Windwalker Game Design Document

Game Design Document

A game design document exists to bridge the gap between producers, artists, engineers, business, and all other teams that work together to shape a game. This document is heavily iterated on, and serves as a source of truth for the different teams. In the case of our studio, it is constantly revisited and reworked.

Windwalker’s Tagline:

Windwalker is a mobile RPG with a unique encounter system that is heavily combat oriented. Players progress via a leveling system, job advancements, and a 100,000+ item system. Windwalker features an up-to 3v3 turn-based combat system with 100+ unique skills. Enjoy a hand-crafted fantasy world, acquiring powerful items and taming powerful creatures to fight alongside you.

Getting Started Writing the GDD

It’s been about 6 months since the inception of Windwalker’s GDD. It began first by copy and pasting a template of what a GDD should typically have. From there, we began to slowly define the key elements of our game. These key elements were defined through brainstorming meetings with our key stakeholders. Once we felt we had a grasp of our high concept, we looked into what resources we would need to prototype our awesome game. It took over a month to decide on what these key elements should be, and how these different elements would interact with each other. What followed next was drawing initial diagrams to represent things like player flows, and they began to get more complex upon iteration. My cofounder Gary Fong architected technical flows as he began to sync player data onto the cloud.

Early Example Game Flow
Early Example Game Flow
Technical Architecture Crafted by Gary Fong
Technical Architecture Crafted by Gary Fong

Windwalker is Combat

The biggest key element in Windwalker is Combat. The core gameplay progression revolves mostly around combat, and other “secondary” key elements like items/stats/skills/pets/classes exist in large part to make combat interesting. I worked with my rockstar UX Designer girlfriend Judy Wu to prototype in figma what combat could look like in a turn-based game like ours. Gary and I quickly got to working on a prototype featuring an up to 6v6 arena, but after some playtesting sessions and research, decided against the large player count. I’ll dive into this later in another blog post. We tracked our progress as a team via Trello, and have been devoting most of our efforts into making combat feel good. In a design perspective, this meant that I needed to deep dive into how other games with similar systems worked. I researched into how DnD distributes EXP to players, found a commonly used, easy to balance damage/defense formula, devised a stat system where commonly found primary stats like STR,DEX,INT,CON would affect secondary stats like PHYS_DMG, CRIT_CHANCE, MAX_HP, etc. I squeezed out my creative juices in developing our class system as well as unique skills for those classes. Back to the GDD, my point again is that these systems I mentioned all funnel into combat interesting. WINDWALKER IS COMBAT!

Current Combat Scene
Current Combat Scene

Key Takeaways

The GDD is still being iterated on, but these are a few key takeaways I’ve gathered from writing my first GDD.

Proof a GDD exists!
Proof a GDD exists!