一行注释,例如终极赛车游戏
作者: Chris Taylor 版本 # 1.00 Wednesday, September 19, 2001 注: 游戏名称(NEMA OF GAME) 1 这里放一个用来解释这个文档设计历程的摘要。 这个段落,你要向读者阐释写这个设计历程的目的。他们有可能会不明白你要向他们说明什么。 版本 1.10(Version 1.10) 1.10版本包括了最初设计后所做的一些调整。下面是我做的修整。 版本 2.00(Version 2.00) 2.00版本是第一个完成了大量修改的版本,在非常了解游戏的前提条件下。在很长时间的设计之后,确定了很多结果。在这个文档中会有更多的大型设计结果。 列出所包含的改变: 1、成双地作出设计余地。 版本 2.10(Version 2.10) 2.10版本是在2.00版本的基础上作出几个小的调整。关键区域在众多的附录中。 列出所包含的改变: 1、次要的修改遍及整个文档。 哲学(Philosophy) 哲学观点 #1(Philosophical point #1) 这个游戏试着去做这些或那些。根本上我试着去完成一些以前所没有实现过的东西。或者,这个游戏不去试着改变世界。我们将撕破那些我不相信的严密竞赛。世界将被我们仅仅使用现有引擎和新的美工所制造的成果震撼。 哲学观点 #2(Philosophical point #2) 我们的游戏仅在康柏电脑上运行。为了某某理由。(???不明白。) 哲学观点 #3(Philosophical point #3) 当你创造了一些拱型哲学观点,说些你想的事情。 基本问题(Common Questions) 这个游戏是什么?(What is the game?) 用一个段落来介绍这个游戏。回答那些你们将被询问的大多数基本问题。例如你们在什么机种上工作? 为什么做这个游戏?(Why create this game?) 你们为什么要做这样一个游戏? 这个游戏在哪里发生?(Where does the game take place?)
描述你的游戏所发生的世界。简单一些。帮助读者的头脑去判断。你不能够使用冗长的文字来独立描述这个世界。记住使你的文字清晰及易读。(???不明白) 我要操作什么?(What do I control?) 说明一下角色要如何控制。你将在一群狂暴的、变异的、无聊的玩家掌管下。如果你想打开人工智能并转向仿真鱼碗。(???不明白) 我有几个角色可以选择?(How many characters do I control?) 如果选择角色是有效的,说明一下吧。记住回答那些读者要问的问题。这全部依赖你的设计。 要点是什么?(What is the main focus?) 我们已经知道了游戏的发生场景和如何控制角色。他们假想去完成什么?生气的、无聊的玩家会接管联合国。小心不要加入推销术。你的设计必须明确。 与同类游戏有什么不同?(What’s different?) 告诉他们这个游戏与同类游戏有什么不同。这些问题会非常多。(???不明白) 特色概述(General Features) 巨大的世界(Huge world) 联网特色(Multiplayer Features) 超过一千万玩家 编辑器(Editor) 从世界(构架)开始编辑 玩游戏(Gameplay) 列出游戏体验的关键资源 概述(Overview) 描述一下游戏中的世界。 世界特色 #1(World Feature #1) 这个片段不是假设为世界特色 #1而是假设为这个世界主要事情的标题。将世界分解为各个片段是非常重要的。(???不明白) 世界特色 #2(World Feature #2) 什么东西在这里。不要给得很困难。这些特色是令人敬畏的,它是游戏的卖点。(???不明白) 物质世界(The Physical World) 概述(Overview) 概述一下物质世界。然后在下面的章节中分述这个物质世界。 下面是物质世界的关键组成。 关键场所(Key Locations) 描述世界中的关键场所。 游历(Travel) 描述玩家如何在世界中走动。 平衡(Scale) 描述你如何做平衡。平衡是非常重要的。 物品(Objects) 描述世界中能发现的不同物品。 为“物品附录”做一个世界物品的列表。 气候(Weather) 描述世界中天气将如何建立。另外遗漏的片段。加入这个片段到你的游戏设计中。(???不明白) 白天和黑夜(Day and Night) 你的游戏中有白天和黑夜的模式吗?如果有,请说明。 时间(Time) 描述时间在你的游戏中如何变化,或者其他的情况。 渲染系统(Rendering System) 概述(Overview) 说明你的游戏中将如何渲染,及下文的描述。 2D/3D 渲染(2D/3D Rendering) 描述一下2D/3D渲染引擎。 视角(Camera) 概述(Overview) 描述镜头将如何工作,及在复杂情况下如何记录细节。(???不明白) 视角描述 #1(Camera Detail #1) 视角会象现实那样转换。(???不明白) 视角描述 #2(Camera Detail #2) 在特殊环境中,镜头有时会移动。 游戏引擎(Game Engine) 概述(Overview) 描述游戏引擎的概要。 游戏引擎描述 #1(Game Engine Detail #1) 这个游戏引擎将保留事物在世界中的轨迹。 水(Water) 世界中将存在水,它们看起来是如此的令人敬畏,我们的引擎会将它们处理的非常美丽。 碰撞检测(Collision Detection) 我们的游戏引擎非常好的处理碰撞检测。它使用了某某技术并非常卓越。你是否看到了我用大量时间所虚构出的愚蠢的占位符文字?
