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A plan of attack for your games content Or (more specifically) A detailed description of all games mechanics, objects, characters, stats, ect… that

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Page 1: A plan of attack for your games content  Or (more specifically)  A detailed description of all games mechanics, objects, characters, stats, ect… that
Page 2: A plan of attack for your games content  Or (more specifically)  A detailed description of all games mechanics, objects, characters, stats, ect… that

A plan of attack for your games content

Or (more specifically)

A detailed description of all games mechanics, objects, characters, stats, ect… that will be used to create your game

Page 3: A plan of attack for your games content  Or (more specifically)  A detailed description of all games mechanics, objects, characters, stats, ect… that

Why we make a game design document Game design is not done on the fly Collaborate as a team to agree upon the

games content Solve problems before they occur To maintain a single game vision Understand the scope of the game

Page 4: A plan of attack for your games content  Or (more specifically)  A detailed description of all games mechanics, objects, characters, stats, ect… that

How is this any different then what we did in ROG?

Page 5: A plan of attack for your games content  Or (more specifically)  A detailed description of all games mechanics, objects, characters, stats, ect… that

Write the document for the people producing the game not the people buying the game. Your not trying to sell the game. Don’t make it a

marketing pitch

Anticipate questions the production staff may have about the game and answer those questions preemptively. When everyone is on zero sleep and can’t think

straight the design doc should serve as a reference.

Page 6: A plan of attack for your games content  Or (more specifically)  A detailed description of all games mechanics, objects, characters, stats, ect… that

Nobody should be able to say, "I did it that way because I couldn't find any reference to it in the document.“

Answer all of the “What if…?” and “How…?” questions

Read through the TRC within the SGP syllabus. Does your design meet all of those requirements?

Page 7: A plan of attack for your games content  Or (more specifically)  A detailed description of all games mechanics, objects, characters, stats, ect… that

You have to have clear and understandable descriptions.

Example Bad: “The menus will have a transition

effect” Good: “When going from one screen to

another in the menu interface, the previous menu will fade out while the new menu slides in from off of the right hand side of the screen. This transition effect should be completed within half of a second.”

Page 8: A plan of attack for your games content  Or (more specifically)  A detailed description of all games mechanics, objects, characters, stats, ect… that

Some things must be demonstrated If a shape is important, give us an

example

If you have some extra path finding (unit formations and the like) give us diagrams

Page 9: A plan of attack for your games content  Or (more specifically)  A detailed description of all games mechanics, objects, characters, stats, ect… that

Invest in a Table of Contents Core gameplay should make up a chunk

of the ToC

It’s much easier to expand from a defined core set, then to just blindly start typing

Page 10: A plan of attack for your games content  Or (more specifically)  A detailed description of all games mechanics, objects, characters, stats, ect… that
Page 11: A plan of attack for your games content  Or (more specifically)  A detailed description of all games mechanics, objects, characters, stats, ect… that

Executive summary Short description Genre Target Audience Key Features

Page 12: A plan of attack for your games content  Or (more specifically)  A detailed description of all games mechanics, objects, characters, stats, ect… that

Treatment Dust Jacket Story

Game Walkthrough Not a literal walkthrough, a description

of an average user experience

Page 13: A plan of attack for your games content  Or (more specifically)  A detailed description of all games mechanics, objects, characters, stats, ect… that

A style section Describe the art style of the game

▪ Describe thoroughly what kind of art you are looking for.

▪ Give references to other games/movies/shows/theater that have similar styles if you can.

Describe the general style of the music and sound effects. ▪ What kind a music will be used in the game?▪ How will sound be used in your game?

Page 14: A plan of attack for your games content  Or (more specifically)  A detailed description of all games mechanics, objects, characters, stats, ect… that

How does the game play? What is the goal? What obstacles are there to the goal?

Page 15: A plan of attack for your games content  Or (more specifically)  A detailed description of all games mechanics, objects, characters, stats, ect… that

Puzzle game? What are the puzzles? How do you solve them?

Mini games? How do they work? What are their goals? What obstacles are there to the goal? Each mini game should have a mini

document explaining it fully.

