AsteroidGame/game_notes/GameDesign notes.md

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****Game Design Notes****
Player Experience:
-
Core Mechanic:
-Base building
Game Mechanics:
-
****Game Name****
****Game Theme****
****Game Features****
Onion Design
Identify your core feature and start there and work your way outward where features deacrease in importance.
Write down the most important features of ArgonAssault
1. Base Building: Set up infrastructure to defend against enemies and to grow your base.
2. Enemies: You have to expand into hostile territory, enemies are a constant threat.
3.
4.
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6.
7.
Additional Features to consider:
1. Factions
2.
3.
4.
5.
Example
ArgonAssault
****Game Design Notes****
Player Experience:
-Chaos
Core Mechanic:
-Dodge and shoot
Game Mechanics:
-Get as far as possible without dying in order to get the highest score possible. Start from beginning when die.
****Game Name****
Argon Assault
****Game Theme****
You must save your planet, Argon, from destruction by an invading force.
****Game Features****
Onion Design
Identify your core feature and start there and work your way outward where features deacrease in importance.
Write down the most important features of ArgonAssault
1. Camera Rail: Path through the level that the camera follows.
2. Player Movement: Horizontal and Vertical movement.
3. Shooting: Player shoot bullets which do damage to opponent.
4. Health: Enemies have health that depletes when shot.
5. Enemy Paths: Enemies should travel on paths and be hand placed by the designer.
6. Score: Points are given for killing enemies.
7. Game Loop: Upon dying. player restarts the level.
Additional Features to consider:
1. Multiple Levels: Finish a level and load the next.
2. Player Shield: When damaged, the player's shield depletes.
3. Pickups: Flying over a shield pickup will increase the player's shields.
4. Momentary Invulnerability: After taking damage, the player cannot take damage again for X time.
5. Weapon Upgrades: Flying over a pickup could increase weapon damage.
By using this method you can answer some questions which often come up as you design you game
here are some examples:
What features should I include in my game?
Where should i start development?
What are my priorities?
What if I run out of time?
When should I stop?