概述(Overview) 说明一下你将采用的照明模式,及下文不涉及的部分。 照明模式描述 #1(Lighting Model Detail #1) 我们使用某某技术照亮我们的世界。 照明模式描述 #2(Lighting Model Detail #2) 我们不照亮茄子,因为它们是紫色的。 概述(Overview) 放一个概述在这里。 世界规划描述 #1(World Layout Detail #1) 世界规划描述 #2(World Layout Detail #2) 概述(Overview) 描述你的游戏角色。 创建角色(Creating a Character) 如何创建或选择你的角色。 敌人和怪物(Enemies and Monsters) 描述世界中玩家要对抗的敌人或怪物。自然地,除了试着去杀死些什么以外,在游戏中这是很占分量的设计。(???不明白) 概述(Overview) 参照以前的游戏,提供一些界面的片段。准备下文用户界面的组成。(???不明白) 用户界面描述 #1(User Interface Detail #1) 用户界面描述 #2(User Interface Detail #2) 概述(Overview) 游戏中武器的概述。 武器描述 #1(Weapons Details #1) 武器描述 #2(Weapons Details #2) 音乐总谱和声音效果(Musical Scores and Sound Effects) 概述(Overview) (???不明白) CD音轨(Red Book Audio) 如果你是使用的CD音轨,那么描述你的计划。如果不是,那么你用什么格式的声音? (注释:Red Book audio: The formal standards document for CD-Digital Audio, issued in 1982. 红皮书音频:CD-DA(数字音响光盘)的正式标准文件,颁布于1982年。) 3D音效(3D Sound) 谈一谈你在这个案子中可能用到或不用哪些种类的音效编程接口。 音效设计(Sound Design) 请展示,你如何去做早期的音效设计。嘿,你最好让读者知道你是怎么想的。 概述(Overview) 用简单的几句话来说明一下单人游戏模式。 下面是单人游戏模式中关键成分的条目。 单人游戏模式描述 #1(Single Player Game Detail #1) 单人游戏模式描述 #2(Single Player Game Detail #2) 故事(Story) 描述你的故事想法。当故事很大时,最好放到附录中或者分离一个新的文档。 游戏时间(Hours of Gameplay) 讲一下单人游戏模糊中,玩家所要消耗的最短及最长时间。及你在这点上如何考虑。(???不明白) 胜利条件(Victory Conditions) 玩家如何在游戏中取得胜利? 概述(Overview) 用简单的几句话来说明一下多人游戏模式,然后在后文详细描述。 最大玩家数(Max Players) 描述一次游戏允许多少人加入,或者其他情况。 服务器(Servers) 你的游戏采用客户服务器还是对等网络还是其他的。 定制(Customization) 描述玩家如何定制自己的多人游戏。 互联网(Internet) 描述你的游戏将如何在互联网上工作。 游戏站点(Gaming Sites) 描述你将提供的站点,以及要完成这些需要用到那些技术。或许是Dplay,或者是TCP/IP,或者其他的。这大概是个从不同地方准备科技材料的好主意,由你决定。 持续(Persistence) 说明你的世界是能够或不能够持久的。 存档和读档(Saving and Loading) 说明一下在多人游戏中你将如何保存及读取游戏进度。指明你能实现或不能实现的理由。 概述(Overview) 提供一个你将如何渲染角色的概述。你可能需要决定包含一些其他的细节或者准备好提供更多的细节给特殊的读者。(???不明白) 角色渲染描述 #1(Character Rendering Detail #1) 角色渲染描述 #2(Character Rendering Detail #2) 概述(Overview) 提供一个关于世界编辑器的概述。 世界编辑描述 #1(World Editing Detail #1) 世界编辑描述 #2(World Editing Detail #2) 概述(Overview) (???不明白) 我继续疯狂……(Junk I am working on…) 疯狂的想法 #1(Crazy idea #1) 疯狂的想法 #2(Crazy idea #2)
这里是几个在我最后设计中的附录范例…… “物品附录” “用户界面附录” “网络技术附录” “角色渲染及动画附录” “故事附录”
祝你好运 克里斯·泰勒 |
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暴米花 2006-12-14 17:50:00
Skeleton的设计文档目录
TITLE PAGE 扉页
Table of Content 目录Preface… 4
Mission Statement… 5
Production Overview… 6
Game Story… 7
Player Characters Overview… 8
Description of Play… 9
Object of the Game… 10
Game Start-Up Design… 11
Start-Up Flowchart… 12
System Introduction… 13
Game Introduction CG… 14
Start Game Interface… 15
Controller Configuration Interface… 16
Music and Sound Configuration Interface… 17
Screen Adjust Configuration Interface… 18
Show CG's Seen Interface… 19
Load Old Game Interface… 20
In-Game Design… 21
Gameplay Interface… 22
Player Characters… 23
Player Controls… 24
Play Abilities… 25
Collectable Items… 26
Point Value Items… 27
Power-Ups… 28
Game Camera System… 29
Global Mechanics… 30
Global Characters… 31
