Game Design Tips - Adventure Game Framework Design

Quickly build a Zelda-style adventure game framework to inspire your creativity and personalization.
Core content:
1. How to use the game design framework generation tool
2. Detailed guide to filling in the input template
3. Game design elements covered in the output content
This tool is designed to help game designers quickly generate a Zelda-style adventure game framework design. With simple input, you will get a comprehensive game design framework, including key elements such as world design, core gameplay, character system, narrative structure, etc.
This tool specifically refers to the design concepts of The Legend of Zelda: Breath of the Wild and The Legend of Zelda: Kingdom of Tears to ensure that the output game framework has the core characteristics of the Zelda series, while allowing you to customize it according to your own creativity.
How to use
1. Paste the prompt word ontology into the large language model, fill in the input template based on the feedback and submit it. 2. The system will generate a comprehensive adventure game framework design based on your input 3. The output content will automatically adjust the level of detail of each part according to your core gameplay allocation 4. Zelda-style features will be customized according to your specific mechanical preferences
This prompt word only uses the Claude-3.7-Sonnet test in non-inference mode. There may be differences when using other models. You can adjust it yourself.
Input Template
【Game Theme】
Briefly describe your game's world setting or theme (e.g., fantasy, sci-fi, post-apocalyptic, etc.)
【Target audience】
What audience is your game targeting?
[Core gameplay allocation]
Assign importance (out of 100) to the following:
-explore :___%
-fighting :___%
-Puzzle Solved: ___%
-create :___%
- Narrative: ___%
【World Scale】
Choose one: Fully open world / Semi-open world / Regional open / Linear level
【Special Mechanism】(Optional)
Are there any particular game mechanics you would like to see?
【Reference game】(optional)
Are there any other games you would like to reference besides The Legend of Zelda?
Prompt word body:
This tool is designed to help game designers quickly generate a Zelda-style adventure game framework design. With simple input, you will get a comprehensive game design framework, including key elements such as world design, core gameplay, character system, narrative structure, etc.
This tool specifically refers to the design concepts of The Legend of Zelda: Breath of the Wild and The Legend of Zelda: Kingdom of Tears to ensure that the output game framework has the core characteristics of the Zelda series, while allowing you to customize it according to your own creativity.
## Usage
Fill in the input template below according to the feedback and submit
The system will generate a comprehensive adventure game framework design based on the input
## Input template
```
【Game Theme】
Briefly describe your game's world setting or theme (e.g., fantasy, sci-fi, post-apocalyptic, etc.)
【Target audience】
What audience is your game targeting?
[Core gameplay allocation]
Assign importance (out of 100) to the following:
- explore:___%
- Combat: ___%
- Puzzle Solved: ___%
- Creation: ___%
- Narrative: ___%
【World Scale】
Select one: Fully Open World / Semi-Open World / Area Open / Linear Level
【Special Mechanism】(Optional)
Are there any particular game mechanics you would like to see?
【Reference game】(optional)
Are there any other games you would like to reference besides The Legend of Zelda?
