Final Project Proposal – Sofia Syjuco

Word Document of the Design Doc:


DPS Pet Design Doc
Draft 1
November 28, 2016
Sofia Syjuco

DPS Pet Design Doc

Pitch: A Tamagotchi-style game, in which the player must keep a contrary and grumpy dungeon-delver alive.

Concept: Deliver a bite-sized experience of the toxicity and stupidity so rampant in online communities, and a reminder that this self-entitled behavior is quite child-like. A tongue-in-cheek poke at how normalized this behavior is, and how we are enablers when we stay quiet and keep our heads down to avoid trouble. Hopefully will have players step back and think more about how we continue to allow these people to act this way.

Overall Premise:

  • Pet: Traditional damage-dealer (DPS) in MMORPGs.
    • Two “needs”:
      • Health – must be kept alive
      • Ego – must be pandered to and feel important
    • Player acts as the party’s healer
      • Keeps the DPS healed
      • Keeps the DPS’ ego up
    • Player must keep the DPS alive through a range of scenarios.


  • DPS loses health and ego at a constant low rate, from monsters and environment
  • DPS has “special” scenarios that make one of those stats go down at a significantly faster rate
    • Fires appear on the floor, and they stand directly in the fire, taking increased damage/ Boss fight, takes more damage/ argument in chat, ego goes down
    • A “special” scenario functions essentially like a boss fight, but it is any hazard that causes a stat to go down at an increased rate.
  • Player has a set of options available to them, that will keep the DPS alive
    • Healing = health
    • Ego boost = Ego
  • Player progresses through a “dungeon”. Bar on the top of the screen shows them their progress in keeping this DPS alive.
  • Background doesn’t change, but new environmental assets added for each scenario.
  • If the player manages to keep the DPS alive through the whole thing, they win! Ending screen with a treasure chest, and probably some dry humor about how they’ll need to keep doing this again and again, and don’t they love their job?

User Interface:


  • Two buttons provide the main interaction with the DPS: Healing button, and Ego button.
  • The name of each DPS, randomized each time the game is launched
  • A “chat” window on the left side of the screen.
    • Filled with randomized phrases from other party members, and the DPS.
    • If their ego goes too low, the DPS will get angry in the chat and say mean things.
    • Pressing the ego button will send soothing messages into the chat and make the DPS feel better about themselves.
  • Dungeon progression bar (see above).
  • Setting of the game (including the character, the dungeon, and other environmental sprites)

Asset List:

  • DPS
    • Idle Animation
    • Angry Animation
    • Injured Animation
    • Dead Animation
    • Tantrum (Ego-death) animation
    • Running animation
    • Shooting bow animation
  • Interactions
    • Healing Animation
    • Ego animation
  • Monsters
    • One small monster idle animation (monster 1)
    • One big monster idle animation (monster 2)
  • UI
    • Ego + health buttons
    • Chat window
  • Environment
    • Dungeon background
    • Environmental Hazards
      • Fire/Acid traps