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# Hostile Planets – Game Design Document
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<p align="center">
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<img src="../../images/icons/doc.svg" alt="Game Design Document" width="40" />
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</p>
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<p align="center">
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<strong>A fast-paced twin-stick arcade survival shooter</strong><br/>
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<em>World Domination Software LLC — Game Design Document (Pre-Production Review)</em>
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</p>
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<p align="center">
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← <a href="./README.md">Back to README</a> &nbsp;|&nbsp; <a href="./Overview.md">Overview</a> &nbsp;|&nbsp; <a href="./Gameplay.md">Gameplay</a>
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</p>
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---
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> **📋 Document Purpose**
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>
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> This document is a **pre-production design review** for *Hostile Planets*, intended for players, community members, and contributors. It exists to gather feedback and gauge interest before full development begins. This is not a development specification — it is a vision document focused entirely on **gameplay, design, and player experience**.
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>
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> We'd love to hear what excites you. Join the conversation in [Hostile Planets Discussions](https://github.com/World-Domination-Software/Projects/discussions/categories/hostile-planets-general).
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---
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## 📖 Table of Contents
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- [Game Overview](#-game-overview)
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- [Core Gameplay Loop](#-core-gameplay-loop)
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- [Player Objective](#-player-objective)
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- [Map Structure](#️-map-structure)
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- [Enemy Behavior](#-enemy-behavior)
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- [Fuel Risk System](#-fuel-risk-system)
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- [Special Items and Artifacts](#-special-items-and-artifacts)
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- [Powerups](#-powerups)
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- [Planet Modifiers](#-planet-modifiers)
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- [Scoring System](#-scoring-system)
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- [Visual Style](#-visual-style)
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- [Replayability](#-replayability)
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- [Future Expansion Ideas](#-future-expansion-ideas)
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---
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## 🚀 Game Overview
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**Hostile Planets** is a fast-paced **twin-stick arcade survival shooter** inspired by classic arena games like *Robotron 2084*. Players pilot a lone spacecraft to dangerous alien worlds, racing to collect fuel resources while fighting off waves of increasingly ferocious alien creatures.
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Each planet is a deadly arena. Every run is a desperate race between greed and survival.
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| | |
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|---|---|
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| **Genre** | Twin-Stick Arcade Survival Shooter |
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| **Platform** | Mobile (primary target) |
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| **Perspective** | Top-down arena |
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| **Inspiration** | Robotron 2084, classic arcade survival games |
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| **Core Fantasy** | Lone hero versus impossible alien odds |
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The game is designed around short, intense sessions — perfect for mobile play. A single planet run should take **two to five minutes**, making every decision matter.
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---
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## 🔄 Core Gameplay Loop
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Each session in Hostile Planets follows a clear, satisfying loop that keeps escalating tension from the first second to the last:
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```
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🛸 Land on Planet
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🗺️ Explore the Arena
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⛽ Collect Fuel Scattered Across the Map
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👾 Survive Alien Swarms
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⚖️ Risk vs Reward: More Fuel or Return Now?
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🚀 Return to Ship — Deposit Fuel
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🌍 Unlock Next Planet
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🔁 Repeat with Increasing Difficulty
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```
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> **Design Intent:** The core loop is intentionally simple — land, collect, survive, escape. The tension comes from the risk-reward decision of how long to stay before the aliens overwhelm you.
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---
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## 🎯 Player Objective
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The primary objective on every planet is the same:
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> **Collect enough fuel to power your ship and escape the planet alive.**
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But it's never that simple. Here's what players must juggle every run:
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-**Fuel scattered across the map** must be physically returned to the ship to count.
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- 💀 **Dying before depositing** means all carried fuel is lost — start the planet over or try again.
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- ⚖️ **Balancing risk and survival** is the core skill — knowing *when* to push further and when to run.
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- 🌊 **Alien swarms grow** — the longer you stay on a planet, the more dangerous it becomes.
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There is no hand-holding. The planet does not care if you make it out.
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---
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## 🗺️ Map Structure
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Each level represents a **different alien planet**, rendered as a small, self-contained arena map designed for fast arcade play.
