Game Mechanics Document
Hello!
Just wondering if there was some kind of formal specification document that related to the gameplay??
I guess something like that would include instance diagrams, a list of game objects, game levels.... etc.
But is there a standard used in the industry at all for documenting gameplay???
Cheers
Paul
Well, there's the interactivity matrix, which is described in Game Design and Architecture, but your topic is about a game mechanics document, which to me means an onionskin of attibutes the avatar is able to mechanically implement. You might be talking about the game design document itself, of which there are templates and articles in the Articles & Resources section.
The first layer would be the basic physical movements: run, jump, grab, walk, duck, etc.
The second layer would be use, combine/assemble, give, grab -- things that are associated with an object or utility the avatar can interact with in the game world.
The next layer would be the higher level object or entities that might contain AI instead of state logic like a switch or one function weapon in layer two. Examples of these would be, NPCs and their conversation engines or ensemble/teaming functions, vehicles or methods of conveyance the avatar would use for transportation or some other utilitarian method associated with a given level or game goal, or a horse you would ride or jet/space ship you would fly.
A separate list might include portals you have for transport in the game world the player simply needs to step through: one way, two way, throw backs (takes you back to where you were, used as a shortcut from the end of a level back to the beginning or another place where further play awaits, depending on how you design the level and where you take the player or where they send themselves.
Addy
[edited by - adventuredesign on January 8, 2004 10:28:21 PM]
The first layer would be the basic physical movements: run, jump, grab, walk, duck, etc.
The second layer would be use, combine/assemble, give, grab -- things that are associated with an object or utility the avatar can interact with in the game world.
The next layer would be the higher level object or entities that might contain AI instead of state logic like a switch or one function weapon in layer two. Examples of these would be, NPCs and their conversation engines or ensemble/teaming functions, vehicles or methods of conveyance the avatar would use for transportation or some other utilitarian method associated with a given level or game goal, or a horse you would ride or jet/space ship you would fly.
A separate list might include portals you have for transport in the game world the player simply needs to step through: one way, two way, throw backs (takes you back to where you were, used as a shortcut from the end of a level back to the beginning or another place where further play awaits, depending on how you design the level and where you take the player or where they send themselves.
Addy
[edited by - adventuredesign on January 8, 2004 10:28:21 PM]
Always without desire we must be found, If its deep mystery we would sound; But if desire always within us be, Its outer fringe is all that we shall see. - The Tao
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement
Recommended Tutorials
Advertisement