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.vscode/extensions.json
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{
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"recommendations": [
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"bierner.markdown-mermaid"
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]
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}
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README.md
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README.md
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# forkable-game-design
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# Forkable Game Design
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Game design document template(s), made temptingly forkable.
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This is a game design document template, ready to be forked by you.
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## Features
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* Open to be forked by anyone, really.
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* Wiki-friendly hierarchical structure.
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* Mermaid used/recommended for flowcharts and diagrams.
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* Team-friendly, assuming your team can use Git and Markdown.
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Please remove this preface when you fork it. Leave a link if you'd like but it's not a priority. It's yours.
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--------------------------------------------------------------------------------
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# Index
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Truthfully non-linear, but in a loose order of priority.
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1. [Game Pitch/Synopsis](pitch/README.md)
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2. [Game Flow](flow/README.md)
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3. [Game Systems](systems/README.md)
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4. [Game Graphics](graphics/README.md)
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5. [Game Audio](audio/README.md)
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audio/README.md
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# Game Audio
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Overall vibe of the auditory aesthetic.
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You may want to additionally define any leitmotifs in use.
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### Theory
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Is there a fixed mode or scale? Any rhythmic motifs? Leitmotif? Define them here.
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If you don't know, feel free to erase this section and just play with the rest.
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### Sound Palette / Instrumentation
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What are you going for with the instrumentation?
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Dark, bassy tones? Happy, high-pitched tones?
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Even electronically synthesized instruments can use a well-grounded basis. What real instruments do you want to base your palette on?
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Where is the emphasis, which instruments (if any) will carry the focus?
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Is there an existing song or two you want to draw from?
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### Stylistic Attributes / Effects
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Any particular musical/auditory motifs (signature phrases/effects) you're planning to incorporate?
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Does the game have a specific 'theme' you want to reuse throughout the soundtrack?
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Will you use musical cues to draw attention to certain parts of the game?
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### Efects
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What post-processing techniques are you going to need? Cross-fading? Reverberation? Filters?
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flow/README.md
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# Game Flow
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You can use Mermaid to conceptualize a game flow here, if needed/desired.
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```mermaid
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flowchart TD
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A[Deposit Coin] --> B[Credit >= 1]
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B -- "Yes" --> C[Start Game]
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C --> E[Begin Game Loop]
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E --> F[Die]
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F --> G[Retry?]
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G -- "No" --> I[Highscore]
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G -- "Yes" --> A
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```
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graphics/README.md
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# Game Graphics
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Overall vibe of the visual aesthetic.
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### Color Palette
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What kind of color scheme are you planning to use?
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Dull, desaturated colors?
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Lively, vibrant colors?
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How will they be applied to the game objects? Will they be silhouettes? Will they be outlined? Will they be shaded? How so?
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Is there an existing work or two you want to draw from?
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### Stylistic Attributes / Effects
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Any particular visual motifs (signature shapes/effects) you're planning to incorporate into the overall style?
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Cute, round shapes? Aggressive, harsh triangles? Obscured silhouettes?
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What about design languages? Should enemies or hazards be of a certain color or shape?
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What about to call attention to specific parts of the game?
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Nostalgic film noir, tense wide angle cameras, glitchy static?
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Any visual influences (cultural, setting)?
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Mayan, celtic, post-apocalyptic dystopia, alien, etc.?
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### Effects
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What kind of visual effects are you going to need for this game?
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Motion blur? Bloom? Film noir?
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pitch/README.md
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# Game Pitch/Synopsis
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Brief summary of the game. A kind of elevator pitch. Keep it simple.
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### Highlights
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* What makes this game stand out?
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* New/innovative uses of mechanics?
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* Interesting algorithms?
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* Interesting narrative?
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* Appealing aesthetics?
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### Gameplay
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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?
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### Mindset
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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*?
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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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systems/README.md
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# Game Systems
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Game systems are pretty loose. Separated below are a few approaches.
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Choose the best fit for your project and thought process.
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You may wish to cascade these approaches down more granularly to in-game objects, obstacles, and AIs.
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## GMTK Definition
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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.
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### Fail State
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What are the criteria that define a fail state? Timer running down? HP going to zero?
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### Obstacles
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What are the obstacles that push the player towards that fail state? Hesitation? Enemies?
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### Tactics
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What are the tactics/methods that can be employed to overcome those obstacles? Moving quickly? Moving accurately? Acquiring bandages?
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### Win State / Goal
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What is the win state? What is the desired outcome? High amount of time left? No damage?
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## Functional Definition
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The foundation of any system, generally, is a function of input and output.
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Between is a process, a set of operations that take the input and present an output.
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### Input
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How will the player interact with the game? Keyboard, mouse, joystick?
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What kind of actions will the player be able to perform?
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Walking, running, shooting, jumping, attacks, combo moves, etc?
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### Process
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How will the player interactions be processed? As movement, aiming, or shooting?
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How will actions cascade through the game world?
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### Output
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What kind of reactions will the system generate?
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What happens when a player collides with another entity?
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Will platforms fall when walked on? Will enemies get knocked back on attack?
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Will enemies need to respond to the actions of other enemies?
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