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### 🛸 Map Landmarks
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| Location | Description |
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|---|---|
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| **Player Ship (Center)** | Spawn point and fuel deposit zone. Always in the center of the map. |
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| **Fuel Deposits** | Scattered across the arena in clusters and isolated spots. |
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| **Enemy Spawn Points** | Enemies spawn from the edges and designated spawn zones. |
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| **Artifact Locations** | Rare item spawn points, randomized each run. |
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### 🌍 Planet Types
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Each planet features a unique **terrain style**, **visual theme**, and **environmental modifiers** that make every world feel distinct:
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| 🌿 Planet | Theme |
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|---|---|
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| **Alien Jungle** | Dense alien flora, bioluminescent ground cover, toxic spores |
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| **Ice Planet** | Frozen tundra, crystalline structures, blizzard visibility effects |
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| **Volcanic Planet** | Rivers of lava, ash clouds, crumbling terrain |
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| **Crystal Caverns** | Underground cave system, glowing crystal formations |
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| **Desert Ruins** | Ancient alien structures, sandstorms, open terrain |
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| **Abandoned Colony** | Derelict human outpost, dark corridors, unknown horrors |
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> **Design Goal:** Planets are primarily visual and thematic variations on the same core arena. The gameplay loop stays consistent — only the aesthetics, enemies, and modifiers change to keep runs fresh.
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---
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## 👾 Enemy Behavior
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Alien creatures are the primary threat. They spawn around the edges of the map and aggressively pursue the player. As planets progress, enemies become faster, smarter, and more relentless.
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### 🧬 Enemy Types
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| Enemy | Behavior |
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|---|---|
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| 🐛 **Swarm Creatures** | Slow individually, dangerous in numbers. Appear in large groups on early planets. |
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| 🐆 **Fast Hunters** | Speed-focused predators that close distance quickly. Appear on mid-tier planets. |
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| 🛡️ **Armored Enemies** | Require sustained fire to destroy. Slow but relentless. |
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| 💥 **Exploding Aliens** | Rush the player and detonate on contact. Clear them early — or use them against each other. |
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|**Elite Monsters** | Rare, powerful creatures with unique attack patterns. High risk, high reward to defeat. |
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### 📈 Difficulty Scaling
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```
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Planet 1–3 ░░░░░░░░░░ Slow swarmers, learning the map
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Planet 4–6 ████░░░░░░ Faster enemies, early hunters introduced
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Planet 7–9 ███████░░░ Mixed types, armored units appear
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Planet 10+ ██████████ Full chaos — elites, explosives, speed rush
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```
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Enemy spawn rates increase the longer a player lingers on a planet. **Staying too long is always punished.**
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---
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## ⛽ Fuel Risk System
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The fuel mechanic is the **beating heart of Hostile Planets**. It transforms simple collection into a high-stakes decision loop.
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### How It Works
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1. 🔍 Fuel canisters are scattered across the arena.
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2. 🤲 Players pick up fuel by moving over it — it is stored in a limited carry capacity.
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3. 🚀 Fuel only counts toward progression once deposited at the ship.
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4. 💀 **If the player is defeated before returning to the ship, all carried fuel is lost.**
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### The Risk vs Reward Decision
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```
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┌─────────────────────────────────────────────────┐
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│ LOW RISK PATH HIGH RISK PATH │
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│ │
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│ Deposit often Hold more fuel │
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│ Stay near ship Explore further │
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│ Lose little if killed Lose more if killed │
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│ Slower progression Faster progression │
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└─────────────────────────────────────────────────┘
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```
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> **Design Intent:** This system ensures every second on the planet is a calculated gamble. Players who play conservatively survive but progress slowly. Players who push their luck can clear planets faster — or lose everything.
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---
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## 💎 Special Items and Artifacts
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Rare **alien artifacts** occasionally spawn on the map. These are high-value, high-risk pickups — often located far from the ship, in dangerous territory.
