Showing posts with label Week 6. Show all posts
Showing posts with label Week 6. Show all posts

Wednesday, November 11, 2020

Game Design Document

This week we had to create a Game Design Document which is a live document which is pivotal in giving the next stage of the project direction. Unlike what seems to be the majority of my peers, I decided to use Google Slides to create my GDD because I just personally like how easy it is to rearrange my information in it.  To create my document I followed a template provided here titled "Calling All Cars Game Design Document". It was relatively easy to follow and I omitted and added sections as needed. I tried to make the document as comprehensive as possible for now but I will be updating it throughout the process of my game.

My GDD Here 

Friday, November 6, 2020

Games GDD

What is the GDD for?


A Game Design Document (GDD) is a blueprint for the design and development of a game.

The GDD is a way of being creative and documenting the approach to the development of the game. Gonzale (1999) states that “ the important thing is to have something that describes your game project (or any other project for that matter) before jumping into production.( Gamasutra ) It should help to plan out your game. Though it is recommended that the GDD should be short it needs to be detailed enough so as game developers and artists can coordinate the development of the game independently whilst still keeping to the design. The GDD is a blueprint for how the game is going to be designed and built, similar to a mind map. In conclusion, the game design document is vital to making a game and it is important to have in order to describe your game project.


How do we make one?


There are a variety of tools that could be used to create a GDD. These include word processing tools, visual tools like Powerpoint, or new web-based tools such as DunDoc. Each of these tools has their advantages and are a personal choice. Many of the examples shared via the internet are in Microsoft Word format. Romero Games(creators of Doom) favour a more visual tool such as PowerPoint. Whichever tool is used they should support the development of the game in an open and transparent manner.


What should be in it?


The GDD should be simple enough to read through details about your game design and concept. Schubert (2007), who was at the time lead designer for Bioware Austin, gave a GDC talk in about how to create design documentation, some of the most relevant elements include:

  1. Know your target.- Have a clear vision and understanding of what you want to make. Make sure your game is suitable and fits your target audience.

  2. Keep it short.  Keep it to the point and clear, the shorter they are, the easier it is to read, write, and maintain.

  3. Prioritize the design.  - Divide your game in order of importance e.g have a functional game. Concentrate on core mechanics and visuals, and then expand. 

  4. Illustrate. - Draw sketches of your plans that make it easier to structure and implement. Present what your game would look like as it’s important to have a clear idea of the visuals before you begin creating.

  5. Use user stories.- Describing the game through the player’s vision (Similar to what we did in the game vision statement).

Take into account the games users, their ideas may help develop future storylines or ideas.

  1. Invest in a good format. Take the time to structure your work so that it is easy to navigate.

  2. Use clear terminology. Don’t over-complicate the document. Make sure language is concise and accessible.

  3. Kill redundancy.  -Recycle your code - use variables, not hard code). Always reference the new section on your page to have a clean document. Avoid copy and pasting sections.

  4. Capture your reasoning - why did you make the choices you made? What led to that thought process?

References

Nachen, Lennart. 2014 Communication and Game Design Documents accessed 02/11/2020 http://acagamic.com/game-design-course/communication-and-game-design-documents/

Ferns, Shaun (2020) Readings Week 06 accessed 02/11/2020 https://cdmonline.ie/multidev1/reading-week-06/ 

 Gonzalez Leandro. 2016 How to Write a Game Design Document accessed 02/11/2020 

https://www.gamasutra.com/blogs/LeandroGonzalez/20160726/277928/How_to_Write_a_Game_Design_Document.php


Unity Tutorial 05

Screenshot of my Unity Progress

In this Unity 3D tutorial we learned how to make a side scrolling endless runner. Although a lot of the basic mechanics such as button inputs, creating Prefabs, and destroying off screen objects were carried over from previous tutorials we also learned how to implement what I consider to be the core mechanics of endless runners which are the repeating backgrounds and the obstacle spawning. We also learned skills that could be carried into other game designs such as more detail on applying physics and collisions onto objects. We also learned more about object collision and what you can do with object collisions such as affecting multiple components through a single collision and triggering animations. In this tutorial we also learned about script communication which was a interesting but seemingly daunting task as having individual scrips interact puts a high risk of disrupting certain systems by making even changes and errors in one of the scripts. The part of the tutorials I found most interesting was implementing animation onto the Player Character. We learned about animation systems and how to trigger animations. I found animation how animations linked and transitioned and learning about the different "levels" or states that can be triggered through different requirements to be very interesting.

Reading Task 10: Finishing touches

  Image by Markus Winkler on Unsplash.com For this week's reading task we, as a class, collectively worked on our individual sections in...