Story Characters… 32
Global Opponents… 33
Players World… 34
World Flowchart… 35
Level Descriptions… 36
Unique Mechanics… 37
Unique Characters… 38
Unique Dangers… 39
Level Opponents… 40
Sub-Boss Characters… 41
Boss Character… 42
End-Game Design… 43
Player Victory… 44
Players Death… 45
Player Quits… 46
Production Technical Information… 47
Engine Must Do List… 48
Engine Wish List… 49
Engine Modifications Required… 50
Do's & Don't and Design Rules… 51
Design Requirements… 52
Interface Designs… 53
Level Designs… 54
Level Mechanic Designs… 55
Character A.I. Designs… 56
Story Character A.I. Designs… 57
Global Opponents A.I. Designs… 58
Level Specific Opponents A.I. Designs… 59
Sub-Boss Characters A.I. Design… 60
Boss Character A.I. Designs… 61
Art Requirements… 62
Player Character Concept Art Needed… 63
Gameplay Interface Conceptual Art Needed… 64
Collectable Items Concept Art Needed… 65
Level Conceptual Art Needed… 66
Level Mechanics Conceptual Art Needed… 67
General Interface Screen Conceptual Art Needed… 68
CG Storyboards for the Game Needed… 69
Music & Sound Requirements… 70
Game Background Music Needed… 71
Player Character Sound Effects Needed… 72
Collectable Items Sound Effects Needed… 73
Global Mechanics Sound Effects Needed… 74
Unique Mechanics Sound Effects Needed… 75
Story Character Voice Tracks Needed… 76
Global Opponents Sounds Effects Needed… 77
Sub-Boss Characters Sound Effects Needed… 78
Boss Character Sound Effects Needed… 79
CG Background Music and Sound Effects Needed… 80
Production Requirements… 81
Staffing Needs… 82
Equipment Needs… 83
Software Needs… 84
Preface… 前言
Mission Statement… 任务声明(?)
Production Overview… 产品概述
Game Story… 游戏故事
Player Characters Overview… 玩家角色概述
Description of Play… 玩法描述
Object of the Game… 游戏目标
Game Start-Up Design… 游戏启动部分设计
Start-Up Flowchart… 启动部分流程图
System Introduction… 启动部分系统介绍
Game Introduction CG… 美术概述
Start Game Interface… 游戏启动部分界面
Controller Configuration Interface… 操作设置
Music and Sound Configuration Interface… 音乐和声音设置
Screen Adjust Configuration Interface… 画面调节
Show CG's Seen Interface… CG浏览Load Old Game Interface… 读取进度
In-Game Design… 游戏设计
Gameplay Interface… 游戏界面
Player Characters… 玩家角色Player Controls… 玩家操作
Play Abilities… 玩家能力
Collectable Items… 可收集的物品
Point Value Items… 点值物品(?)
Power-Ups… 提升能力的物品
Game Camera System… 游戏视角系统Global Mechanics… 力学系统
Global Characters… NPC
Story Characters… 剧情NPC
Global Opponents… 敌方NPC
Players World… 玩家世界
World Flowchart… 世界流程图(?)
Level Descriptions… 等级描述
Unique Mechanics… 特有技能Unique Characters… 特有人物
Unique Dangers… 特有危险(?)
Level Opponents… 对手等级
Sub-Boss Characters… 小Boss型NPC
Boss Character… Boss型NPC
End-Game Design… 游戏结束部分设计
Player Victory… 玩家胜利
Players Death… 玩家死亡
Player Quits… 玩家退出Production Technical Information… 产品技术信息
Engine Must Do List… 引擎必要需求
Engine Wish List… 引擎次要需求
Engine Modifications Required… 引擎必要修正(?)