```
## Output content
You will get a detailed game framework design consisting of the following parts:
1. **Game Overview**
-Game name suggestions
-Core Concepts
-Game type and positioning
- Target audience analysis
-Game unique selling point
2. World Design
-World Structure
-Main area division
- Environmental diversity
- Vertical exploration elements
-Weather and time system
-World interaction mechanism
3. **Core Gameplay System**
-Exploration mechanism
- Combat System
-Puzzle design
-Creation system
- Progress and growth system
- Resource Management
4. **Role System**
-Character ability design
-Capability acquisition and upgrade path
- Equipment system
-Special ability mechanism
- NPC interaction system
5. Narrative Structure
-Main storyline
-Side quest system
-Worldview building elements
- Narrative and gameplay integration point
- Player choice affects
6. **Game rhythm and flow**
- Game flow overview
-Difficulty curve design
-Teaching and guidance system
-Game loop design
- Long-term and short-term goal setting
7. **Zelda style feature implementation**
-Open world exploration
-Multi -level world structure
-Physical and elemental interaction system
-Multiple solutions to puzzle design
-Creative problem solving
-Non -linear schedule design
- Visually guided exploration
-Discovery driven game loop
Test example (input)
1. **Game theme/background settings** :
_A world where ancient civilization and natural magic merge. A once highly developed civilization declined due to a disaster, leaving behind mysterious relics and magical technology_
2. Target audience :
_Adventure game enthusiasts aged 12 and above, both casual and hardcore gamers, especially those who like exploration and puzzle solving_
3. **Core gameplay** :
_Assign importance (out of 100) to the following:
- Exploration: 40%
- Combat: 20%
- Puzzle: 25%
- Creation: 10%
- Narrative: 5%_
4. **World scale and openness** :
_Semi-open world, with major areas but free exploration within the area_
## Optional information
5. **Special Mechanism Preference** :
_Elemental magic system (fire, water, wind, earth) combined with ancient technology to change the environment and solve puzzles_
6. **Narrative style preference** :
_Based on environmental narrative, discover the world's history and secrets through exploration_
7. **Art style preference** :
_Semi-realistic style, bright colors and mysterious atmosphere_
8. **Expected Game Length** :
_Main storyline is about 25-30 hours, full collection is 50+ hours_
9. **Reference game works** :
_The Legend of Zelda: Breath of the Wild, Kingdom of Tears, Horizon: Zero Dawn_
10. **Technical limitations** :
_Target platforms are mainstream game consoles and PC_
Test example (output):
"Ancient Mysteries: Elemental Guardians" game framework design
Game Overview
Game name suggestion
Ancient Echoes: Elemental Guardian
Core Concepts
Players play the role of a young explorer who has awakened his affinity for the elements. They explore a world full of ancient technology and natural magic, uncover the secrets of the decline of civilization, and restore the balance of the world.
Game Type and Positioning
An open-ended action-adventure puzzle game that emphasizes exploration and discovery, combined with light role-playing elements.
Target audience analysis
- Main group : Adventure game enthusiasts aged 12 and above
- Player Type :
- Explorers: Enjoy discovering new areas and hidden content
- Puzzle lovers: like environmental puzzles that require thinking
- Collector: Passionate about finding all collectibles and completing challenges
- Story Followers: Attracted by the world and environmental narrative
Game unique selling point
- A fusion system of four element magic and ancient technology
- Highly interactive environment that supports a variety of creative problem-solving approaches
- Rich vertical and horizontal exploration space
- Environmental storytelling narrative
- Progressive ability unlocking, constantly expanding exploration and puzzle-solving possibilities
World Design
World Structure
Semi-open world design, consisting of 5 main areas and 1 central hub area, each area represents a different element theme, with unique challenges and puzzles. Unlocking the area requires specific abilities or completing specific tasks.
Main regional divisions
1. Hub area : ancient city ruins, serving as the player's base and starting point of the story 2. Qingling Forest (wind element area): cliffs and towering trees, emphasizing vertical exploration 3. Red Flame Mountains (Fire Element Area): Volcanoes and geothermal areas, with temperature management challenges 4. Azure Bay (Water Element Area): Underwater ancient city and coastal ruins, explore underwater mysteries 5. Jinshi Canyon (Earth Element Area): Canyons and mines, emphasizing terrain operations 6. Forgotten Temple (Comprehensive Element Area): The core of ancient civilization, the ultimate challenge area that integrates all elements
Environmental diversity
- Each area has 3-4 sub-areas, each with its own characteristics
- There are obvious visual transitions between sub-areas, providing a sense of freshness in exploration
- The area contains a variety of terrain changes: plains, mountains, waters, caves, ruins, etc.