Page 16: A plan of attack for your games content  Or (more specifically)  A detailed description of all games mechanics, objects, characters, stats, ect… that

Does the game have resources? How do you collect them? How do you use them?

Turn based game? What is the turn order? What can you do in each turn? How does the player interact with the

computers turn?

Page 17: A plan of attack for your games content  Or (more specifically)  A detailed description of all games mechanics, objects, characters, stats, ect… that

What equations are going to be used Physics AI decision making …

How do you compile statistics Creation Leveling up Damage per second …

Page 18: A plan of attack for your games content  Or (more specifically)  A detailed description of all games mechanics, objects, characters, stats, ect… that

Items, power ups, breakable objects, buildings, puzzle shapes, bullets, …

Every game object should be described Name Stats (actual numbers) Visual description Interactions …

Page 19: A plan of attack for your games content  Or (more specifically)  A detailed description of all games mechanics, objects, characters, stats, ect… that

For example, if you have characters we need to know:

Where are they? What levels are the found in?

What do they do? What abilities do they have? What do those abilities do? What animations do you need?

What are their stats? HP, MP, speed

Do they have any special properties? Do they fly?

Do they have dialog? What do they say? Does it ever change?

Page 20: A plan of attack for your games content  Or (more specifically)  A detailed description of all games mechanics, objects, characters, stats, ect… that

All AI states should be described though flowcharts

Archer:

Page 21: A plan of attack for your games content  Or (more specifically)  A detailed description of all games mechanics, objects, characters, stats, ect… that

Levels /Maps/Sections/Environments Name/ID Brief description Starting conditions Goal Scale Environmental interactions Ambient environmental aspects Objects Enemies Puzzles Concept level design (yes an actual lay

out /drawing) …

Page 22: A plan of attack for your games content  Or (more specifically)  A detailed description of all games mechanics, objects, characters, stats, ect… that

Controls Controller defaults Keyboard defaults

Interface flow chart

(This is super basic. Your chart will havemore than this.)

Page 23: A plan of attack for your games content  Or (more specifically)  A detailed description of all games mechanics, objects, characters, stats, ect… that

Screen layouts (for every screen) Short description of functionality Image of an example layout

Page 24: A plan of attack for your games content  Or (more specifically)  A detailed description of all games mechanics, objects, characters, stats, ect… that

“Much as novice designers want to get their story out on paper, it has no place in the design document except in summary form.” – Brenda Brathwaite

Keep it short and to the point.

Page 25: A plan of attack for your games content  Or (more specifically)  A detailed description of all games mechanics, objects, characters, stats, ect… that
Page 26: A plan of attack for your games content  Or (more specifically)  A detailed description of all games mechanics, objects, characters, stats, ect… that

It must describe everything in YOUR game

If your game contains aspects that were not mentioned in these slides (which it almost certainly does) you must describe and agree on those things as well

Page 27: A plan of attack for your games content  Or (more specifically)  A detailed description of all games mechanics, objects, characters, stats, ect… that

A design document needs to cover every single thing in a game. If you see it on the screen or if it happens in the game, it needs to be documented.

Someone who doesn’t know how to program, design, or even play games should be able to understand everything in your game.

Page 28: A plan of attack for your games content  Or (more specifically)  A detailed description of all games mechanics, objects, characters, stats, ect… that

Compile all the documents into 1 master design doc

Format the document Spell check and grammar check the

document. Separate sections into separate pages Put like types together Put everything in an easy to understand

order

(do not print this document, we want to save the trees)

Page 29: A plan of attack for your games content  Or (more specifically)  A detailed description of all games mechanics, objects, characters, stats, ect… that

Your game. In all its glory

If it is in your game, it should be in the doc

If it is in your doc it should be in your game

Completed for Lab 3

Page 30: A plan of attack for your games content  Or (more specifically)  A detailed description of all games mechanics, objects, characters, stats, ect… that

This is a lot of workThis will take a long timeThis will end up being 50 pages or

moreMost of this you have hopefully

already written or agreed uponThis is normalThis will be immensely helpful

Page 31: A plan of attack for your games content  Or (more specifically)  A detailed description of all games mechanics, objects, characters, stats, ect… that

Lab 2*: Draft of Design Doc