Do's & Don't and Design Rules… 应该的和不应该的以及设计规则
Design Requirements… 设计要求
Interface Designs… 界面设计
Level Designs… 等级设计
Level Mechanic Designs… 等级技能设计
Character A.I. Designs… NPC A.I.设计
Story Character A.I. Designs… 故事NPC A.I.设计
Global Opponents A.I. Designs… 一般敌人A.I.设计
Level Specific Opponents A.I. Designs… 特殊等级敌人A.I.设计
Sub-Boss Characters A.I. Design… 小Boss型敌人A.I.设计
Boss Character A.I. Designs… Boss型敌人A.I.设计
Art Requirements… 美术需求
Player Character Concept Art Needed… 玩家角色设计美术需求
Gameplay Interface Conceptual Art Needed… 游戏界面美术需求
Collectable Items Concept Art Needed… 可收集物品美术需求
Level Conceptual Art Needed… 等级美术设计需求(?)
Level Mechanics Conceptual Art Needed… (等级技能美术设计需求)
General Interface Screen Conceptual Art Needed… 普通界面美术设计需求
CG Storyboards for the Game Needed… CG故事板需求
Music & Sound Requirements… 音乐和声音需求
Game Background Music Needed… 游戏背景音乐(B.G.M.)需求
Player Character Sound Effects Needed… 玩家角色音响效果需求
Collectable Items Sound Effects Needed… 可收集物品音响效果需求
Global Mechanics Sound Effects Needed… 普通技能音响效果需求
Unique Mechanics Sound Effects Needed… 特殊技能音响效果需求
Story Character Voice Tracks Needed… 故事NPC配音需求
Global Opponents Sounds Effects Needed… 普通敌人音响效果需求
Sub-Boss Characters Sound Effects Needed… 小型Boss型敌人音响效果需求
Boss Character Sound Effects Needed… Boss型敌人音响效果需求
CG Background Music and Sound Effects Needed… CG背景音乐和音响效果需求
Production Requirements… 项目需求
Staffing Needs… 制作成员需求
Equipment Needs… 制作硬件需求
[upload=rar]viewFile.asp?ID=7133[/upload]
Software Needs… 制作软件需求 -
暴米花 2006-12-14 17:53:00
Chris+Taylor's+Design+Document+Template+.doc
Design Document for:
Name of GameOne Liner, i.e. The Ultimate Racing Game
“Something funny here!”™
All work Copyright ©1999 by Your Company NameWritten by Chris Taylor
Version # 1.00
Friday, June 16, 2000 Table of Contents
Name of Game 1
Design History 5
Version 1.10 5
Version 2.00 5
Version 2.10 5
Game Overview 6
Philosophy 6
Philosophical point #1 6
Philosophical point #2 6
Philosophical point #3 6
Common Questions 6
What is the game? 6
Why create this game? 6
Where does the game take place? 6
What do I control? 6
How many characters do I control? 6
What is the main focus? 6
What’s different? 7
Feature Set 8
General Features 8
Multi-player Features 8
Editor 8
Game play 8
The Game World 9
Overview 9
World Feature #1 9
World Feature #2 9
The Physical World 9
Overview 9
Key Locations 9
Travel 9
Scale 9
Objects 9
Weather 9
Day and Night 9
Time 10
Rendering System 10
Overview 10
2D/3D Rendering 10
Camera 10
Overview 10
Camera Detail #1 10
Camera Detail #2 10
Game Engine 10
Overview 10
Game Engine Detail #1 10
Water 10
Collision Detection 10
Lighting Models 11
Overview 11
Lighting Model Detail #1 11
Lighting Model Detail #2 11
The World Layout 12
Overview 12
World Layout Detail #1 12
World Layout Detail #2 12
Game Characters 13
Overview 13
Creating a Character 13
Enemies and Monsters 13
User Interface 14
Overview 14
User Interface Detail #1 14
User Interface Detail #2 14
Weapons 15
Overview 15
Weapons Details #1 15
Weapons Details #2 15
Musical Scores and Sound Effects 16
Overview 16
Red Book Audio 16
3D Sound 16
Sound Design 16
Single Player Game 17
Overview 17
Single Player Game Detail #1 17
Single Player Game Detail #2 17
Story 17
Hours of Game-play 17
Victory Conditions 17
Multi-player Game 18
Overview 18
Max Players 18
Servers 18
Customization 18
Internet 18
Gaming Sites 18
Persistence 18
Saving and Loading 18
Character Rendering 19
Overview 19
Character Rendering Detail #1 19
Character Rendering Detail #2 19
World Editing 20
Overview 20
World Editing Detail #1 20
World Editing Detail #2 20
Extra Miscellaneous Stuff 21
Overview 21
Junk I am working on… 21
“XYZ Appendix” 22
“Objects Appendix” 22
“User Interface Appendix” 22
“Networking Appendix” 22
“Character Rendering and Animation Appendix” 22
“Story Appendix” 22
Design HistoryThis is a brief explanation of the history of this document.