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### 🏺 Artifact Types
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| Artifact | Effect |
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|---|---|
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| 🏺 **Ancient Alien Relic** | Massive score multiplier bonus |
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| 💎 **Energy Crystal** | Grants a temporary offensive ability boost |
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| ⚠️ **Unstable Power Core** | Detonates all enemies in a wide radius — but it's dangerous to carry |
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### What Artifacts Provide
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- 🏆 **Large score bonuses** — ideal for leaderboard competition
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-**Temporary abilities** — shift the tide of battle for a short window
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- 💣 **Enemy clearing effects** — can save a player in a desperate situation
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> Artifacts function similarly to bonus items in classic arcade games — tempting, valuable, and always dangerous to pursue.
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---
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## ⚡ Powerups
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Temporary **powerups** appear randomly across the arena and give players a short-lived edge against alien swarms. They disappear if not collected quickly.
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### 🔋 Powerup Types
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| Powerup | Effect |
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|---|---|
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| 🔫 **Rapid Fire** | Dramatically increases firing rate for a short duration |
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| 🌀 **Spread Shot** | Fire spreads into a wide arc — great against swarms |
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| 🛡️ **Temporary Shield** | Absorb one hit without losing carried fuel |
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| 💨 **Speed Boost** | Short burst of movement speed — for escaping or repositioning |
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| 💥 **Area Shockwave** | Clears all nearby enemies in an instant explosion |
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> Powerups are **survival tools**, not game-breakers. They help a skilled player turn a desperate situation around — but they won't save someone who isn't paying attention.
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---
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## 🌐 Planet Modifiers
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Each planet may include an **environmental modifier** that adds a unique twist to the familiar gameplay loop. Modifiers stack with enemy difficulty to make each planet feel distinct.
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### 🔧 Modifier Examples
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| Modifier | Effect |
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|---|---|
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| 🪐 **Low Gravity** | Movement feels floaty — harder to stop and harder to dodge |
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| ☠️ **Toxic Atmosphere** | Slow HP drain while not inside the ship's safe zone |
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| 🌫️ **Reduced Visibility** | Fog obscures the outer edges of the map |
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|**Enemy Speed Increase** | All aliens on this planet move significantly faster |
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| ☄️ **Meteor Showers** | Random meteor strikes create hazard zones on the map |
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> **Design Goal:** Modifiers are **spice, not overhaul**. They adjust strategy without changing the core gameplay loop. A veteran player should still feel capable — just challenged.
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---
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## 🏆 Scoring System
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Points are earned throughout each run. The scoring system is designed to reward skill, aggression, and risk-taking.
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### 🎯 How Points Are Earned
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| Action | Points |
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|---|---|
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| ☠️ Defeating an enemy | Per kill, scales with enemy type |
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| ⛽ Collecting and depositing fuel | Bonus for efficient fuel runs |
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| 💎 Collecting artifacts | High flat bonus |
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| ⏱️ Surviving longer | Time-based survival bonus |
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| 🌍 Planet completion | Completion bonus scales with difficulty |
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### 📊 Score Tracking
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```
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Per Planet ────► High score table per planet
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Per Run ────► Total score across all planets in one session
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Leaderboard ────► Global comparison with other players
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```
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> High scores encourage **replayability** — players who master a planet's enemy patterns and modifier interactions will always have room to improve their score.
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---
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## 🎨 Visual Style
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*Hostile Planets* uses a **low-poly stylized art direction** that prioritizes clarity and visual excitement over realism.
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### Design Pillars
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| Pillar | Description |
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|---|---|
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| 🎯 **Readability First** | Enemy silhouettes are always distinct and clearly readable at a glance |
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| 🌈 **Bright, Vivid Colors** | Each planet uses a strong color palette to create immediate atmosphere |
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| 🕹️ **Arcade Energy** | Visual effects — explosions, pickups, score popups — are punchy and satisfying |
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| 🪐 **Alien Character** | Environments feel genuinely alien, not just re-skinned Earth settings |
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### Visual References
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- **Alien Jungle** → Deep greens and glowing purples, bioluminescent ground lighting
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- **Ice Planet** → Cold whites and blues, sharp crystalline geometry
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- **Volcanic Planet** → Deep reds and oranges, glowing lava channels
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- **Crystal Caverns** → Multi-spectrum crystal refractions, underground darkness broken by vivid color
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- **Desert Ruins** → Warm ochres and sandy browns, ancient glyphs, dust particle effects
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- **Abandoned Colony** → Grey industrial tones with flickering emergency lighting
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> The goal is that each planet should be **immediately recognizable** in a screenshot and feel meaningfully different to explore.
