Game Development Reference
In-Depth Information
Also explain here how the player interacts with the game and how he moves
between game screens.
Scoring system and achievements
Take some time at this point to describe how the player earns points and credits, and
how they are used to provide incentives to the player to keep playing. If you have an
In-App Purchase system in your game, explain here how it is integrated into game-
play and how the player can take advantage of the purchased items to progress in
the game.
A gameplay example
Now that you have showed how the game is played and what it should look like, this
is a perfect moment to offer your readers a gameplay example of the game.
Describe an in-game situation or a problem and explain how and by which operations
the player gets to the solution step-by-step. A picture is worth a thousand words, es-
pecially if you cannot be present when others read your document.
If you have a game with levels, provide a small number of them as examples.
Designing levels for your games early on is another activity which brings the collater-
al benefit of forcing you, the designer, to deal with potential problems that could arise
from your game mechanics, before true development begins.
Screen flow and screens relationship
At this point you've said enough about the gameplay of your title and it is time to
look at the game from an app perspective. This part of the pitch document should
describe how the player experiences your application; which screens are available
and how does he move between them, how he can access one screen from another,
and which options are available (at least the most important) in each screen.
This task is usually done through one or more diagrams. The screen flow shows
the layout of the screens available in the game and their connections. Individual dia-
grams can be provided as required for any main game operation, such as starting
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