Bad Habits’ GDD
Core Pillars
-
Expanding games based on saving money over time.
-
A world that develops on the individual progression.
-
Focus on an overall goal that a player can work towards saving the environment while also saving money.
-
Rewards system based on how well the player can save the environment.
-
Must contain information on how much the player saves in both environment and money because of their actions.
-
Visually show the result of the players actions via improving the world which its based.
Elevator Pitch
Bad Habits is a game about climate change and steps that the individual person can take to reduce their carbon footprint in their own home and help promote change to help the planet.
Overview
-
Genre: Storydriven, simulator
-
Target audience:
-
Age:
-
Gender: Male/Female
-
-
Monetization:
-
Platforms & system requirements
Theme & Setting
The game will be set in a modern setting set in a world where the climate change has continued to worsen due to the effects of people's lack of care to help the planet such as fires, droughts, rising sea levels and so on. The look of the game will be a [Stylised]. The player will take control of [PERSON NAME], a person who is looking to make a change to their lifestyle to help the planet after getting fed up with the current state of the world starting within their home.
Gameplay
The player will be in a top down view of their home where they will have to control the player with wasd and interact with objects in the environment and see what can be done with it to help lower the players carbon footprint. The players day will start and will involve them going room to room and seeing what needs changing such as light bulbs. The player will be able to work out how many lightbulbs need replacing and order eco-friendly bulbs on a computer or phone and then replace them affecting the score. This is just one example of what can be changed and as the player progresses onto new levels, they will be able to change more and see the world around them improving as they progress. At the end of the day or when all has been done, the player will be graded on their score for that level and can then proceed
Mechanics
Movement: Top down camera with WASD and mouse movement.
Interactables: There are objects around the house the player will need to interact with to proceed
Carbon Footprint Score: a score that will change to how many changes the player is able to make within the time limit of the level.
