DESIGN DOCUMENT

GAME OVERVIEW

Game Name

DuoDeus.
This name is combined with 2 parts: Duo and Deus. Duo in musical term refers to ‘duet’, means two people playing a piece of music together. Deus means ‘god’ in Latin. By combining two words together, DuoDeus means two gods that are creating music realated things.

Overview

DuoDeus is a 2D Local Multiplayer game in which two players (as two deities) cooperate to create a universe by connecting dots, collecting collectables and generating universal things such as whales, planets, explosions and clouds
Player 1 will be connecting stars in the sky in order to create a platform for player 2 to walk and jump on with;
Player 2 will be using the platform that player 1 created to walk, jump and collect the collectables.
Each star contains a pitch on C major scale, and by connecting them a music sequence will be generated;
Each collectable has an unique sound layer, and by collecting them the music sequence will be adding those sounds in, in order to create a unique piece of music by the end of the game.
Whilst collectables are been collected, some feedbacks will generate along with colour shifting in the background.


The game concept is inspired by Taoism’s cosmology: Tao gives birth to One, One gives birth to Two, Two gives birth to Three, Three gives birth to all universal things. In DuoDeus, the entire playthrough is the process of creating universe from ‘one’ (star) to ‘two’ (player 1 and player 2) to ‘three’ (sounds, feedbacks, colours), and finally to ‘all universal things’ (universe)
By the end of the game, players will see the ending diagram, which records players’ journey through music, feedbacks and colours.

Essential Experience

To enjoy fun experience of creating music and painting with friends and families.

Unique Selling Point

DuoDeus introduces a new way of creating music and painting. It allows people from zero music background to music experts to enjoy the process of creation together. By the end of the game, both players will recieve a piece of unique interactive art that contains sounds, shapes and colours, that records players’ journey from the start to the end.
At last, the world responses to players’ action, and there will always be a different outcome in each playthrough.

Target Audience


This is the description for ESRB Everyone:
Content is generally suitable for all ages. May contain minimal cartoon, fantasy or mild violence and/or infrequent use of mild language. 
This is description for PEGI 3:
The content of games with a PEGI 3 rating is considered suitable for all age groups. The game should not contain any sounds or pictures that are likely to frighten young children. A very mild form of violence (in a comical context or a childlike setting) is acceptable. No bad language should be heard.
DuoDues suits both descriptions, and game is targeting at people who like creating or having enjoyable moment with friends and family, therefore ESRB Everyone and PEGI 3 is what we are aiming for.

Platform

DuoDeus is aiming to release on Nintendo Switch
Here is the hardware specs for Nintendo Switch:

CPU: Four ARM Cortex A57 cores (theoretical max 2GHz)
GPU: 256 CUDA cores (theoretical max 1GHz)
Architecture: Nvidia second-generation Maxwell
Texture: 16 pixels/cycle
Fill: 14.4 pixels/cycle
Memory: 4GB
Memory Bandwidth: 25.6GB/s
VRAM: Shared
Storage: 32GB, max transfer rate 400MB/s
USB: USB 2.0/3.0
Video Output: 1080p60
Display: 6.2-inch IPS LCD, 1280×720 pixels, 10-point multi-touch support

Players will be able to share two docks from Nintendo Switch to play the game:

DESIGN GOALS

DuoDeus is a game about gathering people together, communicating and creating enjoyable moments with friends and family. Imagine how interesting it will be when parents and children, grandparents and grandchildren, classmates or even colleagues can create a piece of music and an interactive art together in 5 minutes. This is not only a new way of making music and painting, but also a piece of media that brings people together.
The game is designed to be a foundation that supports player communities. This means that the sounds, feedback and colours will be customizable for everyone, therefore anyone can implement anything(contents has to be restricted under the law and ESRB/PEGI rating) into the game, to create something that has never appeared before. The sounds don’t have to be music, but conversations, rains, water flow etc…The feedbacks and colours will be caculated through programme from anylizsing the sound frequencies that players import into the game.
DuoDeus has the potential to become a software that helps people get closer and create experimental arts.

MECHANICS & GAMEPLAY

  • Control
    • Player 1(Playtest versions):
      • Left analog stick/Mouse: adjust the line
      • B/X/A/Left mouse to confirm connection
    • Player 2(Playtest versions):
      • Left analog stick/Keyboard A,D: move left and right
      • B/X/A/Keyboard Space: jump(press), bounce (hold and release)
  • Mode
    • Score mode: try collect as many collectables as possible in 5 minutes
      • Previous score will display on the screen (right/left hand corner)
      • Current score will display on the screen (left/right hand corner)
    • Compose mode: Players can compose freely in 5 minutes since the scores are removed
  • Dots/Stars (Player 1)
    • Randomized dots across the map
    • Each individual has one sound following the C major scale:
      • C D E F G A B
    • Player 1 needs to connect the dots in order to let player 2 walk on the lines, and music sequences will be generated when dots are connected.
  • Lines(Player 1)
    • Connect dots
    • Create music sequences
    • Each sound plays every one second follow the sequence until they disappear from the screen
  • Provide platforms for player 2 to
    • Run
    • Jump
    • Bounce
  • Collectables (Player 2)
    • Randomized collectables across the map
    • Each time player 2 collects one collectable, a new layer of timbre(instrument) will be added into the music sequence
    • There are two types of obstacles:
    • Special collectables: Increases more scores and add features into the background. The more special collectables players collect, the more colours and features they can see in the background. There are 4 categories which indicate 4 different music styles along with the colours and feedbacks:
      • Circle: Red, explosions (percussion sound)
      • Diamond: Peachy pink, planets (Distortion sound)
      • Triangle: Blue, animals (Soft sound)
      • Hexagon: Lime, clouds (chipsound)
    • Sacred collectables: needs to be combined by specific sacred collectables. Once they are collected, players will be seeing features from different religions depend on the sacred collectables they collected. Sacred stars will be randomly generated around the normal stars, which contains specific scale sets such as pentatonic scales, Japanese scale or klezmer scale. Here are the sacred collectables:
      • Christianity: Gold, crosses (requires 3 green collectables and 2 red collectables, Organ sounds)
      • Taoism: Purple, Yin and Yang(requires 3 blue collectables and 2 pink collectables, Chinese instruments)
      • Shinto: Deep orange, shinto gate (requires 3 red collectables and 2 pink collectables, japanese instruments)
      • Robotic: Blue, pixelated feedback(requires 3 blue collectables and 2 green collectables, Chiptune)
  • The Ending Diagram
    • Players will be creating a final picture after playing the game. It records music, shapes and colours that the players created during the gameplay.
      • The picture looks like a swirl with star constellations in it, with colourful background and features inside.
      • The diagram playbacks sounds that was recorded in the system
  • Gallery
    • Players are able to view the ending diagram from the menu screen:
    • Music created from every playthrough
    • Feedback created from every playthrough
    • The ending diagram from every playthrough

CONTROL SCHEME

Nintendo Switch:

PC (Playtest versions)

Other Consoles (Playtest versions):

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