat. - Class System: Classes unlock access to spells and attacks that use specific stats to create powerful magic/attacks. For example being a barbarian class will unlock attacks that specifically use strength stats to attack while the stealth class unlocks speed based attacks that focus on suprise attacks and quicker moves. Some classes are specifically only unlockable by training with/joining certain guilds.
- Stat System: Starting stats are based on the origin story and class the player starts with. (1 being the lowest a stat can start at, 4 or 5 being the highest.) There is no cap for how high stats can go, you get 1 stat upgrade every time you level up. Stat upgrades are non-refundable, unless you have the oppurtonity to change classes or some special items can allow you to get stat boosts or changes.
- Technology Tree: Unlock new tech and upgrades by investing XP and training.
- Guild System: Distinct guilds with unique missions and moral alignments (for example, a “protective” but morally gray guild).
- Stamina System: Training and daily activity consume stamina.
Food restores stamina, and sleep affects recovery rates.
2.2. Game Loop
- Character Creation: Choose characters pronouns, name, and (looks? Maybe?).
- Character Mechanical Choices: Choose your unique origin story, class, combat style, and starting weapon. Based on these choices the player will then allocate their skill points into Speed, Strength, Stamina, Intelligence, Mana Capacity, and Mana Regeneration.
- Explore: Move through your starting enivorment and discover the story that awaits you in this world.
- Gain Power: Level up and buy better gear, find more people to join your party and help you on your journey. Maybe even join a guild, or even start your own. This world is yours to comand, should you be brave enough.
- Complete your story: Each origin has its own ending based on your choices. However the game doesn't stop there.
- Repeat: Every ending unlocks new origins, classes, and skills. New Game+
3. Story and Setting
3.1. Narrative
Players begin with their chosen origin and explore a world focused on growth, discovery, and moral choice.
3.2. Setting
The game world features diverse locations:
- Grasslands
- Mountains: Rich in minerals, prone to ambushes.
- Forests: Abundant in wood and wildlife.
- East Desert
- Dungeons: Procedural entrances with waves of enemies and bosses; difficulty scales with rewards.
3.3. Worldbuilding
Overview
The world is vast and partly unexplored.
Humans are recent arrivals and do not know how they came to be there.
Other races — elves, goblins, orcs — have deeper histories and distinct capabilities.
Low-level goblins are mostly nonverbal.
Magic specialization is common; few have the mana to use and master multiple classes, so healers often focus solely on verbal spellcasting.
3.4. Origins
1. The Pitt
Set in the slums of a city in the Grasslands.
You grew up during the Triguild battle, lacking formal magic or science training but excelling at scavenging, crafting, and streetwise combat.
2. The Inherited Honor
(Details TBD)
3. The Isekai
(Details TBD)
3.5. Story Tree
4. Art
4.1. Art Style
- Visuals: Pixel/bitmap art with detailed animations.
Controls
- PC (no controller): Fully keyboard-controllable.
- Controller support planned at launch.
5. Sound
5.1. Sound Style
¯\(ツ)/¯ (TBD)
6. Monetization
6.1. Revenue Model
- Purchase-based: One-time purchase.
- Future DLCs: Paid expansions with occasional free content updates.
7. Marketing Strategy
7.1. Target Audience
Strategy and RPG players, ages 15+.
7.2. Promotion
- Social media updates and gameplay highlights.
- Influencer and streamer collaborations.
- Beta testing to gather feedback and build hype.
- Early playtesting at The 4th Place LLC (Hanover, NH).
8. Development Timeline
8.1. Milestones
(To be added)