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Game Design Document for Online Games; Fail to Plan? Plan to Fail!


ByTAC
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Just wanted to share the Document I use prior to working on my Project.

Helps flesh out a lot of ideas and potential issues.

[http://nq2h.net/runescape-design-document/](http://nq2h.net/runescape-design-document/)

or Read Below :

Credits : [http://www.jagex.com/](http://www.jagex.com/) / [http://www.runescape.com/](http://www.runescape.com/)

**RuneScape Design Document**

This is a copy of the design document RuneScape uses:

**Game **Design** **Document** – Explanation**

**Section 1 – Concept Overview**

The details in this section largely replicate those from the Game Concept**Document**, although they should be expanded upon where possible to present a fuller picture of the final game.

**1.1 – Game Name**

Indicate the proposed name of the game and the reasons, if any, for this choice. The game name is important as it is one of the key elements by which the player will be enticed to play the game.

**1.2 – Storyline**

A description of the game’s plot if relevant.

**1.3 – Game Play Mechanic**

An overview of the essential game mechanic, the way the game is displayed to the customer and the basic control mechanism.

**1.4 – Key Selling Features**

The reasons why the customer is going to want to pay money to play this game.

**Section 2 – Detailed Concept**

**2.1 – Game World Description**

An overview of the game environment. Describe as required the locations which the game takes place. List the likely number of levels and stages should the game be level based. Describe the overall feel of the world, e.g. cutsy, post apocalyptic, manga etc.

**2.1.1 – Location**

Where is the game stage in question? What view of the game world will the player have (e.g. top-down, side scrolling etc.). For multiple world locations, each must be described.

**2.1.2 – Time Period**

An overview of the rough time period for when the game is set. This is obviously a parallel to the real world and, as such, may not apply to all games.

**2.1.3 – Terrain**

Describe in detail the nature of the terrain over which the game is played.

E.g. If the game is played as an arboreal platform game, the terrain may well be the limbs and trunks of large trees through which the player character is leaping.

**Graphical Details**

Describe the general look of the graphics you require for the terrain areas in the game. Go into details as required by the game concept concerning the number of terrain tiles required, the size of these tiles and the total size of the game worlds.

**2.1.4 – Scenery**

Describe in detail the nature of the scenery that exists within the game. These will be the items that exist.

**2.1.5 – Surroundings/Backdrop**

Describe in detail the number of background layers that the game world will possess and the look and feel of each background layer.

**2.1.6 – Musical score**

Where relevant list the different musical score by world.

**2.2 – Playable character(s)**

Each playable character in the game must be described in full.

**2.2.1 – Description**

Describe the character in broad concept terms. For example: In a puzzle game the character may well not be relevant but some description of the mechanic used to complete the game can be included here.

**2.2.2 – Definition**

Define the size of the character, their expected colouration and any other specifics relevant.

**2.2.3 – Aims/Motivations**

Describe what the character is attempting to do within the game.

**2.2.4 – Abilities**

List all abilities that the character possess. For example:

Move Left

Mover Right

Jump Up

Climb Down

Move and jump

Cast Spell

Etc.

**2.2.5 – Animations Required**

List all the expected animations that the character will require.

**2.2.6 – Special Effects Required**

List any special effects that the character will require, e.g. Spells, energy shields, etc.

**2.2.7 – Sound Effects Required**

List all the expected sound effects that the character will require.

**2.3 Non Player Game Items**

This relates to any in-game item that is not either the player character or an objective or collectable item for the player character, with which the player character can interact. It includes enemies, static obstacles etc.

**2.3.1 – Description 1**

Describe the item in question.

**2.3.2 – Location**

Where can the item be found? Does it only appear at specific locations/levels etc.

**2.3.3 – Aims/Motivation/Reactions**

Describe the items aims. Will it move in a preset pattern? Will it move in a random pattern? Does it wait for the player character to interact with it.

**2.3.4 – Abilities**

Describe it’s abilities: Does it move? Can it attack? Will it run away?

**2.3.5 – Animations**

Describe in detail the animations required to make this item perform in the manner required.

