Game Design Documents

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Game Design Documents
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Goals of Good Docs
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Capture design consensus
Primary vision conduit between members
Aid in scheduling
Offer focus
Give visibility to future dependencies and
design conflicts
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Design Documentation Stages
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Design treatment or concept paper
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Design summary/design documents
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Game feasibility
Pitch document or proposal
Design specification/product
specification/production document
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Functional product specification
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Game Treatment
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Game story
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Game play and look
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Abstract or “Reader’s Digest” type overview
Focus on appearance
Player roles and actions
Strategies and motivations
Development Specification
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Hardware
Software
Algorithm style
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Sample Development Specification
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This game uses a new 3D engine
Backgrounds are animated
Roughly 50 scenes will be rendered using 3D Studio
Will be developed for Windows
Programmed using C++, DirectX, and our in-house
physics API
Estimated development time 10-16 months
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Design Document
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More formal and complete than game treatment
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What does the player do?
What is the interface?
What is the plot?
Level Details
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What are the levels?
Who are the characters?
How do characters interact?
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Design Document Content
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Game Overview
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Plotline detail
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More detailed revision of game treatment
List player goals and achievements and work
backwards
Story outlines for each game section
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Outlining Your Game
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Describe universal elements- common features to
every part of the game
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scoring rules
names
special powers
anything else?
Details of every scene or game level
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Name for scene
Resource details
Physical and audio appearance
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Outlining Your Game
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Details of every scene (continued).
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Background or playfield
Foreground objects and characters
Animations present for the scenes
Music and sound effects
Script for characters
Scenes and transitions
Flow charts for story branches
Miscellaneous elements (credits, saving games, setup, etc.
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Game Design Document Sections
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Table of Contents
Introduction/Overview
Game Mechanisms
Artificial Intelligence
Game Elements
Story Overview
Game Progression
Bibliography
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Product Specification
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Who is the production team?
Target audience
Gameplay
Shelf-life?
Production tools
Schedule with milestones and deliverables
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Game Specification
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What is it like to play the game?
Interface mock-up
Story-line summary
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Major: final accomplishments
Minor: intermediate tasks
Scenes
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Prototype artwork and screen sequences
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Game Specification
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Character bibles
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Flowcharting
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Profiles and biographies for each character
What are the decision points and scene transitions?
Scripts
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What happens in each scene and during each level?
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Detail Questions
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What can characters do (fly,jump,invisible)?
How many enemies does hero fight?
What weapons are available?
How does the player get rejuvenated?
Multi-player stuff?
Game perspective (side, tops, 3D, first person)?
What kind of sound track?
What about main character’s personality?
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Level Outline
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Name of section, level, or scene
Physical or audio appearance
Foreground objects and characters
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Actions?
Animation?
Sound effects?
Character scripts
Transitions
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Typical Game Sections
1.
Game startup
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2.
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Initialize variables
Set up data structures
Allocate memory
Load graphics and sound files
Game enters main loop or exits to OS
User is prompted for input
User input retrieve
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Game Sections - 2
5.
6.
7.
Game state updated based on user’s last
input
Based on last player action AI is applied,
collisions processed, objects move
Once player logic processing is complete,
background animation performed, music,
sound effects,and housekeeping performed
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Game Sections - 3
Current animation frame is rendered (drawn to
virtual buffer)
Program displays frame by copying buffer to screen
Frame display rate locked to 30 fps
Exit section (game over)
8.
9.
10.
11.
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Release resources
Restore system settings
Exit to OS
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Have a visual Method of
Tracking Progress
In Queue
In Progress
LD Review
Approved
Team Review
SL Review
(use post-it notes)
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Rules of good
Design Documentation
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2. Keep it Short
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Short documents are:
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Easier to read
Easier to write
Easier to maintain and keep up-todate
Easier to handle politically
Less likely to be contradictory
More likely to be simple designs
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2. Keep it Short
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Kill the fluff
Kill empty sections
Kill ‘cut and paste’ stuff
Kill unnecessary text of obvious
systems
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2. Keep It short
Too Long
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Guild Invitation Confirmation UI. Players get a
Confirmation UI when creating a guild. This asks
“Do you really want to join this guild?” and has an
‘ok’ button and a ‘cancel’ button.
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OK Button. The confirmation UI has an OK button,
which confirms the invitation of the guild.
Cancel. The confirmation UI has a cancel button, which
prevents the guild from being formed.
Close button. There is an ‘X’ button in the upper right
hand corner of the UI, which is identical to hitting the
cancel button.
Esc. Pressing escape will cancel the transaction, and
performs identically to hitting the cancel button.
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2. Keep It short
Better
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Guild Invitation Confirmation UI.
Players get a confirmation dialogue when
invited to a guild (see
CommonDialogs.doc).
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2. Keep It short
Who cares?
• Crafting Tithe. Hephaestus, the god of the
forge, has instituted his will upon the
craftsmen of Athens, and all are humbled by
his greatness. As such, any players who wish
to craft any items must pay a tithe to the
temple of Hephaestus to earn his favor, unless
that player has found an item like the Hammer
of the Gods, which allows the player to bypass
these tithes.
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2. Keep It short
Better
Crafting Tithe. Players who craft items must
pay a cost in gold (a tithe to the local temple)
when crafting.
