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Game Bible
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GAME TITLE
Author(s)Affiliation
Address
DateDocument Version Control Information
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Revisions
Version PrimaryAuthor(s)
Description of Version DateCompleted
Draft Type
and
Number
Full Name Information about the revision. This table does not
need to be filled in whenever a document is
touched, only when the version is being upgraded.
00/00/00
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Contents
DESIGN DOCUMENT
REVISIONS........................................................................................................................ I
CONTENTS....................................................................................................................... II
1 EXECUTIVE SUMMARY.................................................................................................... 1
1.1 MISSION STATEMENT.................................................................................................... 1
1.2 HIGH CONCEPT............................................................................................................ 1
1.3 LOCALE...................................................................................................................... 1
1.4 GENRE........................................................................................................................ 11.5 BASIC CONTROL.......................................................................................................... 1
1.6 GAME GOAL............................................................................................................... 1
1.7 TARGET PLATFORM...................................................................................................... 11.8 TARGET AUDIENCE....................................................................................................... 1
1.9 KEY FEATURES............................................................................................................ 1
1.10 GENERAL FEATURES................................................................................................... 11.11 PLAYERUPGRADES..................................................................................................... 2
1.12 GAMEPLAY................................................................................................................ 2
1.13 COMPARATIVE PRODUCTS............................................................................................ 21.14 HOWTHISGAMESTACKSUP......................................................................................... 2
1.15 FOLLOW UP PRODUCTS............................................................................................... 2
2 GAME CHARTER............................................................................................................ 3
2.1 MEETING SCHEDULE..................................................................................................... 3
2.2 HOURSWORKEDPERWEEK............................................................................................. 3
2.3 CODE REVIEW PROCESS................................................................................................ 32.4 WHEN THINGS GO WRONG........................................................................................... 3
2.5 DECISION MAKING PROCESS.......................................................................................... 3
2.6 RULESOF CONDUCT..................................................................................................... 32.7 TEAM SUMMARY.......................................................................................................... 3
2.8 INTEGRATION SCHEDULE................................................................................................ 3
3 TREATMENT................................................................................................................... 4
3.1 DUST JACKET STORY.................................................................................................... 4
3.2 FULL STORY................................................................................................................ 4
3.3 CHARACTERATTRIBUTES............................................................................................... 4
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3.4 CHARACTERDESCRIPTIONS............................................................................................ 43.4.1 Name or I.D............................................................................................................. .4
3.5 WEAPONSORABILITIES................................................................................................ 5
3.6 POWERUPS................................................................................................................... 5
3.6.1 Name or I.D............................................................................................................. .53.7 WORLDSAND MAPS..................................................................................................... 6
3.7.1 Name or I.D............................................................................................................. .6
3.8 COMBAT..................................................................................................................... 73.8.1 Combat Type .............................................................................................................73.8.2 Combat Interface ................................................................................................... ...7
3.9 SPECIAL SYSTEMS........................................................................................................ 7
4 INTERACTIVITY.............................................................................................................. 8
4.1 INTERFACE................................................................................................................... 84.1.1 Interface 1 .................................................................................................................8
4.2 FRONT END FLOW CHART............................................................................................. 84.3 GAME FLOW CHART..................................................................................................... 8
4.4 PLAYEREXPERIENCE..................................................................................................... 8
4.5 INTERACTIVE RHYTHM.................................................................................................. 84.6 HOWTHE PLAYERMARKS PROGRESS............................................................................. 8
5 MODULESAND ALGORITHMS........................................................................................... 9
5.1 MODULES.................................................................................................................... 95.1.1 Module Name ............................................................................................................9
5.2 MODULE INTERACTION COMPONENT MATRIX................................................................... 95.3 ALGORITHMS............................................................................................................... 9
5.3.1 Algorithm Name ................................................................................................... .....9
6 KEY ELEMENTS........................................................................................................... 11
6.1 SCORING................................................................................................................... 11
6.2 WINNINGAND LOSING................................................................................................ 11