Vertical Exploration Elements
- Climbing system: Almost all surfaces can be climbed, limited by stamina
- Gliding system: Use wind elements to enhance gliding ability
- Height difference design: using terrain height difference to create exploration paths and visual guidance
- Underground and Aerial Ruins: Secret areas hidden at various heights
Weather and time system
- Dynamic weather system affects elemental magic effects and exploration conditions
- Simplified day-night cycle, with certain puzzles and creatures only appearing at certain times
- Regional weather characteristics, such as mountain thunderstorms, forest fog, etc.
World Interaction Mechanics
- Environmental destruction system: can destroy specific walls and rocks to find hidden areas
- Physics system: rocks can move, objects have weight and inertia
- Element Reaction System: Four elements interact to create environmental effects
- Ecosystem: Wildlife interacts with each other and can be used as game resources or puzzle helpers
Core Gameplay System
Exploration Mechanism (40%)
- Elemental Vision : Special vision modes reveal hidden elemental traces and ancient technology
- Map system : initially fuzzy, the explored area gradually becomes clearer, players can mark points of interest
- Discovery Rewards : Explore new areas, climb high points, and discover hidden locations to get rewards
- Collection system : ancient technology fragments, element cores, legendary story inscriptions and other collections
- Mobile mode :
- Basics: running, jumping, climbing, swimming
- Advanced: Gliding, Elemental Dash, Special Equipment to Assist Movement
Combat System (20%)
- Lightweight combat : Emphasis on tactics and environmental use rather than complex combos
- Elemental Magic Combat :
- Wind: long-range attack and displacement control
- Fire: Area damage and continuous burning
- Water: Freezing and healing effects
- Ground: Defense and critical hit effects
- Enemy Types :
- Natural creatures: basic enemies with simple attack patterns
- Elemental creatures: related to a specific element, have elemental weaknesses
- Ancient Guard: More complex attack mode, requires puzzle elements to defeat
- Battle rewards : material collection, energy cores, unlocking new abilities
Puzzle Design (25%)
- Elemental Puzzles : Use elemental magic to influence the environment
- Wind: activate windmills, move light objects
- Fire: Ignite, melt ice
- Water: fills container, freezes surface
- Ground: heavy object movement, building platforms
- Ancient Technology Puzzle :
- Energy transmission system
- Light reflection device
- Agency Platform
- Locking system
- Multiple solutions : Each puzzle supports at least 2-3 solutions
- Progression puzzles : large puzzles that unlock new areas, combining multiple elements
Creation System (10%)
- Element construction : temporarily create element structures
- Wind: Bridge of Airflow
- Fire: Hot Air Balloon Lift
- Water: Ice Platform
- Ground: Rock walls and steps
- Ancient technology assembly : collect parts to assemble special equipment
- Material synthesis : combine different elements to create special props
- Base construction : gradually restore the central city and unlock new functions
Progress and Growth System
- Elemental Affinity : Each element has an independent upgrade path
- Skill tree : Enhance your abilities in three areas: exploration, combat, and puzzle solving
- Equipment Enhancement : Combine ancient technology with elemental materials to enhance equipment
- Health and Stamina Improvement : Improve basic attributes by challenging temples
Resource Management
- Elemental Energy : Consumption of casting magic, you need to manage the energy of each element
- Material collection : for synthesis, repair and upgrade
- Stamina Management : Affects climbing, swimming, and using special abilities
- Equipment durability : Special equipment has a limited number of uses and requires maintenance
Character System
Character ability design
- Basic abilities : moving, jumping, climbing, swimming
- Element Control :
- Early stage: single element basic control
- Mid-term: Multi-element combination and enhanced effects
- Late stage: complex element reactions and large-scale environmental changes
- Ancient technology equipment :
- Probes: Discover hidden energy sources and relics
- Grappling Hook: Faster movement and climbing assistance
- Element Storage: Store and release specific element effects
- Enhanced Armor: Provides special protection and abilities
Capability acquisition and upgrade path
- Main line unlock : core element abilities are obtained through main line tasks
- Exploration Unlock : Special ability enhancements are gained by discovering hidden temples
- Challenge Unlock : Combat skills are gained through specific combat challenges