Bypassing tithes. Certain tools allow the
player to bypass the tithe.
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3. Prioritize the Design
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Give the features a priority, break
them into phases
Be sure document clearly separates
out later phase features.
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3. Prioritize the Design
Wrong!
Players can equip items on the inventory screen.
Equipped items change the player’s combat stats.
Player equipment is visible when worn.
Player equipment may be enchanted with magical effects
Players may have their guild insignia drawn on their player
shields.
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3. Prioritize the Design
Still not great
(Phase One) Players can equip items on the inventory screen.
(Phase One) Equipped items change the player’s combat stats.
(Phase Two) Player equipment is visible when worn.
(Phase Two) Player equipment may be enchanted with magical
effects
(Phase Four) Players may have their guild insignia drawn on
their player shields.
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3. Prioritize the Design
Better
Basic Equipment
(Prototype)
• Players can equip items on the inventory screen.
• Equipped items change the player’s combat stats.
Advanced Equipment
(Phase 2)
• Player equipment is visible when worn.
• Player equipment may be enchanted with magical
effects
Guild Insignia on Equipment
(Phase 4)
• Players may have their guild insignia drawn on their
player shields.
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3. Prioritize the Design
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Phase 1: Prototype feature
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Phase 2: Core feature.
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(features and tools that hold up content creation
go here)
Phase 3: Must be in shipped product
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(necessary to validate or demo the game)
(includes features that depend on priority 2
features)
Phase 4: Wishlist, possibly expansion
Phase 5: Yeah, right
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3. Prioritize the Design
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Prioritization is across the project,
not the feature – an entire feature
or document may be full of phase
2, phase 3, or phase 4 features.
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4. Illustrate
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A picture is worth a thousand words.
Tactics:
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Screens of other games with similar features.
Visio diagrams
‘Example’ text
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5. Don’t tell others How
to do their jobs
This is not your problem!
“Quests.doc”
• Quest Variables will be stored in a linked list of
bitvectors on the character object.
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5. Don’t tell others How
to do their jobs
This is your problem. Let coders solve it.
“Quests.doc”
• Memory considerations of quest variables.
• There will be approximately 2500 quests in the game.
• Players may have 20 open quests at a time.
• Players can make up to 10 decision points in one quest,
the status of which must be stored until the quest is
completed.
• Players may find content later which is unlocked by
quests they have already completed – the completion
state (and outcome) of a quest must be stored.
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6. Use user stories
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Independent – doesn’t overlap other user stories
Negotiable – details and implementation are less
important than end user satisfaction.
Valuable – written with the end user in mind.
Estimatable – detailed enough for programmers to
architect & schedule
Small – no more than a week.
Testable – design and programming can agree when
it’s done.
SCRUM’s rules for User Stories,
Note the INVEST acronym.
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6. Use user stories
• The player hears a sound effect when he gains a level.
Too small!
• The players can elect a new space ambassador .
Too boundless!
• When the player gains a level, he hears a sound effect, sees
a particle effect, gains 3 attribute points, gains 5 skill points
and gains access to a prestige class if he is level 10.
Too long!
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7. Separate Code from
Content
Scary wall of bullet points!
• Crafting tools. Some crafting skills will require crafting
tools to be used, or the player will get an error message
saying he cannot use that skill.
• Blacksmith. Using blacksmith skills requires a blacksmith
hammer and tongs. Players may eventually find more
advanced hammer and tongs, that give access to more
crafting options.
• Tailor. Being a tailor requires a loom.
• Alchemy. Alchemy requires a test tube set. Players may
eventually find more advanced test tubes, that give
access to more crafting options.
• Sculpture. Sculpture requires a hammer and chisel.
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7. Separate Code from
Content
Only two requirements – easy!
• Crafting tools. Some crafting skills will require crafting
tools to be used, or the player will get an error message
saying he cannot use that skill.
• Advanced tools. Some crafting skills let the player craft
more powerful items with more powerful tools.
Crafting Skills and Tools
Skill
Tools
Smithing
Hammer and Tongs
Tailoring
Loom
Alchemy
Test Tube Set
Advanced Tools
Yes
Yes
Sculpture Hammer and Chisel
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7. Separate Code from
Content
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Don’t make people hunt for the
information they want.
Separate content into appendices,
or into tables.
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8. Invest in a good Format
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Use a team template
Change the font
Use horizontal lines
Use callout boxes for example
Use bullet lists
BUT don’t be a slave to your
format
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9. Use Clear Terminology
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Use plain english
Avoid Wonky terms
Avoid company-specific terms
Use new terms consistently
Consider a glossary
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10. Capture your Reasoning
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But compartmentalize it.
No!
• Players may not place items on the
ground. This is to help reduce visual
clutter and ensure that players may not
be disruptive through the placement of
hundreds of items.
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10. Capture your Reasoning
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But compartmentalize it.
Much better!
• Players may not place items on the
ground.
…
FAQ: Why can’t players place items on the
ground?
This is to help reduce visual clutter and
ensure that players may not be disruptive
through the placement of hundreds of
items.
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10. Capture your Reasoning
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Capturing your reasoning is especially
useful for longer projects, where the
team may literally forget why they
chose one side or the other.
Capturing your reasoning, by extension,
reduces the number of times contentious
issues are reopened.
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