6.3 TRANSITIONS............................................................................................................. 116.4 REWARDS.................................................................................................................. 11
7 ARTAND PRODUCTION................................................................................................. 12
7.1 STYLEOF ARTAND ANIMATION................................................................................... 12
7.2 STYLEOF SOUND EFFECTS........................................................................................... 12
7.3 STYLEOF MUSIC........................................................................................................ 12
8 ASSETS........................................................................................................................ 13
8.1 3D ART................................................................................................................... 138.1.1 Character Models ...................................................................................... ..... ..... ...13
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8.1.2 Environment Models .............................................................................................. .13
8.2 2D ART................................................................................................................... 138.2.1 Character Art ..........................................................................................................148.2.2 Environment Art ..................................................................................... ..... ..... ..... .14
8.3 SOUND...................................................................................................................... 148.3.1 Music ......................................................................................................................148.3.2 Sound Effects ................................................................................................... ..... ..158.3.3 Recorded Dialog/Voiceovers ...................................................................... ..... ..... ..15
9 SCREENPLAY................................................................................................................ 16
10 WALKTHROUGH......................................................................................................... 17
10.1 MAIN MENU........................................................................................................... 1710.1.1 Main Menu Item 1 .................................................................................................17
10.2 INTRODUCTION......................................................................................................... 17
10.2.1 Cut Scene 1 ....................................................................................................... ....1710.3 LEVEL 1 TITLE .................................................................................................... 17
10.3.1 Main area ........................................................................................................... ..1710.3.2 Boss ......................................................................................................... .............17
1 CODING STANDARDS....................................................................................................... 1
1.1 NAMING STANDARDS.................................................................................................... 11.2 PREFIX CONVENTION.................................................................................................... 1
1.3 DEFINES...................................................................................................................... 1
1.4 COMMENTS.................................................................................................................. 11.4.1 File Headers ....................................................................................................... ..... .1
1.4.2 Function comments ................................................................................................. ..21.5 DATA ALIGNMENT........................................................................................................ 2
2 UNIT PLANS.................................................................................................................. 3
2.1 UNIT NAME................................................................................................................. 32.1.1 Description ....................................................................................................... ..... ...32.1.2 Stipulations .................................................................................................. ..... ..... ...3
2.1.3 Interface ....................................................................................................................32.1.4 Members .................................................................................................................. .3
2.1.5 Functions ....................................................................................................... ..... ..... .32.1.6 Dependencies ............................................................................................................4
2.1.7 Flow Chart ................................................................................................................4
2.2 INTEGRATION............................................................................................................... 42.2.1 Schedule ....................................................................................................................42.2.2 Team member roles ...................................................................................................42.2.3 Testing Schedule and Procedures .............................................................. ..... ..... .....4
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DESIGN DOCUMENT
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1 Executive Summary
1.1 Mission Statement
What is your goal in creating this game?
1.2 High Concept
Explain the high design concept in your game.
1.3 Locale
Where will your game take place?
1.4 GenreExplain the genre your game lends itself to.
1.5 Basic Control
List out the control scheme for your game. If multiple schemes exist, list them all. Also
explain what hardware is associated with each scheme.
1.6 Game Goal
What is the player trying to accomplish?
1.7 Target Platform
Include hardware title (PC, Xbox, etc) and specific hardware requirements. List any optional
hardware that can be used with your game (voice input, for example).
1.8 Target Audience
Who will play this game? Also, explain the expected ESRB rating the game will receive and
why.
1.9 Key Features
Quick pitch of main draws of the game.
1.10 General Features
What is used for the various game elements? Engine? Rendering? Audio? Etc
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1.11 Player Upgrades
What types of upgrades will the player have over the course of the game? How will they
obtain these upgrades?
1.12 Gameplay
What type of gameplay are you developing for? Fast paced? A focus on boss fights or
acrobatics? Explain your goals here.
1.13 Comparative Products
Products that are similar to yours and how they are.
1.14 How this game stacks up
How does your game set itself apart?
1.15 Follow Up Products
Are any sequels planned? Briefly describe the plans for these titles here.
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2 Game Charter
2.1 Meeting Schedule
When will your team be working on your title?
2.2 Hours worked per week
Estimated time that your team will be working each week.
2.3 Code Review Process
Plan for discussing new features and code implemented by various team members. Describe
focus group structure and size here.
2.4 When Things Go Wrong
What is the contingency plan for bumps in the road? Describe recovery scenarios for
various high risk situations.
