I know i dont post on here much, but all the time i have to skim past posts of “real team, _____ needed” or the ever-so-popular (with no results, ever) “MMORPG help please” kind of stuff. I even look at peoples teams of 4 or more who have some solid stuff, but just a bunch of ideas. People rarely make what a game actually needs: A Game Design Document. Or a GDD. Or your games Bible. Having one of these not only makes your game ready to be made, but also makes you look more professional, thus causing more memebers to want a part in your project. People would be more willing to help if they know where the game is, whos in it, the mechanics and metrics, etc etc.
Ive written almost 2 GDD’s, and a couple 10 pagers (a shorter version of the GDD), and a ton of 1 page summarys. I spent years looking for how to write a GDD, and was skimming in the bookstore looking at Blender books, when i saw a book called Level Up. Its about game design. And in the back it has a full 13 page template of what you need in your GDD. and that part of the book can be viewed on amazon. It pretty much teaches you the 1, 10, and full GDD formats. So please, check it out, and maybe use it to make your game more appealing to the community and save us time from having to scroll past that stuff. And if you ever do get a real game going, let me know
My mmorpg isnt failing. We have a website a forum and a blog check the blog out here, and yes we are using a GDD
I didnt say ALL of them lol, but good work be a good inspiration for all the others
I have recently come upon a great site with an in depth tutorial on game design. Check it out
http://www.sloperama.com/advice.html
awesome thx
Good work.^^
Game design document is very important, in order to keep a map of things to do. You can easily track of progress and tasks and make a final game.
You can break your Game in smaller parts and modelise them:
- First Task
1.1 First Subtask of First Task
1.2 Second Subtask of First Task
… e.t.c.
You can see by yourself that It’s not hard to systemize a specifications and rules because you know what you can do and will do it fast.
If you can complete 10 tasks, then it’s normal that you can complete 100 tasks, but be warned that tasks can be increased only as long team members can be increased.
When working with blender game engine on small projects I like to write a list of “things still to do” and rank them according to importance/intergration. i.e. If something needs to be intergrated in to everything else (like the ai) then it needs to be done first.
I write it in the text window of blender. And remember to update it before I save. That way when I open the file again i know exactly where I am and what needs doing next.
(of course sometimes I like to do tasks from way down the list of importance- like making 3d assets- just for fun and to stop from getting stuck).
Agreed, thats how i list everything, but with bullets, ie
-1
•1.1
•1.2
Etc.
does anybody have a free e books or sheets or web pages on that topic, please submit it
The truth is that I am not a professional game designer, I do web development, mostly. So I figured out that a game design for me is closer to Systems Analysis. Rather than my opinion, Game Design has tons of literature so it won’t be hard to learn about it from a professional.
The alpha and the omega of a game design is mostly getting the concept (idea), and start modelize it (systemize), in order to make specifications (that artists, and programmers will refence for their work).
Note: If you do it all by yourself, be gentle with yourself.
Examples of Game Designs: http://www.scribd.com/search?cat=redesign&q=game+design&x=0&y=0
If you have a “game design” it must not be very abstract and encyclopedical, but if you have a system analysis it would be very precise. What I did to get started with game design, I took a well-known concept like Basketball and written down all I knew about it.
-
Grab the Entities:
i.e. Player, Team, Timer, Field, Basket, Ball, Point, Match, Score, Quarter (how do you say it English… 4 quarters = match, you know)… e.t.c. -
Then do a description about each Entity, what does it do?
-
How each Entity interoperates with other Entities? (Find the relations going back to 2 and 3 all the time).
i.e. Player keeps the Ball = What he must do? Pass to a TeamMate or Shoot.
i.e. Player has not Ball = What he must do? Block an Opponent and try to grab the Ball.
And so forth.
Thats a good description, Flopoloco.
Also, David Perry on Game Design: A Brainstorming Toolbox is a great book on game design and writing your Document