**2.3.6 – Sound Effects**

Describe in detail the sound effects that this item will require.

**2.4 Collectables/Objectives**

Each item that the player can either pick up, use, or in some other way interact with in a positive manner needs to be identified here. These can be power ups, way points, time gates etc.

**2.4.1 – Description 1**

Describe the item, including the physical properties of the item.

**2.4.2 – Location**

Describe where this item is likely to be found.

**2.4.3 – Qualities**

What does this item do in terms of it’s own physical properties? Does it move? Does it pulsate?

**2.4.4 – Game Effects**

What effect does this item have on the Player character.

**2.4.5 – Graphics**

Sprite:

What graphics does the item need in its own right?

Character Effect:

Does the item have any graphical effect once the player character has interacted with it?

**2.4.6 – Sound Effects**

What sound effects does this item require.

**Section 3 – Game Section**

**3.1 Game Text Description**

In this section you should describe the physical properties of the games text. Does the game require its own font, what colour should the text be, do you require the text to be capitalised throughout the game.

**3.2 – Intro Sequence**

Describe the games intro sequence as you envisage it to take place.

**3.2.1 – Intro Text**

Write your proposal for the games passage of introductory text.

**3.2.2 – Intro Graphics**

Describe any graphics required by your intro. Any graphical effects, static images or animations.

**3.2.3 – Intro Sound**

Describe any sound or music that the intro requires.

**3.3 – Main Menu**

Indicate the games main menu elements.

All games should include the following menu items.:

• Start Game

• Instructions

Others are optional depending on the game play:

• Multiplayer.

• View Highscores.

• Options

Etc.

**3.4 – Tutorial**

Does the game require a tutorial? If so indicate how the tutorial will work and what will be demonstrated.

**3.5 – Starting a Game**

What happens when the player starts the game?

**3.6 – Game Status Elements**

What elements are displayed to the player during the course of the game? Where are the elements displayed?

E.g. Number of lives, time remaining, time elapsed, etc.

**3.6.1 – Graphic Qualities.**

Describe the proposed graphics you wish for the game status elements.

**3.7 – Playing a Game**

**3.7.1 – Game Play Mechanic**

Go into the detail of the games basic play mechanic.

**3.7.2 – Players Viewpoint**

Describe what the player sees in there view of the game.

• The Players point of view

• The size of the viewable area in game terms and where possible the pixel size of the viewable area.

**3.7.3 – Controls**

Describe the controls of the game, listing all controls the player will need to be able to use. Also indicate if you plan to allow the player to determine their own controls.

**3.8 – Members Benefits**

In general terms describe the elements of the game which will be locked as member only items. It is highly likely that this will change as the game progresses but you should indicate the rough outline of the Free/Members only split at an early stage where possible.

**3.9 – Failing to Complete**

**3.9.1 – Level or Stage**

Describe under what circumstances a player would fail to complete a level or stage in the game and further elaborate on what occurs when a level/stage is failed.

**3.9.2 – The Game**

Describe under what circumstances a player would fail to complete the game in its entirety and further elaborate on what occurs when the game is failed.

**3.10 Completing**

**3.10.1 – Level or Stage**

Describe under what circumstances a player would complete a level or stage in the game and further elaborate on what occurs when a level/stage is failed.

**3.10.2 – The Game**

Describe under what circumstances a player would complete the game in its entirety and further elaborate on what occurs when the game is completed.

**3.11 – Achievements**

List in order the achievements that will be present within the game. Note that this section can be completed when a better understanding of the games structure is available.

Achievement 1

• Award criteria

• Award Icon description

Achievement 2

• Award criteria

• Award Icon description

And so on.

**3.12 – Multiplayer**

Does the game have any form of multiplayer functionality? If so describe the nature of the multiplayer game and highlight any differences from the single player version.

• Type of multiplayer, networked, hotseat, etc.

• Type of game play, Player vs Player, Team Vs Team, etc
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Credited what they cited as their Source. Until I see otherwise - I will quote it as they have and it still stands up pretty strong as a great way to plan your Game out before typing / editing the first line of code or graphic work.
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