Game Development Reference
In-Depth Information
6. Will enemies appear in waves? Will there be monster generators or wildcard ene-
mies to break up the regular progression of the waves?
7. Will the game be broken into levels? What things will make one level different
from another (landscape, enemies, speed, perspective, and so on)? What about the
aesthetic style of things such as music and architecture? Will levels end with
bosses?
8. How will the avatar's life be managed: as fixed numbers of lives, energy bars, or
some combination? Can the player obtain more lives? If so, how?
9. What powerups will there be, if any? For each one you plan to incorporate, do
the following: state what it does, what it looks like, what it sounds like when acti-
vated, how or where it is to be found or obtained, how common or rare it is, how
long its effect lasts, and how the player will be able to identify it (by sight and the
sound it makes).
10. Will the game give the player clues that allow him to anticipate challenges, or
must the player depend entirely on trial and error to learn his way through?
11. Does the game involve exploring unknown territory? If so, how linear or nonlin-
ear will it be?
12. Is there a feature that prevents the player from having to start over from the
beginning? What is it—saving and reloading, checkpoints, or something else?
13. Is the player going to collect anything, in either large or small numbers? Can
collected items be exchanged for anything useful, or is the player awarded any-
thing when particular thresholds are reached?
14. Is there a scoring mechanism? If so, how is it computed? Does it serve any func-
tion besides giving the player a record of achievement?
15. What locked doors will there be, and what keys will open them?
16. Will the game have, or need, a tutorial mode? If not, how steep do you want the
learning curve to be?
17. Does the game have a victory condition other than simple survival? What is it?
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