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| Game Types Reference | true |
BMGD supports 24 game type templates. Each adds genre-specific sections to your GDD.
Game Types
Action & Combat
Action Platformer
Side-scrolling or 3D platforming with combat mechanics.
Examples: Hollow Knight, Mega Man, Celeste
GDD sections:
- Movement systems (jumps, dashes, wall mechanics)
- Combat mechanics (melee/ranged, combos)
- Level design patterns
- Boss design
Shooter
Projectile combat with aiming mechanics.
Examples: Doom, Call of Duty, Splatoon
GDD sections:
- Weapon systems
- Aiming and accuracy
- Enemy AI patterns
- Level/arena design
- Multiplayer considerations
Fighting
1v1 combat with combos and frame data.
Examples: Street Fighter, Tekken, Super Smash Bros.
GDD sections:
- Frame data systems
- Combo mechanics
- Character movesets
- Competitive balance
- Netcode requirements
Strategy & Tactics
Strategy
Resource management with tactical decisions.
Examples: StarCraft, Civilization, Europa Universalis
GDD sections:
- Resource systems
- Unit/building design
- AI opponent behavior
- Map/scenario design
- Victory conditions
Turn-Based Tactics
Grid-based movement with turn order.
Examples: XCOM, Fire Emblem, Into the Breach
GDD sections:
- Grid and movement systems
- Turn order mechanics
- Cover and positioning
- Unit progression
- Procedural mission generation
Tower Defense
Wave-based defense with tower placement.
Examples: Bloons TD, Kingdom Rush, Plants vs. Zombies
GDD sections:
- Tower types and upgrades
- Wave design and pacing
- Economy systems
- Map design patterns
- Meta-progression
RPG & Progression
RPG
Character progression with stats, inventory, and quests.
Examples: Final Fantasy, The Witcher, Baldur's Gate
GDD sections:
- Character stats and leveling
- Inventory and equipment
- Quest system design
- Combat system (action/turn-based)
- Skill trees and builds
Roguelike
Procedural generation with permadeath and run-based progression.
Examples: Hades, Dead Cells, Spelunky
GDD sections:
- Procedural generation rules
- Permadeath and persistence
- Run structure and pacing
- Item/ability synergies
- Meta-progression systems
Metroidvania
Interconnected world with ability gating.
Examples: Metroid, Castlevania: Symphony of the Night, Ori
GDD sections:
- World map connectivity
- Ability gating design
- Backtracking flow
- Secret and collectible placement
- Power-up progression
Narrative & Story
Adventure
Story-driven exploration with puzzle elements.
Examples: Monkey Island, Myst, Life is Strange
GDD sections:
- Puzzle design
- Narrative delivery
- Exploration mechanics
- Dialogue systems
- Story branching
Visual Novel
Narrative choices with branching story.
Examples: Doki Doki Literature Club, Phoenix Wright, Steins;Gate
GDD sections:
- Branching narrative structure
- Choice and consequence
- Character routes
- UI/presentation
- Save/load states
Text-Based
Text input/output games with parser or choice mechanics.
Examples: Zork, 80 Days, Dwarf Fortress (adventure mode)
GDD sections:
- Parser or choice systems
- World model
- Narrative structure
- Text presentation
- Save state management
Simulation & Management
Simulation
Realistic systems with management and building.
Examples: SimCity, RollerCoaster Tycoon, The Sims
GDD sections:
- Core simulation loops
- Economy modeling
- AI agents/citizens
- Building/construction
- Failure states
Sandbox
Creative freedom with building and minimal objectives.
Examples: Minecraft, Terraria, Garry's Mod
GDD sections:
- Creation tools
- Physics/interaction systems
- Persistence and saving
- Sharing/community features
- Optional objectives
Sports & Racing
Racing
Vehicle control with tracks and lap times.
Examples: Mario Kart, Forza, Need for Speed
GDD sections:
- Vehicle physics model
- Track design
- AI opponents
- Progression/career mode
- Multiplayer racing
Sports
Team-based or individual sports simulation.
Examples: FIFA, NBA 2K, Tony Hawk's Pro Skater
GDD sections:
- Sport-specific rules
- Player/team management
- AI opponent behavior
- Season/career modes
- Multiplayer modes
Multiplayer
MOBA
Multiplayer team battles with hero selection.
Examples: League of Legends, Dota 2, Smite
GDD sections:
- Hero/champion design
- Lane and map design
- Team composition
- Matchmaking
- Economy (gold/items)
Party Game
Local multiplayer with minigames.
Examples: Mario Party, Jackbox, Overcooked
GDD sections:
- Minigame design patterns
- Controller support
- Round/game structure
- Scoring systems
- Player count flexibility
Horror & Survival
Survival
Resource gathering with crafting and persistent threats.
Examples: Don't Starve, Subnautica, The Forest
GDD sections:
- Resource gathering
- Crafting systems
- Hunger/health/needs
- Threat systems
- Base building
Horror
Atmosphere and tension with limited resources.
Examples: Resident Evil, Silent Hill, Amnesia
GDD sections:
- Fear mechanics
- Resource scarcity
- Sound design
- Lighting and visibility
- Enemy/threat design
Casual & Progression
Puzzle
Logic-based challenges and problem-solving.
Examples: Tetris, Portal, The Witness
GDD sections:
- Puzzle mechanics
- Difficulty progression
- Hint systems
- Level structure
- Scoring/rating
Idle/Incremental
Passive progression with upgrades and automation.
Examples: Cookie Clicker, Adventure Capitalist, Clicker Heroes
GDD sections:
- Core loop design
- Prestige systems
- Automation unlocks
- Number scaling
- Offline progress
Card Game
Deck building with card mechanics.
Examples: Slay the Spire, Hearthstone, Magic: The Gathering Arena
GDD sections:
- Card design framework
- Deck building rules
- Mana/resource systems
- Rarity and collection
- Competitive balance
Rhythm
Rhythm
Music synchronization with timing-based gameplay.
Examples: Guitar Hero, Beat Saber, Crypt of the NecroDancer
GDD sections:
- Note/beat mapping
- Scoring systems
- Difficulty levels
- Music licensing
- Input methods
Hybrid Types
Multiple game types can be combined. GDD sections from all selected types are included.
| Hybrid | Components | Combined Sections |
|---|---|---|
| Action RPG | Action Platformer + RPG | Movement, combat, stats, inventory |
| Survival Horror | Survival + Horror | Resources, crafting, atmosphere, fear |
| Roguelike Deckbuilder | Roguelike + Card Game | Run structure, procedural gen, cards |
| Tactical RPG | Turn-Based Tactics + RPG | Grid movement, stats, progression |
| Open World Survival | Sandbox + Survival | Building, crafting, exploration |