2.5 Decision Making Process
How are major decisions made within your team? What happens when team members dont
agree?
2.6 Rules of Conduct
What are various rules for behavior within the team? What is encouraged and discouraged?
2.7 Team Summary
List out your team members and who is in charge of what. Member mini-bios are also very
useful here. What experience does each member have?
2.8 Integration Schedule
How will modularized aspects of your code be integrated and undergo integration testing?
How often will this process occur?
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3 Treatment
3.1 Dust Jacket Story
Brief description of the story.
3.2 Full Story
The long version of your story.
3.3 Character Attributes
This is a gameplay view of characters. How much health do they have? Speed? What types
of damage do they deal and how much impact will each attack have?
3.4 Character Descriptions
3.4.1 Name or I.D.
3.4.1.1 One Sentence Description
Single sentence to describe character.
3.4.1.2 A Brief Description
More in depth description of character and place in the story. One to two
paragraphs.
3.4.1.3 Backstory
What is the characters story prior to the game?
3.4.1.4 Behaviors
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Character Attributes
Name HP Speed Damage
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What types of behaviors does the character display? This should include
behaviors that impact gameplay, along with behaviors that are purely story
oriented.
3.4.1.5 Concept Art
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Scan in the character concept art here. Describe any necessary design
aspects of the character. This is similar to section 1.3.1.3 of the Initial
Design Document.
3.5 Weapons or Abilities
3.6 Powerups
3.6.1 Name or I.D.
3.6.1.1 Brief Description
Brief Description of weapon. When it is available is also described here.
3.6.1.2 Attributes
Attributes of the weapon or ability. What does it do? What are its pros and
cons?
3.6.1.3 Visual Design
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Describe specific design aspects of this weapon. If it is an ability, include
concept art of the appropriate character using the skill.
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Weapons and/or Abilities
Name Damage Rate of Fire Degree of Fire
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3.7 Worlds and Maps
3.7.1 Name or I.D.
3.7.1.1 One Sentence Desciption
Brief Description of map. When it is available is also described here.
3.7.1.2 Goal
What is the goal of this level?
3.7.1.3 Travel
How does the player get around this world? On foot? Through
transportation means? Is this unique to this area?
3.7.1.4 Scale
Approximate size of the map. This is especially important for prioritizationand budget analysis.
3.7.1.5 Backstory
What is the story behind this map which extends prior to your game?
3.7.1.6 Rules
What rules exist in this map? This may include lava/chemical pits that
damage the player or certain NPCs which can or can not be attacked, to name
a few examples.
3.7.1.7 Attributes
What are the various attributes of the area? Is it a wasteland or a utopia, forexample?
3.7.1.8 Environmental Interactions
More detailed descriptions of elements of the map and what can be done with
each element. Can certain boxes be used? NPCs be talked to or otherwise
interacted with?
3.7.1.9 Ambient Environmental Aspects
What kinds of elements are present in the background of the level? Skies in
flames? Meteor showers?
3.7.1.10 Time
How much time is expected to be spent on the level?
3.7.1.11 Visual Design
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Describe the areas design and why certain aspects were positioned as they
were.
3.8 Combat
3.8.1 Combat Type
What type of combat is in your game? Is it turned based, hack-n-slash, etc.?
3.8.2 Combat Interface
How is combat achieved? Menu traversal or button combinations? A combination of
both?
3.9 Special Systems
Miscellaneous gameplay systems that have been produced solely for this title. What are the
pros and cons of this feature?
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4 Interactivity
4.1 Interface
4.1.1 Interface 1
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Describe the various aspects of the interface displayed in the above screenshot. These
will be necessary for menus, loading screens, and various interfaces that exist
throughout different game phases.
4.2 Front End Flow Chart
This flow chart mainly deals with the flow of the main menu and entering a new game.
4.3 Game Flow Chart
Give a diagram which explains the movement through main game states at a high level view.
This may include main menus, main game loop, game over, continues, etc.
4.4 Player Experience
What do you foresee as the overall player experience. References can be made here to
surveys conducted during focus groups, and whether or not goals were met or not, and whatalterations were made to ensure the proper experience was conveyed..
