[casual_games] Game design document
catch news
news at stonefish.be
Tue Mar 20 11:04:27 EDT 2007
Here you can find an example of a typical structure as we use it, I hope
this helps you out a bit.
cheers
Paul Meyers - stonefish interactive
PS. I hope the layout stays readable by sending it in a mail.
*
*
*Table of Contents*
*Introduction*
*Technical specifications*
*deluxe*
*web*
*Design Goals*
*Setting*
*Story & game progression*
*introduction*
*The story screen*
*The shop*
*Status symbols*
*Level introduction screens*
*The Game types : classic game*
*Game Elements*
*Party animals*
*Main character*
*Diamonds*
*Power ups*
*Money*
*Level completion bar*
*trophies*
*Rules*
*Game over*
*Combo's*
*scoring*
*levels*
*controlling the game / game balance*
*The Game types : puzzle*
*Game Elements*
*Party animals*
*Main character*
*Diamonds*
*Power ups*
*Money*
*trophies*
*Rules*
*Game over*
*scoring*
*levels*
*controlling the game / game balance*
*The Game types : endless*
*Game Elements*
*Party animals*
*Main character*
*Diamonds*
*Power ups*
*Money*
*trophies*
*Rules*
*Game over*
*scoring*
*levels*
*controlling the game / game balance*
*The Game types: bonus levels*
*User profiles*
*Save games*
*statistics*
*Help*
*How-to-play*
*hints*
*ingame help*
*Game Screens & dialogs*
*Flow*
*Screens*
*Loading screen*
*Selection screen (main menu)*
*Map screen*
*Game screen*
*Dialogs*
*First time welcome*
*Player create/select dialog*
*Menu dialog*
*Pause dialog*
*How-to dialog*
*Help dialog*
*Credits dialog*
*Settings dialog*
*Saving game dialog*
*Saved game dialog*
*Shop dialog*
*Status symbols dialog*
*Trophy room*
*Level start dialog*
*Level complete dialog*
*Game over dialog*
*Yes/no dialog*
*Game won dialog*
*Animations & Graphical effects*
*Animations*
*Transitions*
*Music & Sounds*
*The editors*
*Spline editor*
*puzzle editor*
*The web game*
*beta specifications*
*beta 1*
*beta 2*
*beta 3*
allen.partridge at iup.edu wrote:
>
> There's a good overview in the Rollings and Morris "Game Architecture
> and Design" as well. I know that off and on there are good examples
> online too. One of the problems is that just like in film, ther really
> isn't a single standard. For me these have evolved based on the needs
> of the game and honestly the most useful ones have spent the bulk of
> their life on a yellow notepad. ;)
>
>
>
> I think it helps to go from concept to rules to game logic (program
> architecture) -- but I've heard people argue effectively that it
> should start with experiments on features and then move to design
> standards etc. I read a nice article not long ago on the process used
> by Reflexive to create Wik -- but I can't recall the source. Perhaps
> someone else recalls.
>
>
>
> --al
>
>
>
> -----Original Message-----
> *From:* casual_games-bounces at igda.org
> [mailto:casual_games-bounces at igda.org] *On Behalf Of *Juan Gril
> *Sent:* Tuesday, March 20, 2007 10:00 AM
> *To:* IGDA Casual Games SIG Mailing List
> *Subject:* Re: [casual_games] Game design document
>
>
>
> I started to write GDDs based on Chris Taylor's and Ernest Adams'
> templates, but after a while I came up with my own style, which fits
> better our development style. I start with the treatment, which
> becomes the How To Play section, and then I start adding sections as
> follows:
>
> - *Introduction:* the introduction from the treatment.
> - *How To Play:* the rest of the treatment. All elements of the core
> gameplay go here, so this section is heavily modified with a lot of
> specs added throughout the process.
> - *User Interface:* all GUI specs go here.
> - *Sounds:* Initially I was listing all sounds here, but now this is
> only a description of the overall goal for sounds and music, and we
> use a separate spreadsheet for every sound and its description.
> - *"Additional Assets":* Depending on the game, the title of this
> section may differ, or won't exist.
> - *Developer Notes:* a section where the developers write anything
> they want. It's their own scratchpad for the project.
> - *Feedback from Publisher:* I was using this section to paste the
> feedback from the publisher of every build, and have a list of pending
> issues. But I'm phasing it out, as I moved it to a spreadsheet in the
> timeline.
>
> I don't do level design on the GDD. I use spreadsheets for it.
>
> I hope this helps. I just realized that the GDD question is popping up
> fairly often, so I added in my wish list of topics for the Casual
> Games White Paper to expand a Documentation section with a GDD and
> timelines example (for timelines, I guess we can use what I presented
> in Amsterdam last month).
>
> Cheers,
>
> Juan
>
> On 3/20/07, *Jose Marin* <jose_marin2 at yahoo.com.br
> <mailto:jose_marin2 at yahoo.com.br>> wrote:
>
> Hi!
>
> Do you know any good sample of a Casual Game Design Document?
>
> There are some on Gamasutra and Gamedev, but I would like to see some
> made for casual games...
>
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