- Point Enhancement : Collect elemental cores to provide progressive enhancement of abilities
Equipment System
- Main equipment :
- Guardian Armor: Basic defensive equipment, with 4 elemental forms to switch
- Elemental weapons: weapons that enhance elemental magic effects
- Exploration tools: special equipment to assist exploration
- Auxiliary equipment :
- Amulet: Provides passive bonus
- Elemental Gems: Enhance the ability of specific elements
- Ancient Technology Parts: Provide unique special abilities
Special Ability Mechanics
- Elemental resonance : The elements in the environment affect the strength of the protagonist's abilities
- Timed Skills : Combinations of elements that produce different effects depending on the order in which they are used
- Charging skills : Gathering energy for a long time to release powerful effects
- Environmental Imprint : Leaves an element imprint at a specific location, triggering the effect later
NPC interaction system
- Ancient Guardians : Mentors who impart elemental knowledge and abilities
- Relic Scholar : Provides world knowledge and exploration tips
- Elemental creatures : can be tamed to assist in exploration and combat
- Villagers : provide tasks and resource exchange
- Dialogue options : affect NPC relationships and quest rewards, slightly affect story development
Narrative Structure
Main storyline framework
Four-stage structure:
1. Awakening : The protagonist discovers elemental affinity and understands the world crisis 2. Exploration : Find the four elemental temples and restore the balance of elements 3. The Truth : Uncovering the Truth about the Decline of Ancient Civilizations and the Roots of Current Crisis 4. Rebirth : Rebuilding the world's balance and determining the future direction of civilization
Side Quest System
- Regional missions : 3-5 branch stories in each region to deepen the regional background
- NPC storyline : personal stories of key characters, which can be continued across regions
- Discovery Quests : Hidden quests that are naturally triggered through exploration
- Challenge missions : specific skill tests, providing ability upgrade rewards
Worldview building elements
- Relic records : Piecing together history through stone tablets, murals, and residual records
- Ecosystems : Plants, animals, and elementals reflect the state of the world
- Regional culture : Each region has unique architecture and cultural traces
- Element imbalance phenomenon : environmental abnormalities reflect world crisis
Where Narrative and Gameplay Meet
- Ability acquisition : New abilities are unlocked with relevant story background
- Environmental Storytelling : Scene Design Directly Tells Story Events
- Puzzle background : The process of solving the puzzle reveals historical fragments
- Rhythm control : Use narrative elements to control the rhythm and emotional changes of the game
Player Choice Impact
- Mild branching : The choices made at a specific moment affect the development of the branch
- Area Priority : Players can freely decide the order of exploration, which affects the story experience
- Guardian's Choice : Critical Nodes Determine the Direction of Restoring Civilization
- Ending changes : Multiple endings based on main choices and completion
5. Game rhythm and flow
Game flow overview
- Opening (1-2 hours): Linear introduction, introducing basic mechanics and world background
- Initial exploration (5-8 hours): Free exploration of the first area to gain basic elemental abilities
- Mid-term development (10-15 hours): Multi-regional opening, capacity expansion, and deepening of the main line
- Late Challenge (5-8 hours): High-difficulty areas, complex puzzles, final conflict
- Post-game (10+ hours): Complete collection, challenge hidden bosses, and discover secret endings
Difficulty curve design
- Exploration Difficulty : Gradually increase the complexity of discovering hidden areas
- Combat difficulty : From single-mechanism enemies to complex enemies that require multiple elements to deal with
- Puzzle difficulty : from single element puzzles to multi-element combinations and time sequence puzzles
- Difficulty gradient within the region : each region has simple edges and complex core areas
Teaching and Guidance System
- Natural teaching : guiding players to discover mechanisms through environmental design
- Guardian Guidance : Key abilities are taught directly by NPCs
- Hint system : difficult puzzles can get progressive hints
- Marking system : visual cues to indicate interactive elements and exploration directions
Game loop design
- Microcycle : Exploration → Discovery → Puzzle/Battle → Rewards → Ability Improvement
- Mid-cycle : Area exploration → Major puzzle solving → Area boss → New ability → New area
