Day 1 – Core Rules
- Core Rules
- What are the Fundamental Aspects of this Game?
- Why are they Fundamental?
- What are the Win conditions?
- What are the Loss conditions?
- How can you design rules to be inherently Fun?
- How will they create Engagement?
- Who will they Appeal?
- How will you transcribe these Rules into a Story?
- How will you transcribe these Rules into a World?
- How will you display these Rules through the Characters?
- Main Themes
- What are the Themes of your Game?
- How do they transcribe its Rules?
- How are they implemented in the Story?
- How are they implemented in the World?
- How do they become game mechanics?
- Characters
- Who are your Characters?
- What are their Goal?
- Which Skills do they possess?
- How can they use them?
- When can they use them?
- Under which Conditions?
- Which Items do they need?
Day 2 – Character Models/Sprites
- 6 Basic Profiles
- You’ll want to define 6 base Profiles.
- Having 6 Profiles will help you balance Diversity & Consistency.
- It’s also enough for you to create intermediate/hybrid characters.
- Roles
- Leader
- Is your Character Dedicated?
- Is she strategic?
- Is she caring?
- Solver
- Is your Character Focused?
- Is she knowledgeable?
- Is she persistent?
- Protector
- Is your Character Reliable?
- Is she dependable?
- Is she sturdy?
- Sponsor
- Is your Character Entrepreneurial?
- Is she resilient?
- Is she parsimonious?
- Advisor
- Is your Character Benevolent?
- Is she calm?
- Is she empathetic?
- Enticer
- Is your Character Fun?
- Is she enthusiastic?
- Is she fervid?
- Physical
- If you’re modelling the bodies yourself the easiest way is to Start with the Thickest body and to Sculpt the 5 others out of it.
- Once you’ve got your base mesh you can scale the base proportions to Stretch or Shrink it.
- Any physique can go with any Role.
- Petit
- Muscular
- Busty
- Slender
- Slim
- Curvaceous
- Behavior & Environment
- What are the Core Rules regarding the Characters?
- How should they React?
- According to which Criteria?
- Class & Profession
- Relationships
- Events
- Other Characters
- Rewards
If you want to know more on Character Profiles.
Day 3 – Environment Models/Sprites
- 3 of everything
- Depending on the Scale of your Game you may not be able to create 3 models of every type of asset.
- It’s better to start with a small scale project, especially if you’re going for 3D.
- Maybe consider starting with a 1-Room game.
- Or a House.
- Regarding Natural environment, you’ll generally use procedural generation for efficiency purposes.
- It can be used for Humanoid environments as well.
- Depending of the parameters of your Program & the level of Erraticness of your Settings.
- Multiple modifiers allow you to define the appropriate level of randomness you want to work with.
- Nature
- Which Landscapes define your Game?
- Which Aspect of the Game do you want to display through the Landscapes?
- How would their Atmosphere be?
- How would the Wildlife be?
- Civilization
- What are the Landmarks of your World?
- How do they define the dynamics of this World?
- Where are the Settlements?
- What kind of Settlements are they?
- Are there Capitals?
- Which Organizations administrate your World?
- What are their Rules?
- What are their Symbols?
- What are their Items?
- Which Accessories do they use?
- Which Accessories do they look for?
- Which Accessories do they grant to the Players?
Day 4 – Characters’ Behavior
- Non Playable Characters
- What Types of Non Playable Characters can the Players meet?
- What are their Roles?
- What are their Functions?
- Do you have a Class system?
- What is their Class?
- Do they have multiple Classes?
- What is their Profession?
- Do they have multiple Professions?
- What’s their main Goal?
- Do they have other Goals?
- What are their Behavior traits?
- What are their Strengths?
- What are their Weaknesses?
- What are their Quirks?
- Where can you find them?
- Are their actions Location-specific?
- How are they specific to the location?
- Behavior
- How are their Behavior affected by their Environment?
- How do you design your Non Playable Characters’ Intelligence?
- What’s the structure of their Behavior tree?
- What’s the structure of their State Machine?
- How many types of Behavior do you need?
- What should they be able to do?
- Which States can they adopt?
- How do they move?
- How do they interact with their Environment?
- What’s the most efficient way for them to Move?
- What’s the most efficient way for them to Act?
- What’s the most appropriate way to Act?
- How do you create a Coherent Behavior through their Actions?
- How do you parameter their Behavior?
- How efficient should they be?
- Character Controllers
- What are the Core Rules in term of Movement?
- What are the Core Rules in term of Combat?
- How do the Character’s Possibilities evolve through the Story?
- How does the Environment limit the Characters?
- Physics
- Opponents
- Resources
- Status
- Which Characters can perform which Action?
- Which Skills is associated with which Command?
- How do you use Items?
- What are the Core Controls?
- How Clear are they?
- How Ergonomic are they?
- Are they easy to memorize?
- How do you build additional Controls on top of them?
Day 5 – Combats
- Quest Board
- Did you build an Arena?
- Can you be a Mercenary?
- Can you perform Assassinations?
- Can you sponsor Assassinations?
- Are there Wars?
- Are there Battles?
- Can you engage in the Military?
- Can you contract with the Military?
