The Challenge:
Write a sample design document for a production game. The document will only contain a portion of the full design, but provide enough examples to show the process. Time limit is two days.
The Point:
To create a design document that would be suitable for professional use.
The Thought Process:
I feel that it may be appropriate to create a design for a first person shooter (FPS) since this type of game is commonplace in todays market, but also so that I may come up with new design ideas for the genre. Many games reuse mechanics that have been established in existing games and choose to modify other specific areas. This practice should not be condemned as the standard process of game development is uncertain and demanding at its simplest. As such I will attempt to create new mechanics while keeping in mind the feasibility of these features pertaining to real world game development.
One of the main focuses in a FPS is quite obviously the weapons, which is why it is strange that so many games use similar, if not the same, types of weapons. Nearly all of these games have some or all of these weapons: pistol, submachine gun, assault rifle, shotgun, sniper rifle, rocket launcher and grenades. Where these games manage to derive uniqueness is in the subtlety of the differences in these guns compared to those in other games. The specific method of aiming, number of shots, accuracy and recoil all play a part in the experience of using these weapons.
The Design:
Number One with a Bullet
The game is set in a future war where infantry is as important as ever, but they require advanced equipment that allows them to face new enemies. The trouble has become that the expense for every soldier has grown so high that only a limited amount of equipment for them can be produced. The most rare part of a soldiers arsenal has become their bullets which are specially made to penetrate the enemy armor. However, the soldiers can collect ammunition from the fallen enemies or catch bullets with their magnetic shield.
Each soldier has a main weapon that can use almost any type of ammunition. The weapon changes according to the kind of bullet loaded to provide the most effective means of aiming and firing. Still, different weapons can be found that can use ammo types unsupported by the standard weapon. Ammunition types vary from long range bullets for increased flight and accuracy to slugs that penetrate and knock down a foe.
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The document can be found here.
- Introduction -
Welcome to the Game Design portfolio of Danny Johnson. You can browse through the various posts for projects in the Post summary to the right. Some of the work uses existing properties for a basis, but I have then created a unique design in the spirit of that game. All work has been created by me unless otherwise noted. You can also visit my game design blog or view my resume.
6.09.2009
Challenge (Design Doc)
by Danny Johnson at 12:58 AM
Labels: challenge, design doc
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