diff --git a/OG-GDD.md b/OG-GDD.md new file mode 100644 index 0000000..ec72827 --- /dev/null +++ b/OG-GDD.md @@ -0,0 +1,275 @@ +# Game Name Here + +## Index +1. [Index](#index) +* [Game Overview](#overview) +* [System Design](#system) +* [World Design](#world) +* [Level Design](#levels) +* [Visual Design](#visuals) +* [Music / Sound Design](#music) +* [Required Assets](#assets) +* [Schedule](#schedule) +* [Other Notes](#etc) + +## Game Overview +------------------------- +### Summary + +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 initial *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? + +## System Design +------------------------- +### 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? +If there are too many, how can you make them easy to use? + +### 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? + +### Behaviors + +* Player + * Can directly listen for input + * Can spawn variety of projectiles +* Enemies + * Can spawn variety of projectiles + * Can follow paths + * Can be knocked back (by projectile) + * Can be stunned (by projectile) + * Uses state machines +* Switches/buttons + * Can be toggled + * Can interact with platforms + * Can spawn projectiles and enemies +* Platforms + * Can follow paths + * Can be switched on and off +* Props + * Can be interacted with (rigid body) + +### Requirements + +#### Unique + +Are there any unique systems/algorithms you're going to have to implement? If so, describe them in detail. + +Some examples might be Portal's portal system, Spelunky's level generation, or Spore's character designer. + +#### Other + + * Scene graph + * Application state management + * Navigation meshes + * A* path finding + * FSMs, decision trees + * Observer pattern (event listeners) + +## World Design +------------------------- +### World Setting +Time and place, if applicable. + +### Subsettings + * Cell block + * Torture chamber + * Crypt + * Hell + + +## Level Designs +------------------------- +### Cell block + +#### Goals +Escape + +#### Obstacles +Cell door, guards + +#### Tactics +Murder guard, steal key + +#### Expectation +Might not succeed, but death comes either way + +### Learned Mechanics + * Input (Explicitly taught) + * Call for attention + * Attack + * Output (Implicitly learned) + * Enemies follow sounds + * Attacks can be blocked + * Dead enemies leave loot + +... + +## Visual Design + +------------------------- + +### 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? + +## Sound / Music Design + +------------------------- + +### 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? + +## Required Assets + +------------------------- + +### Visual + +#### Characters + + * Player + * Town chief + * Basic enemy + * Blocking enemy + * Charging enemy + +#### Animations + * Player + * Walking + * running + * falling + * jumping + * hit + * dying + * chief + * idle + * enemy + * Walking + * attacking + * hit + * dying + +#### Maps + + * Cells + * Crypt + * Hell + +### Audio + + * Dungeon theme + * Tense + * + Battle variation + +## Schedule + +------------------------- + + * Pre-alpha (idea) + * Game should be playable, concept roughly defined + * Assets should be entirely rough, placeholders + * Big idea should be present, smaller derived ideas are omittable + * Alpha (prototyping) + * Game should be mostly completable and running well + * Assets might still be rough, but should be introduced + * Smaller ideas can be introduced and refined here + * Beta (refinement) + * Game should be fully completable + * Iron out all obvious bugs + * All assets should be completed and in place + * Gather community feedback + * Gamma (RC1, finalize) + * Do stuff with the feedback + * Game should be fully "juiced" + * Interpolation + * Particles + * Screen quake + * Feedback!!! + * Auditory, visual, and tactile! + * If you needed one, you probably need another! + * Listen for bug reports + * Iron out as many of the non-obvious bugs as possible + * Delta (RC2, finalize) + * Listen for bug reports + * Iron out as many of the non-obvious bugs as possible + * Omega + * Celebrate + * Don't pay attention to the bug reports + * Drink + * Drink more + * Keep drinking + +## Other Notes + +------------------------- + +Lorem ipsum dolor sit amet...