Game Development Reference
In-Depth Information
FiGuRe 3.7 Early art shows that Fröbish is a fun but slightly spooky hidden object game
(HOG) in which the player sleuths around an abandoned hospital, looking for clues.
Work with maps to block out more areas where events can occur, and expand
on your flowcharts. Development of the project at this point is a balance, going
back and forth between writing out events and using visuals to help define the
look and feel of the game along with plotting out where things will happen dur-
ing gameplay.
narrative/Levels The narrative starts to get into more specifics for the actual
game. In this section, you begin breaking the game into specific levels and
describing what will happen in each level. Chapter 7, “Designing Levels and
User Interfaces,” goes into more detail about levels. You'll find an excerpt from
an actual GDD from the game Red Harvest in Appendix C, “Game Design
Document.”
G a m e p l a y Explain how the player actually plays the game (for example, key-
board commands), the interface design (discussed in Chapter 6), options, and
any features that will allow for customization of the game, including the ability
to build mods. Mods can include new characters, weapons, quests, and abilities
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