Design structure question
by Steve D · in Game Design and Creative Issues · 01/18/2008 (9:01 pm) · 5 replies
Hi all, this is my first time writing a design document and I'm not sure how to proceed in one area and would love to hear any suggestions. I'm designing a sci-fi rpg and have about 80 weapons and items and about 200 missions. What would be the best way, on paper, to figure out how items should be placed? Should I just make notes in general of what items are in what missions and tweak it in game? Or should I not put in items at all and do in game? Or should I group missions together based on difficulty, and just note which items should be found in that particular group?
My feeling is if I precisely write down what items are found in a mission I'm just wasting my time because it more then likely change later anyway.
My feeling is if I precisely write down what items are found in a mission I'm just wasting my time because it more then likely change later anyway.
#2
01/24/2008 (5:09 am)
I would make notes under each mission of what items go with what missions. If you are going to hold on to your design doc once everything is tweaked go back and change the doc to reflect what was actually done.
#3
I'm also working on a sci fi RPG at the moment and I'm doing the same as I did in my previous projects, writing everything down and documenting changes so that I know later what I changed and why.
I don't know how you handle the weapons in your game but I created different lists depending on the type of weapon and the character that will be able to aquire those weapons (i have 10 different playable characters with their own weaponry in my game).
You can go the way to just make a list that lists the following:
Weapon name|Power|Cost
OR
Character|Weapon|Power|Cost|Availability through
Many other ways to go depending on how detailed you want your list to be. :)
The availability option is there so you can see where the character/player can aquire this weapon and can be named otherwise as you see fit.
Like you character can buy certain weapons in a shop but can aquire others through bosses or treasure chests and so on.....
Good Luck and lots of success for your project! :)
01/25/2008 (12:49 am)
Creating lists about everything and writing everything down is never a waste of time because it will help you a lot in the long run. Most of all when you are further in the progress and have many other things on the plate. :)I'm also working on a sci fi RPG at the moment and I'm doing the same as I did in my previous projects, writing everything down and documenting changes so that I know later what I changed and why.
I don't know how you handle the weapons in your game but I created different lists depending on the type of weapon and the character that will be able to aquire those weapons (i have 10 different playable characters with their own weaponry in my game).
You can go the way to just make a list that lists the following:
Weapon name|Power|Cost
OR
Character|Weapon|Power|Cost|Availability through
Many other ways to go depending on how detailed you want your list to be. :)
The availability option is there so you can see where the character/player can aquire this weapon and can be named otherwise as you see fit.
Like you character can buy certain weapons in a shop but can aquire others through bosses or treasure chests and so on.....
Good Luck and lots of success for your project! :)
#4
01/28/2008 (7:14 am)
You should write things down. For example, in which level will the player earn the BFG? You can mock up the levels on paper, look at pacing. When the level is actually roughed out, you can either tweak the design document or copy and paste from the actual level. As you move forward and elements of the game are coded and modeled, you can take screenshots of the models and add them to the design document, adding notes as needed. The document is going to change dramatically. It's better to have an idea before you begin, know where you're going but you need to have the flexibility to replace portions of the document with what the team has developed. Maybe the level designer added the cool new weapon or the cool new trap too early (as outlined in the design document). You want to emphasize the players progression (using the document itself) to keep everyone on track.
#5
My process on the Hero's Journey MMO is to do a rough design of my area in writing, then draw a map of the area and include all the major assets I plan to place in the area. I then rough out the area in the game editor and start running through it as soon as possible so I can begin the iterative process. Of course, since I can make changes to the area in real-time as I play through it the iterative process goes by quickly.
You want to get into the mission as soon as possible so you can make it fun as soon as possible before you hit any deadlines. Do not spend too much time trying to write every detail out, you will use up time that could be used on iterative cycles. The sooner you can test the mission out, the sooner you can determine if the basics of your level design will work and be fun.
As for the overall design doc, same thing, just get down the basic most required features and assets. I remember the design docs for past games I worked on were insanely huge, but guess what, much of it was not used. As soon as you have the game up and running a lot of it goes out the window because what looks good on paper does not always play good in the game. Also, based on budgeting and deadlines even more stuff can go out the window. If you can get your barebones prototype to be fun, all the extra stuff will just be icing on the cake.
01/28/2008 (9:09 am)
Each mission should have a rough design of its own, at least so you can figure out the pacing and what assets each mission will require. To stay organized you might want to try "mind maps", like this application creates ( www.mindjet.com/us/ ).My process on the Hero's Journey MMO is to do a rough design of my area in writing, then draw a map of the area and include all the major assets I plan to place in the area. I then rough out the area in the game editor and start running through it as soon as possible so I can begin the iterative process. Of course, since I can make changes to the area in real-time as I play through it the iterative process goes by quickly.
You want to get into the mission as soon as possible so you can make it fun as soon as possible before you hit any deadlines. Do not spend too much time trying to write every detail out, you will use up time that could be used on iterative cycles. The sooner you can test the mission out, the sooner you can determine if the basics of your level design will work and be fun.
As for the overall design doc, same thing, just get down the basic most required features and assets. I remember the design docs for past games I worked on were insanely huge, but guess what, much of it was not used. As soon as you have the game up and running a lot of it goes out the window because what looks good on paper does not always play good in the game. Also, based on budgeting and deadlines even more stuff can go out the window. If you can get your barebones prototype to be fun, all the extra stuff will just be icing on the cake.
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