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Game Design > First

#4947 - Daikath - Tue Apr 15, 2003 4:27 pm

Yay im first! :D
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#4967 - pollier - Wed Apr 16, 2003 2:04 am

Second (???)

Could an admin please delete the above post ;)

eheh. no.
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#4969 - Tsunami - Wed Apr 16, 2003 5:04 am

uhh 3rd!!! w00t... game design so i am on topic unlike u guys ;) uhhh a bat eats crippled squirels to gain powers...

#4974 - MayFly - Wed Apr 16, 2003 11:15 am

Guys,

I'm curious about how you go about creating a game for the GBA. Specifically:

1. How detailed (if any) are your design documents prior to starting a project?

2. Do you (or your organization) have a formal procedure for game designs/proposals and design document templates?

FYI, I generally start with a summary of the game and objective(s), the document outlines desired/expected specifications regarding various parts of the project. As a rule of thumb, I tend to keep the document short (less than 5 pages). I treat the document as a guideline, not a program to be followed to by the letter. Naturally as the project progresses the document is modified and ammended to account for previous unkowns, developments and discoveries.

Most of the "grunt" specs are placed in my trusty spreadsheets.

MayFly

#4976 - MayFly - Wed Apr 16, 2003 11:40 am

Here's a good article that deals with topic of "game design methods". An interesting read.

http://www.gamasutra.com/features/20030303/kreimeier_wireless.htm

MayFly

#4985 - bertil - Wed Apr 16, 2003 6:02 pm

Personally I normaly just decide what kind of game I want to do (somehow I always decide to make an RPG) and then start coding without any plan whatsoever.
When the basic game engine is done, or half-done I start planning the plot and draw some graphics. Then I make an intro without any idea about what will happen next. Then I realize that my game engine isn't finished at all and I try to finish it. Then I realize that I should now recode the intro as it uses crappy old routines that is no longer needed with the more complete game engine.
Then I tire and discard the project.

Do not use this method to organize work.
Maybe I should start writing design documents and stuff...

#4987 - jenswa - Wed Apr 16, 2003 9:01 pm

I start with making clear what type (platform, rpg, top-down view, those things).
Then i build the engine (which takes quite some time) with a basic level,
test it, get out bugs and stuff.
Then i fill in the rest of the levels and get a boring game because i forgot
to add some enemies or any other stuff which will get you motivated
playing my game.

But sometimes i write the whole script with movies and stuff down on
paper and after that i don't go any further.
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#4992 - niltsair - Wed Apr 16, 2003 9:21 pm

In a current Game Design that i'm working with a group of about 7-8 persons (feel free to join... www.gosg.org ) we :
-dedicated about 3 months of ideas brainstorming.
-Then spent about 3-4 months creating a GameDesign document (while still bringing in ideas).

We're now on the first leg of actual developpement. Since it's an afterwork hobby kind of thing, it's a slow process.

You can have a look at our current GameDesign Document here : http://www.gosg.org/static.php?op=gamedesign.txt&npds=1

#5024 - sgeos - Thu Apr 17, 2003 9:46 pm

> 1. How detailed (if any) are your design documents prior to starting
> a project?

Must contain a screen mock up for every screen. All data types need to be defined. Controls need to be defined. Function hierarchy and passing data from one module to another must be defined.

> 2. Do you (or your organization) have a formal procedure for game
> designs/proposals and design document templates?

Screen mockups, yes. Everthing else, no.

-Brendan