4.5 Interactive Rhythm
What is the rhythm of the game and its interaction with the user? Is the combat fast paced orthought provoking? Are decisions made and expressed quickly through a simple interface or
is the goal a thought provoking sequence that traverses a detailed and complex decision
making menu system?
4.6 How the Player Marks Progress
How does the player mark his or her progress? Whether this is experience points or simply
progressing through a compelling storyline, describe it here.
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5 Modules and Algorithms
5.1 Modules
5.1.1 Module Name
5.1.1.1 Description
Describe the module and its purpose.
5.1.1.2 Criticality
Rate the criticality of the module from 1 to 10. When you are done, list the
modules in order from highest criticality to least criticality.
5.1.1.3 Risks
Describe any risks that are involved with this module.
5.1.1.4 Rules
What rules are in place for this module? An example of this would be the
format of a date this is passed into the module, etc.
5.1.1.5 Interaction
List other modules that interact with this one. Describe information that is
passed between them and information that is outputted and in what format
these interactions occur.
5.2 Module Interaction Component Matrix>
Describe your diagram and explain the functionality and necessity of various components.
5.3 Algorithms
5.3.1 Algorithm Name
5.3.1.1 Description
Describe the algorithm and its purpose. How does it work? What is its role
in the product?
5.3.1.2 Criticality
Rate the criticality of the algorithm from 1 to 10. When you are done, list the
algorithms in order from highest criticality to least criticality.
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5.3.1.3 Risks
Describe the risks involved with this algorithm. What are its weak spots?
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6 Key Elements
6.1 Scoring
Explain the scoring scheme. When does the score escalate? When does this rate change? If
scoring is not direct in your title, ranking of players is also applicable.
6.2 Winning and Losing
How does the player win? How does the player lose? What happens in each case?
6.3 Transitions
Explain transitions which exist between various gameplay phases.
6.4 Rewards
What reward system is in place for your audience?
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7 Art and Production
7.1 Style of Art and Animation
Describe the visual style of your game. What kind of look and feel is present in your
product?
7.2 Style of Sound Effects
What kinds of sounds are going to be present in your game?
7.3 Style of Music
What kind of music does your title contain? References to other games, movies, or albums
can be helpful here.
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8 Assets
8.1 3D Art
8.1.1 Character Models
8.1.1.1 Model Name or I.D.
The name of your model. This should correspond and reference a specific
subsection from section 3.4.
8.1.1.1.1 Description
Description of model. Who is this in your game?
8.1.1.1.2 Duration
How long is this model present?
8.1.1.1.3 Design Factors
How were design factors for the character concept implemented in
the model? List any failures that occurred in implementation here as
well.
8.1.2 Environment Models
8.1.2.1 Model Name or I.D.
8.1.2.1.1 Description
Description of model. What is this in your game?
8.1.2.1.2 Duration
How long is this model present?
8.1.2.1.3 Design Factors
How were design factors for the initial drawn concept implemented
in the model? This may not be applicable for simple models, but
will be crucial for aspects of the environment that the player interacts
heavily with (a bridge that collapses or a rope that is cut while
traversing, for example).
8.2 2D Art
These are usually present even in 3D games! HUD and menu buttons are just a few
examples.
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8.2.1 Character Art
8.2.1.1 Name or I.D.
8.2.1.1.1 Description
Brief description and purpose of art.
8.2.1.1.2 Duration
How long is this art present?
8.2.1.1.3 Design Factors
Were there design factors that played a role in the art?
8.2.2 Environment Art
8.2.2.1 Name or I.D.
8.2.2.1.1 Description
Brief description and purpose of art.
8.2.2.1.2 Duration
How long is this art present?
8.2.2.1.3 Design Factors
Were there design factors that played a role in the art? A health
gauge flashing when health is low would be an example of this.
8.3 Sound
8.3.1 Music
8.3.1.1 Name or I.D.
8.3.1.1.1 Description
Brief description and purpose of sound.
8.3.1.1.2 Duration
How long is this sound present?
8.3.1.1.3 Design Factors
What were design factors in this sound?
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8.3.2 Sound Effects
8.3.2.1 Name or I.D.
8.3.2.1.1 Description
Brief description and purpose of sound.
8.3.2.1.2 Duration
How long is this sound present?
8.3.2.1.3 Design Factors
What were design factors in this sound?
