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Think Different Game Production: Pre-production

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Game Name

General Game Design Document

Version 1.0

Name

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Table of Contents

Table of Contents Design History

Section I - Game Overview Game Concept

Feature Set Genre

Target Audience Game Flow Summary Look and Feel

Project Scope

Section II - Gameplay and Mechanics Gameplay Game Progression Mission/challenge Structure Puzzle Structure Objectives Play Flow Mechanics Physics Movement General Movement Other Movement Objects

Picking Up Objects Moving Objects Actions

Switches and Buttons

Picking Up, Carrying and Dropping Talking

Reading Combat Economy Screen Flow

Screen Flow Chart Screen Descriptions

Main Menu Screen Options Screen Game Options

Replaying and Saving Cheats and Easter Eggs

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Story and Narrative Back story Plot Elements Game Progression License Considerations Cut Scenes

Cut scene #1 Actors Description Storyboard Script Cut scene #2 Game World

General look and feel of world Area #1

General Description Physical Characteristics Levels that use area Connections to other areas Area #2 Characters Character #1 Back story Personality Look Physical characteristics Animations Special Abilities

Relevance to game story

Relationship to other characters Statistics

Character #2 Section IV – Levels

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Section V - Interface Visual System

HUD - What controls Menus Rendering System Camera Lighting Models Control System Audio Music Sound Effects Help System

Section VI - Artificial Intelligence Opponent AI

Enemy AI

Non-combat Characters Friendly Characters Support AI

Player and Collision Detection Pathfinding

Section VII – Technical Target Hardware

Development hardware and software Development procedures and standards Game Engine

Network

Scripting Language Section VIII – Game Art

Concept Art Style Guides Characters Environments Equipment Cut scenes Miscellaneous

Section IX - Secondary Software Editor

Installer

Update software Section X - Management

Detailed Schedule Budget

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Appendices Asset List

Art

Model and Texture List Animation List

Effects List Interface Art List Cut scene List Sound

Environmental Sounds Weapon Sounds Interface Sounds Music

Ambient “Action” Victory Defeat Voice

Actor #1 lines Actor #2 lines

Design History

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Section I - Game Overview

Game Concept

Feature Set

Genre

Survival/Horror

Target Audience

Teens/Adults

Game Flow Summary

How does the player move through the game. Both through framing interface and the game itself.

Look and Feel

What is the basic look and feel of the game? What is the visual style?

Project Scope

Number of locations: Minimum of Three Number of levels

Number of NPC’s: Minimum of Five

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Section II - Gameplay and Mechanics

Gameplay

Game Progression Mission/challenge Structure Puzzle Structure Objectives

What are the objectives of the game?

Play Flow

How does the game flow for the game player

Mechanics

What are the rules to the game, both implicit and explicit. This is the model of the universe that the game works under. Think of it as a simulation of a world, how do all the pieces interact? This actually can be a very large section.

Physics

How does the physical universe work?

Movement

General Movement

Other Movement

Objects

Picking Up Objects

Moving Objects

Actions

Switches and Buttons

Picking Up, Carrying and Dropping

Talking

Reading

Combat

If there is combat or even conflict, how is this specifically modeled?

Economy

What is the economy of the game? How does it work?

Screen Flow

Screen Flow Chart

A graphical description of how each screen is related to every other

Screen Descriptions

What is the purpose of each screen?

Main Menu Screen

Options Screen

Game Options

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Section III – Story, Setting and Character

Story and Narrative

Specific details like scripts and cut scenes may not be in this document but be in the Story Bible.

Back story Plot Elements Game Progression License Considerations Cut Scenes

Cut scene #1

Actors Description Storyboard Script

Cut scene #2

etc.

Game World

General look and feel of world Area #1

General Description

Physical Characteristics

Levels that use area

Connections to other areas

Area #2

Characters

Character #1

Back story

Personality

Look

Physical characteristics Animations

Special Abilities

Relevance to game story

Relationship to other characters

Statistics

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Section IV – Levels

Level #1

Synopsis

Introductory Material

(Cut scene? Mission briefing?)

Objectives

Physical Description Map

Critical Path Encounters

Level Walkthrough Closing Material

Level #2

Training Level

Section V - Interface

Visual System

HUD - What controls Menus

Rendering System Camera

Lighting Models

Control System

How does the game player control the game? What are the specific commands?

Audio

Music

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Section VI - Artificial Intelligence

Opponent AI

The active opponent that plays against the game player and therefore requires strategic decision making (example, Civilization or Chess, how is it to be designed?

Enemy AI

Villains and Monsters

Non-combat Characters

Friendly Characters

Support AI

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Section VII – Technical

This may be abbreviated with most in the Technical Bible.

Target Hardware

Development hardware and software

Development procedures and standards

Game Engine

Network

(13)

Section VIII – Game Art

This may be abbreviated with most of the content in an Art Bible.

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Section IX - Secondary Software

Editor

Installer

(15)

Section X - Management

Detailed Schedule

Budget

Risk Analysis

Localization Plan

Test Plan

Appendices

Asset List

Art

Model and Texture List

Animation List

Effects List

Interface Art List

Cut scene List

Sound

Environmental Sounds

Weapon Sounds

Interface Sounds

Music

Ambient

“Action”

Victory

Defeat

Voice

Actor #1 lines

Referensi

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