--- title: "BMGD Game Types Guide" --- Reference for selecting and using BMGD's 24 supported game type templates. --- ## Overview When creating a GDD, BMGD offers game type templates that provide genre-specific sections. This ensures your design document covers mechanics and systems relevant to your game's genre. --- ## Supported Game Types ### Action & Combat #### Action Platformer **Tags:** action, platformer, combat, movement Side-scrolling or 3D platforming with combat mechanics. Think Hollow Knight, Celeste with combat, or Mega Man. **GDD sections added:** - Movement systems (jumps, dashes, wall mechanics) - Combat mechanics (melee/ranged, combos) - Level design patterns - Boss design --- #### Shooter **Tags:** shooter, combat, aiming, fps, tps Projectile combat with aiming mechanics. Covers FPS, TPS, and arena shooters. **GDD sections added:** - Weapon systems - Aiming and accuracy - Enemy AI patterns - Level/arena design - Multiplayer considerations --- #### Fighting **Tags:** fighting, combat, competitive, combos, pvp 1v1 combat with combos and frame data. Traditional fighters and platform fighters. **GDD sections added:** - Frame data systems - Combo mechanics - Character movesets - Competitive balance - Netcode requirements --- ### Strategy & Tactics #### Strategy **Tags:** strategy, tactics, resources, planning Resource management with tactical decisions. RTS, 4X, and grand strategy. **GDD sections added:** - Resource systems - Unit/building design - AI opponent behavior - Map/scenario design - Victory conditions --- #### Turn-Based Tactics **Tags:** tactics, turn-based, grid, positioning Grid-based movement with turn order. XCOM-likes and tactical RPGs. **GDD sections added:** - Grid and movement systems - Turn order mechanics - Cover and positioning - Unit progression - Procedural mission generation --- #### Tower Defense **Tags:** tower-defense, waves, placement, strategy Wave-based defense with tower placement. **GDD sections added:** - Tower types and upgrades - Wave design and pacing - Economy systems - Map design patterns - Meta-progression --- ### RPG & Progression #### RPG **Tags:** rpg, stats, inventory, quests, narrative Character progression with stats, inventory, and quests. **GDD sections added:** - Character stats and leveling - Inventory and equipment - Quest system design - Combat system (action/turn-based) - Skill trees and builds --- #### Roguelike **Tags:** roguelike, procedural, permadeath, runs Procedural generation with permadeath and run-based progression. **GDD sections added:** - Procedural generation rules - Permadeath and persistence - Run structure and pacing - Item/ability synergies - Meta-progression systems --- #### Metroidvania **Tags:** metroidvania, exploration, abilities, interconnected Interconnected world with ability gating. **GDD sections added:** - World map connectivity - Ability gating design - Backtracking flow - Secret and collectible placement - Power-up progression --- ### Narrative & Story #### Adventure **Tags:** adventure, narrative, exploration, story Story-driven exploration and narrative. Point-and-click and narrative adventures. **GDD sections added:** - Puzzle design - Narrative delivery - Exploration mechanics - Dialogue systems - Story branching --- #### Visual Novel **Tags:** visual-novel, narrative, choices, story Narrative choices with branching story. **GDD sections added:** - Branching narrative structure - Choice and consequence - Character routes - UI/presentation - Save/load states --- #### Text-Based **Tags:** text, parser, interactive-fiction, mud Text input/output games. Parser games, choice-based IF, MUDs. **GDD sections added:** - Parser or choice systems - World model - Narrative structure - Text presentation - Save state management --- ### Simulation & Management #### Simulation **Tags:** simulation, management, sandbox, systems Realistic systems with management and building. Includes tycoons and sim games. **GDD sections added:** - Core simulation loops - Economy modeling - AI agents/citizens - Building/construction - Failure states --- #### Sandbox **Tags:** sandbox, creative, building, freedom Creative freedom with building and minimal objectives. **GDD sections added:** - Creation tools - Physics/interaction systems - Persistence and saving - Sharing/community features - Optional objectives --- ### Sports & Racing #### Racing **Tags:** racing, vehicles, tracks, speed Vehicle control with tracks and lap times. **GDD sections added:** - Vehicle