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{
"recommendations": [
"bierner.markdown-mermaid"
]
}

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# forkable-game-design # Forkable Game Design
Game design document template(s), made temptingly forkable. This is a game design document template, ready to be forked by you.
## Features
* Open to be forked by anyone, really.
* Wiki-friendly hierarchical structure.
* Mermaid used/recommended for flowcharts and diagrams.
* Team-friendly, assuming your team can use Git and Markdown.
Please remove this preface when you fork it. Leave a link if you'd like but it's not a priority. It's yours.
--------------------------------------------------------------------------------
# Index
Truthfully non-linear, but in a loose order of priority.
1. [Game Pitch/Synopsis](pitch/README.md)
2. [Game Flow](flow/README.md)
3. [Game Systems](systems/README.md)
4. [Game Graphics](graphics/README.md)
5. [Game Audio](audio/README.md)

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# Game Audio
Overall vibe of the auditory aesthetic.
You may want to additionally define any leitmotifs in use.
### Theory
Is there a fixed mode or scale? Any rhythmic motifs? Leitmotif? Define them here.
If you don't know, feel free to erase this section and just play with the rest.
### Sound Palette / Instrumentation
What are you going for with the instrumentation?
Dark, bassy tones? Happy, high-pitched tones?
Even electronically synthesized instruments can use a well-grounded basis. What real instruments do you want to base your palette on?
Where is the emphasis, which instruments (if any) will carry the focus?
Is there an existing song or two you want to draw from?
### Stylistic Attributes / Effects
Any particular musical/auditory motifs (signature phrases/effects) you're planning to incorporate?
Does the game have a specific 'theme' you want to reuse throughout the soundtrack?
Will you use musical cues to draw attention to certain parts of the game?
### Efects
What post-processing techniques are you going to need? Cross-fading? Reverberation? Filters?

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# Game Flow
You can use Mermaid to conceptualize a game flow here, if needed/desired.
```mermaid
flowchart TD
A[Deposit Coin] --> B[Credit >= 1]
B -- "Yes" --> C[Start Game]
C --> E[Begin Game Loop]
E --> F[Die]
F --> G[Retry?]
G -- "No" --> I[Highscore]
G -- "Yes" --> A
```

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# Game Graphics
Overall vibe of the visual aesthetic.
### Color Palette
What kind of color scheme are you planning to use?
Dull, desaturated colors?
Lively, vibrant colors?
How will they be applied to the game objects? Will they be silhouettes? Will they be outlined? Will they be shaded? How so?
Is there an existing work or two you want to draw from?
### Stylistic Attributes / Effects
Any particular visual motifs (signature shapes/effects) you're planning to incorporate into the overall style?
Cute, round shapes? Aggressive, harsh triangles? Obscured silhouettes?
What about design languages? Should enemies or hazards be of a certain color or shape?
What about to call attention to specific parts of the game?
Nostalgic film noir, tense wide angle cameras, glitchy static?
Any visual influences (cultural, setting)?
Mayan, celtic, post-apocalyptic dystopia, alien, etc.?
### Effects
What kind of visual effects are you going to need for this game?
Motion blur? Bloom? Film noir?

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# Game Pitch/Synopsis
Brief summary of the game. A kind of elevator pitch. Keep it simple.
### Highlights
* What makes this game stand out?
* New/innovative uses of mechanics?
* Interesting algorithms?
* Interesting narrative?
* Appealing aesthetics?
### Gameplay
What role will the player take on? What is their *goal*, what *obstacles* stand in their way, and what are the *tactics* they'll use to overcome them?
### Mindset
How will the player feel throughout the game? What is their *expectation*? Should they feel powerful enough to overcome all the *obstacles* right out of the gate? Or should they feel overwhelmed at the challenge, in search of the proper *tactics*?
What is the pace of the game? Is it a race against time, or does it require careful and deliberate planning/exploration?

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# Game Systems
Game systems are pretty loose. Separated below are a few approaches.
Choose the best fit for your project and thought process.
You may wish to cascade these approaches down more granularly to in-game objects, obstacles, and AIs.
## GMTK Definition
Game Maker's Toolkit uses this approach to describe a game system, which is still general while being more geared towards *games.* I've adapted it mildly to fit it in with the GOTE approach, since it is fairly compatible.
### Fail State
What are the criteria that define a fail state? Timer running down? HP going to zero?
### Obstacles
What are the obstacles that push the player towards that fail state? Hesitation? Enemies?
### Tactics
What are the tactics/methods that can be employed to overcome those obstacles? Moving quickly? Moving accurately? Acquiring bandages?
### Win State / Goal
What is the win state? What is the desired outcome? High amount of time left? No damage?
## Functional Definition
The foundation of any system, generally, is a function of input and output.
Between is a process, a set of operations that take the input and present an output.
### Input
How will the player interact with the game? Keyboard, mouse, joystick?
What kind of actions will the player be able to perform?
Walking, running, shooting, jumping, attacks, combo moves, etc?
### Process
How will the player interactions be processed? As movement, aiming, or shooting?
How will actions cascade through the game world?
### Output
What kind of reactions will the system generate?
What happens when a player collides with another entity?
Will platforms fall when walked on? Will enemies get knocked back on attack?
Will enemies need to respond to the actions of other enemies?