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Redemption Design Document (be in the credits!)

Started by November 08, 2001 07:48 PM
2 comments, last by Voytek 23 years, 2 months ago
Hey! I am making an RPG, here is the design document. http://members.home.net/gryc/designdoc.html If you have ANY ideas for the game, submit them here (you will ger full credit in the game): http://members.home.net/gryc/email.html Thanks, Voytek
Not a bad start, but it leaves a lot of questions unanswered. The primary one being: What are the player''s goals?

Roughly half the time the player is a were-creature and has to attack people for food. The other half the time...?

The generic crpg is a monsteer hack-n-slash. but this doesn''t exactly fit with the setting. A somewhat civilized area in the 1600-1800s wouldn''t have much call for wandering monsters (having been driven off by expanding population), and dungeons don''t seem to fit the setting either.

So how to justify the character as a generic rpg adventurer? Or maybe this is simply a bad assumption on my part.
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Break up your design document from your technical document. That way in one, you can focus on game play and story, and in the other you can focus on requirements.

"So much fun, so little time."
~Michael Sikora
You need to be more clear about what the gameplay is specifically and why its fun. You just leap into game system mechanics/details, and plot details. Although these are often the most fun to talk about and design, they need to be tied into some central gameplay.

BAsically you need to justify what about the game is innately fun -- i.e. what sort of RPG gameplay you are going for -- and then justify how the rest of your doc ties into that. Trust me -- its an easy way to make it cohesive and work well.

Zileas

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