- Macro Cycle : Four Elements Area Completed → Truth Revealed → Final Challenge → Ending
Long- and short-term goal setting
- Short-term goals : Solve specific puzzles, find temples, complete regional maps
- Mid-term goal : restore the balance of regional elements and complete the regional main line
- Long-term goal : Gather all elemental abilities and reveal the truth about the decline of civilization
- Challenge objectives : optional high-difficulty tasks, such as hidden bosses and speedrun challenges
Zelda style features implemented
Open World Exploration
- Eye guidance : prominent landmarks attract players’ attention
- Curiosity inspires : unusual environmental phenomena hint at secrets
- Natural Reward Loop : Exploration itself provides satisfaction and tangible rewards
- Pressure-free exploration : The main storyline is not urgent, and free exploration is encouraged
Multi-layered world structure
- Surface world : the main exploration area, open and visually rich
- Underground Network : Ancient Tunnel System Connecting Regions
- Mini-dungeons : concentrated puzzle areas that offer special rewards
- Main Temple : Large puzzle area that combines all game mechanics
Physics and elemental interaction system
- Physics engine interaction : real physical reactions, such as gravity, buoyancy, momentum
- Elemental chain reaction : one elemental effect triggers another elemental effect
- Environmental Operations : Changing the state of the environment to solve problems
- Creative Tool Use : Props Have Unexpected Uses
Multiple solutions puzzle design
- Systematic solving : puzzles are based on a consistent system of rules
- Open solution : the same puzzle can be solved using different elements or methods
- Skillful solutions : Experienced players can use advanced techniques to skip steps
- Unexpected solutions : solutions that the designer did not foresee but that the system supports
Creative Problem Solving
- Tool combination : creative combination of different abilities and props
- Environmental utilization : using surrounding environmental elements to solve problems
- Turning system loopholes into features : turning players’ creative exploits into formal mechanisms
- Experimentation encouragement : The game system encourages trying different solutions
Non-Linear Schedule Design
- Multiple entry design : Most targets have multiple access paths
- Ability gating : areas are unlocked by abilities rather than forced plots
- Optional challenges : Most of the content is optional to suit different player preferences
- Shortened Path : Highly skilled players can skip the normal path
Visually guided exploration
- Color contrast : Use contrasting colors for important paths and items
- Light source guidance : light guides players to pay attention to the direction
- Composition guidance : Scene composition naturally guides the line of sight
- Terrain rhythm : vertical elements after flat areas provide exploration rhythm
Discovery-driven game loop
- Progressive unlocking : New capabilities open up new possibilities for exploration
- The "Ahaha" Moment : Design Provides the Satisfaction of Epiphany and Discovery
- Ability Experiment : There is a test scenario immediately after the new ability is acquired
- Retrospective exploration : New abilities encourage revisiting old areas to discover new content
Development suggestions and technical considerations
- Prioritize prototype development : Test the core element interaction system and physical system first
- Modular design : Element systems are designed as independently testable modules
- Content is divided into stages : first complete all systems in a complete area, then expand to other areas
- Performance optimization :
- Managing distant detail using the LOD system
- Implement regional streaming loading to reduce memory usage
- Optimize element effect rendering, especially water and fire effects
- Artistic style guidance :
- Using color theory to differentiate regional characteristics
- Establish a clear visual language for interactive elements
- Design visual elements that are easily recognizable
Marketing and launch strategy advice
- Early publicity : Emphasis on the unique elemental interaction system and freedom of exploration
- Demo : Release a demo containing a complete zone
- Community engagement : Early access phase to collect feedback, especially on puzzle design
- Release cadence : Consider regional updates or DLC to expand the world
- Post-launch support : planned post-launch content updates such as new challenges and hidden areas
This framework provides a comprehensive design foundation for Ancient Mysteries: Elemental Guardians, emphasizing exploration and puzzle solving while integrating moderate combat and creation systems, and featuring a unique fusion of elemental magic and ancient technology.