- Diversity of Fights
- Are they Usual enemies?
- What makes them Unusual?
- Is there a Multitude of enemy?
- How mix is it?
- Did multiple enemies form an Alliance?
- Is there a Stronger 1 in their group?
- Do they display an Unusual Behavior?
- Are they Normally Pacific?
- Do they use a Different way to Fight?
- How do you make a Fight Fun?
- How do you make it Interesting?
- What are the Stakes?
- How do you make them Clear?
- What are the different Options?
- How do the Fighters relate to each other?
- What are the origins of these relationships?
- How do they link the Combatants?
- How does the Players win?
- What are the handicaps?
- What are the rewards?
- What are the Core Rules of Combat?
- How do you pace an Action sequence?
- What defines an Enemy?
- What’s an Aggression?
- How do you gauge Hostility?
- Is there a Neutrality situation?
- Do some Characters have a sense of Justice?
- Can you ask for Assistance?
- How does Combat rhythm the Story?
- How frequent is it in your World?
- How does it define your Characters?
- What are the core combat Skills?
- Which Items are necessary for a Fight?
- What are the main Controls?
Day 6 – Exploration
- Enticement
- How do you create an Adventure?
- How do you use Action to pace Exploration?
- How do you upkeep the feeling of Discovery?
- How can the Player feel freedom?
- How do you create a sense of Free movement?
- Where would the Players Want to go?
- Where would the Players Need to go?
- How many types of Environment should your Game contain?
- What makes them Unique?
- Why would your Players want to visit them?
- What do they expect from this World?
- Quest Board
- How is your Board Organized?
- When do new quests become available?
- Do they depend on the Main quest?
- Which sort of contract can you find?
- Which Items are put on the Board?
- Can you go on an Artifact recovery?
- Or a Collect?
- Can you go Racing?
- Can you solve Mysteries?
- Can you escort people?
- Which kind of people?
- How does it help you discover the World?
- Would the Players find it amusing?
- How do you preserve the novelty?
- Diversity of Encounters
- How many types of Environment does your Game contain?
- What are the specificities of each Environment?
- What makes them Unique?
- Why would your Players want to visit them?
- What can they find in them?
- What do they expect from this World?
- How do you respond to these Expectations?
- Through which decisions?
- With which Creatures?
Day 7 – User Interface
- Simplicity
- You want to have the Core Information on 1 page.
- Status
- Afflictions/Alterations
- Class/Role/Statistics
- Skills – Combat & Exploration
- Inventory
- Items
- Equipment
- Core Rules
- Map/Mini-Map (if you need 1)
- Active Quests
- other Quests available
- Status
- Then you can have Sub-Menus for each Category.
- Enjoyment
- How do you make it Visually pleasing?
- How do you develop a sense of Aesthetic?
- Which Kind?
- How do you Design it?
- Which genre is your Game?
- Which Setting did you choose?
- Does it look Reassuring?
- Does it feel Comforting?
- Does it exude a sense of Peace?
- Are there No danger in your menu?
- How do you create a sense of Flavor through the Interface?
- How do you display elements of the Story in the Interface?
- Which elements?
- How do they help the Story to unfold?
- How do they help the Player to understand the Story?
- How can you integrate your Interface in the World?
- Customization
- Create Blocks of Information.
- Movable Blocks.
- Of Different Size.
- Of Different Colors.
- All of them will be Specific to the Block’s function.
- A Customizable Interface creates a sense of Character.
- It helps the Player to appropriate herself the Game.
Alternative, Daily Plan
- If you’d like a more Progressive Process.
- Which is implementable on a daily basis.
- The Estimate time is 5 hours.
- Story & Game Design – 1h 30min
- Characters
- Environment
- Core Rules & Storyline
- User Interface
- Arts – 1h
- 2D
- Characters sprites
- Environment sprites
- User Interface
- Text Boxes
- 3D
- Characters models
- Environment models
- Programming – 2h
- If it is not a video Game
- add 40′ to Story/Game Design
- 60′ to Art
- 20′ to Music
- If it is not a video Game
- Characters
- Physics
- Controls
- AI
- Environment
- Physics
- Interactivity
- Core Rules & Storyline
- Levels
- User Interface
- Music – 30min
- Characters’ Themes
- Environments’ Atmosphere
- Core Rules & Storyline
- Scenes’ Themes
- General Rhythm
- User Interface ?
Extra time – Game testing
If you can put more time into your Project, here’s what you can do.
You’ll need a group of testers.
- This is a Collective Game
- Who are you testing your Game with?
- Are they willing to play this Game?
- What do they expect?
- When did they start playing?
- Is it their 1st Game?
- Do they seem to understand the Core mechanism?
- Do they accept them?
- How do they react to the Trails you propose them?
- Which Trails do you propose them?
- Would you enjoy them?
- Their Suggestions
- How can your Players help you enhance the Game?
- What do they enjoy?
- What do they dislike?
- What confuses them?
- What enthusiasms them?
- Even if they can’t tell why.
- What would they like more of?
- What would they Modify?
- How would they modify it?
- Ask them for Procedures.
- How would they implement these Procedures?
- How detailed can they be?