physics model - Track design - AI opponents - Progression/career mode - Multiplayer racing --- #### Sports **Tags:** sports, teams, realistic, physics Team-based or individual sports simulation. **GDD sections added:** - Sport-specific rules - Player/team management - AI opponent behavior - Season/career modes - Multiplayer modes --- ### Multiplayer #### MOBA **Tags:** moba, multiplayer, pvp, heroes, lanes Multiplayer team battles with hero selection. **GDD sections added:** - Hero/champion design - Lane and map design - Team composition - Matchmaking - Economy (gold/items) --- #### Party Game **Tags:** party, multiplayer, minigames, casual Local multiplayer with minigames. **GDD sections added:** - Minigame design patterns - Controller support - Round/game structure - Scoring systems - Player count flexibility --- ### Horror & Survival #### Survival **Tags:** survival, crafting, resources, danger Resource gathering with crafting and persistent threats. **GDD sections added:** - Resource gathering - Crafting systems - Hunger/health/needs - Threat systems - Base building --- #### Horror **Tags:** horror, atmosphere, tension, fear Atmosphere and tension with limited resources. **GDD sections added:** - Fear mechanics - Resource scarcity - Sound design - Lighting and visibility - Enemy/threat design --- ### Casual & Progression #### Puzzle **Tags:** puzzle, logic, cerebral Logic-based challenges and problem-solving. **GDD sections added:** - Puzzle mechanics - Difficulty progression - Hint systems - Level structure - Scoring/rating --- #### Idle/Incremental **Tags:** idle, incremental, automation, progression Passive progression with upgrades and automation. **GDD sections added:** - Core loop design - Prestige systems - Automation unlocks - Number scaling - Offline progress --- #### Card Game **Tags:** card, deck-building, strategy, turns Deck building with card mechanics. **GDD sections added:** - Card design framework - Deck building rules - Mana/resource systems - Rarity and collection - Competitive balance --- ### Rhythm #### Rhythm **Tags:** rhythm, music, timing, beats Music synchronization with timing-based gameplay. **GDD sections added:** - Note/beat mapping - Scoring systems - Difficulty levels - Music licensing - Input methods --- ## Hybrid Game Types Many games combine multiple genres. BMGD supports hybrid selection: ### Examples **Action RPG** = Action Platformer + RPG - Movement and combat systems from Action Platformer - Progression and stats from RPG **Survival Horror** = Survival + Horror - Resource and crafting from Survival - Atmosphere and fear from Horror **Roguelike Deckbuilder** = Roguelike + Card Game - Run structure from Roguelike - Card mechanics from Card Game ### How to Use Hybrids During GDD creation, select multiple game types when prompted: ``` Agent: What game type best describes your game? You: It's a roguelike with card game combat Agent: I'll include sections for both Roguelike and Card Game... ``` --- ## Game Type Selection Tips ### 1. Start with Core Fantasy What does the player primarily DO in your game? - Run and jump? → Platformer types - Build and manage? → Simulation types - Fight enemies? → Combat types - Make choices? → Narrative types ### 2. Consider Your Loop What's the core gameplay loop? - Session-based runs? → Roguelike - Long-term progression? → RPG - Quick matches? → Multiplayer types - Creative expression? → Sandbox ### 3. Don't Over-Combine 2-3 game types maximum. More than that usually means your design isn't focused enough. ### 4. Primary vs Secondary One type should be primary (most gameplay time). Others add flavor: - **Primary:** Platformer (core movement and exploration) - **Secondary:** Metroidvania (ability gating structure) --- ## GDD Section Mapping When you select a game type, BMGD adds these GDD sections: | Game Type | Key Sections Added | | ----------------- | -------------------------------------- | | Action Platformer | Movement, Combat, Level Design | | RPG | Stats, Inventory, Quests | | Roguelike | Procedural Gen, Runs, Meta-Progression | | Narrative | Story Structure, Dialogue, Branching | | Multiplayer | Matchmaking, Netcode, Balance | | Simulation | Systems, Economy, AI | --- ## Next Steps - **[Quick Start Guide](../../tutorials/getting-started/quick-start-bmgd.md)** - Get started with BMGD - **[Workflows Guide](../../reference/workflows/bmgd-workflows.md)** - GDD workflow details - **[Glossary](../../reference/glossary/index.md)** - Game development terminology