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---
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## 🔁 Replayability
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*Hostile Planets* is designed to be played many times. Every run should feel **familiar but never identical**.
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### What Changes Each Run
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| Element | Variation |
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|---|---|
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| 👾 **Enemy Spawns** | Randomized spawn timing and positions each run |
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| 💎 **Artifact Locations** | Randomly placed on each planet load |
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|**Powerup Timing** | Powerups appear at randomized intervals and locations |
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| 🌐 **Planet Modifiers** | Applied per planet, creating different challenge profiles |
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### What Drives Players Back
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- 🏆 **High Score Competition** — always a reason to run one more time
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- 📈 **Skill Growth** — learning enemy patterns rewards repeated play
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- 🌍 **Planet Variety** — distinct environments keep the game feeling fresh
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-**Short Sessions** — each planet run is short enough to always fit in one more
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---
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## 🔭 Future Expansion Ideas
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The following are **potential directions** for expanding *Hostile Planets* after the core experience is established. These are ideas, not commitments.
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| Idea | Description |
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|---|---|
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| 🌍 **Additional Planets** | More alien worlds with unique environments and enemy sets |
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| 👽 **New Alien Enemy Types** | Expand the enemy roster with new behaviors and attack patterns |
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| 🏯 **Boss Encounters** | Rare mega-bosses that appear between planet runs as endurance challenges |
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| 🛸 **New Player Ships** | Different ship classes with varied carry capacity, speed, and weapon loadouts |
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| 👥 **Multiplayer Survival** | Co-op survival modes where players coordinate fuel collection and enemy defense |
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> Have a feature idea or want to vote on what gets built next? Join the discussion at [Hostile Planets Discussions](https://github.com/World-Domination-Software/Projects/discussions/categories/hostile-planets-general).
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---
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## 📣 Share Your Feedback
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This document exists to **start a conversation**. We want to know:
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- 🎮 Does the core risk-vs-reward fuel mechanic sound fun to you?
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- 🌍 Which planet types are you most excited to explore?
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- 👾 What enemy types sound the most interesting to fight?
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- ⚡ Are there powerups or mechanics you'd love to see added?
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Drop your thoughts in the [Hostile Planets Discussions](https://github.com/World-Domination-Software/Projects/discussions/categories/hostile-planets-general) — your feedback directly shapes what gets built.
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---
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<p align="center">
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<img src="../../images/icons/support.svg" alt="Discussions" width="28" />
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&nbsp;
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<img src="../../images/icons/roadmap.svg" alt="Roadmap" width="28" />
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&nbsp;
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<img src="../../images/icons/bug.svg" alt="Bug Reports" width="28" />
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</p>
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**[README](./README.md) · [Overview](./Overview.md) · [Gameplay](./Gameplay.md) · [Getting Started](./Getting-Started.md) · [Implementation Notes](./Implementation-Notes.md)**

docs/applications/hostile-planets/README.md

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- [Overview](./Overview.md) – What the game is, key features, architecture, and development status.
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- [Getting Started](./Getting-Started.md) – Installation, first launch, and basic gameplay tips.
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- [Gameplay](./Gameplay.md) – Game mechanics, controls, and progression.
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- [Game Design Document](./Hostile-Planets-Game-Design.md) – Full GDD: gameplay vision, systems design, and player experience overview.
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- [Implementation Notes](./Implementation-Notes.md) – Architecture, platform details, and development status.
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## Public Links

mkdocs.yml

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- Overview: applications/hostile-planets/Overview.md
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- Getting Started: applications/hostile-planets/Getting-Started.md
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- Gameplay: applications/hostile-planets/Gameplay.md
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- Game Design Document: applications/hostile-planets/Hostile-Planets-Game-Design.md
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- Implementation Notes: applications/hostile-planets/Implementation-Notes.md
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- Optimization Protocol:
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- README: applications/optimization-protocol/README.md

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