BMGD Game Types Guide
Reference for selecting and using BMGD’s 24 supported game type templates.
Overview
Section titled “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
Section titled “Supported Game Types”Action & Combat
Section titled “Action & Combat”Action Platformer
Section titled “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
Section titled “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
Section titled “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
Section titled “Strategy & Tactics”Strategy
Section titled “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
Section titled “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
Section titled “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
Section titled “RPG & Progression”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
Section titled “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
Section titled “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
Section titled “Narrative & Story”Adventure
Section titled “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
Section titled “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
Section titled “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
Section titled “Simulation & Management”Simulation
Section titled “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
Section titled “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
Section titled “Sports & Racing”Racing
Section titled “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
Section titled “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
Section titled “Multiplayer”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
Section titled “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
Section titled “Horror & Survival”Survival
Section titled “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
Section titled “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
Section titled “Casual & Progression”Puzzle
Section titled “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
Section titled “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
Section titled “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
Section titled “Rhythm”Rhythm
Section titled “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
Section titled “Hybrid Game Types”Many games combine multiple genres. BMGD supports hybrid selection:
Examples
Section titled “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
Section titled “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 combatAgent: I'll include sections for both Roguelike and Card Game...Game Type Selection Tips
Section titled “Game Type Selection Tips”1. Start with Core Fantasy
Section titled “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
Section titled “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
Section titled “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
Section titled “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
Section titled “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
Section titled “Next Steps”- Quick Start Guide - Get started with BMGD
- Workflows Guide - GDD workflow details
- Glossary - Game development terminology