Game Development Reference
In-Depth Information
iii. Bad Guys
1. Ultimate bad guy
a. Personality
b. Relationship to player character
c. Back story
d. “Look�?
e. Special abilities
f. Weapon set
g. Regular animations
h. Situation-specific animations
i. Statistics
2. Sub-bosses
3. Grunts
iv. Neutrals
1.
World NPCs
a.
NPC#1
i. Attitude towards player character
ii. Function in the game
iii. Animation set
b.
NPC#2
c.
Etc.
d.
Level Flow (A flowchart that summarizes the action of each level, and the
cutscenes or mission briefings [if any] that take place between them)
5. SECTION III: COMBAT
a. Weapons
i. Weapon #1
1. General description and most effective use
2. When it is first acquired
3. Art (if available)
4. Statistics (for both primary and secondary fire)
a. Type of ammunition
b. Shots per clip
c. Fire rate
d. Reload rate
e. Damage inflicted
f. Range
ii. Weapon #2
iii. Etc.
b. Spells
i.
Spell #1
1.
Description
2.
When it is first acquired
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