8.3.3 Recorded Dialog/Voiceovers
8.3.3.1 Name or I.D.
8.3.3.1.1 Description
Brief description and purpose of sound.
8.3.3.1.2 Duration
How long is this sound present?
8.3.3.1.3 Design Factors
What were design factors in this sound?
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9 Screenplay
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10 Walkthrough
In the following section, I have included some basic elements as an example of how to layout your projects info. You will want to be as detailed as possible here. Describe the main
menu, then its submenus in subsections. Describe those submenus with even moresubsections. This will be a text walkthrough of the high level concepts you presented in your
flow charts previously.
10.1 Main Menu
10.1.1 Main Menu Item 1
Describe what the player does at this point. A common example of what would go here
would be New Game. Make a subsection for each menu item and continue as
appropriate.
10.2 Introduction
10.2.1 Cut Scene 1
Describe. Make subsections as appropriate.
10.3 Level 1 Title
10.3.1 Main area
Describe what the player does to completely traverse this level.
10.3.2 Boss
Describe the boss and strategies that were considered to beat him during development.
Etc, etc, etc
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TECHNICAL DOCUMENT
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1 Coding Standards
1.1 Naming Standards
Describe generic naming standards here.
1.2 Prefix Convention
When creating an instance of types you should give each variable a prefix that is
appropriate for that type. For example, a b in front of a variable that is a Boolean or a
t in front of a structure type. Remove this paragraph and fill in the table below for
this section.
1.3 Defines
Describe your policy for how data will be coded to standard for the define keyword
in C/C++.
1.4 Comments
Here you should give a brief overview of what style of comments is to be used.Will /* ever be used in C/C++ projects, for example? Will you put specific labels on
any comment or author them with initials to track who commented what?
1.4.1 File HeadersHere you should give a brief overview of how to format comments at the top of
your files. An example is given below.
Header Example:
Page 1
Prefix Conventions
Type Prefix Example
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//////////////////////////////////////////////////////////////////////////////////////////////
// File: Levelhandler.h// Author: Jonathan Buffey
// Creation Date: March 03, 2007
//// Purpose: Handles level events
//////////////////////////////////////////////////////////////////////////////////////////////
1.4.2 Function comments
This section should explain how you will comment each function in your code.This usually involves function name, brief description, input parameter
description, output data description, etc.
1.5 Data Alignment
Describe alignment of data in your code. How will indentation and ordering work?
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2 Unit Plans
2.1 Unit Name
This section will be MUCH larger than it first appears. You will need to make sections for
all of the units which occur in your product. This includes, but is not in any way limited to: a
renderer, front end events, main menu, HUD, in-game menu, input handlers, level/event
handlers, sound wrappers, collisions modules, and animation systems.
2.1.1 Description
What is it?
2.1.2 StipulationsWhat needs to occur in the rest of the code for this module to work properly?
2.1.3 Interface
Most importantly, this section describes how this module interfaces with additional
units that are being developed for the product. Also, it briefly describes how the player
will be interacting with the module, often by describing yet more interfaces it has with
the other modules in the system (i.e. the input module).
2.1.4 Members
2.1.4.1 Name or I.D.
2.1.4.1.1 Data Type
List what type of data type the member is. Is it an int or a double, for
example? If it is an ADT, be sure to describe what the data type is.
2.1.4.1.2 Function
Describe the member of the module here and what its purpose is.
Any global variables would be included in the list of members.
2.1.5 Functions2.1.4.1 Name or I.D.
2.1.4.1.1 Purpose
Explain what the function does.
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2.1.4.1.2 Parameters
List the parameters here, their data types, and give a brief description
of what they are used for.
2.1.4.1.3 Output
Describe what the function outputs. If void, describe how the data is
communicated back to the system or user.
2.1.6 Dependencies
List your modular dependencies here and explain why they are necessary.
2.1.7 Flow ChartA flow chart which explains the different states
2.2 Integration
2.2.1 Schedule
When will your integration sessions occur?
2.2.2 Team member roles
Who will be responsible for what during integration? Will various team members be
responsible for different parts of integration? Explain this here.
2.2.3 Testing Schedule and Procedures
Describe what your testing will be like. When will testing occur? How will it be
conducted?