In this paragraph describe to the reader what you are trying to achieve with the design history. It is possible that they don’t know what this is for and you need to explain it to them.
Version 1.10
Version 1.10 includes some tuning and tweaking that I did after making my initial pass at the design. Here is what I changed.
I rewrote the section about what systems the game runs on.
I incorporated feedback from the team into all parts of the design however no major changes were made.
Just keep listing your changes like this.Version 2.00
Version 2.00 is the first version of the design where a major revision has been made now that much more is known about the game. After many hours of design, many decisions have been made. Most of these large design decisions are now reflected in this document.
Included in the changes are:
Pairing down of the design scope. (Scope, not design)
More detailed descriptions in many areas, specifically A, B and C.
Story details.
World layout and design.Version 2.10
Version 2.10 has several small changes over that of version 2.00. The key areas are in many of the appendixes.
Included in the changes are:
Minor revisions throughout entire document.
Added “User Interface Appendix”.
Added “Game Object Properties Appendix”.
Added concept sketch for world.
Game OverviewPhilosophy
Philosophical point #1
This game is trying to do this and that. Fundamentally I am trying to achieve something that has never been achieved before. Or. This game will not try and change the world. We are ripping off the competition so exactly that I can’t believe it. The world will be shocked at how we are using an existing engine with new art.
Philosophical point #2
Our game only runs on Compaq computers. The reason for this is such and such. We believe the world is coming to and end anyhow so what difference does it make?
Philosophical point #3
When you create some of these overarching philosophical points about your design, say whatever you want. Also, feel free to change it to “My game design goals” or whatever you like to call it.
Common Questions
What is the game?
Describe the game is a paragraph. This is the answer to the most common question that you will be asked. What are you working on?
Why create this game?
Why are you creating this game? Do you love 3D shooters? Do you think there is a hole in the market for Jell-O tossing midgets?
Where does the game take place?
Describe the world that your game takes place in. Simple as that. Help frame it in the reader’s mind by spending a few sentences on it here. You can go into lengthy detail later in a section solely dedicated to describing the world. Remember that we want to keep this part of the design light and readable.
What do I control?
Describe what the player will control. You will be in charge of a band of rabid mutant fiddle players. If you want you can switch on the AI and turn it into a fish bowl simulation.
How many characters do I control?
If this applies talk a little more about the control choices. Remember to add answers to questions that you think the reader will ask. This is totally dependent on your design.
What is the main focus?Now that we know where the game takes place and what the player controls. What are they supposed to achieve in this world? Angry fiddle players take over the U.N. building. Be careful not to add a bunch of salesmanship here. Your design wants to stay light and informative.
What’s different?
Tell them what is different from the games that are attempting this in the market right now. This question comes up a lot.
Feature SetGeneral Features
Huge world
Mutant fiddle players
3D graphics
32-bit colorMultiplayer Features
Up to 10 million players
Easy to find a game
Easy to find your pal in huge world
Can chat over voice linkEditor
Comes with world editor
Get levels from internet
Editor is super easy to useGameplay
List stuff here that is key to the gameplay experience
List a lot of stuff here
Hey, if you got nothing here, is this game worth doing?
The Game WorldOverview
Provide an overview to the game world.
World Feature #1
This section is not supposed to be called world feature #1 but is supposed to be titled with some major thing about the world. This is where you break down what is so great about the game world into component pieces and describe each one.
World Feature #2
Same thing here. Don’t sell too hard. These features should be awesome and be selling the game on its own.
The Physical World
Overview
Describe an overview of the physical world. Then start talking about the components of the physical world below in each paragraph.
The following describes the key components of the physical world.
Key Locations
Describe the key locations in the world here.
Travel
Describe how the player moves characters around in the world.
Scale
Describe the scale that you will use to represent the world. Scale is important!
Objects
Describe the different objects that can be found in the world.
See the “Objects Appendix” for a list of all the objects found in the world.
Weather
Describe what sort of weather will be found in the world, if any. Otherwise omit this section. Add sections that apply to your game design.
Day and Night
Does your game have a day and night mode? If so, describe it here.
Time
Describe the way time will work in your game or whatever will be used.
Rendering System
Overview
Give an overview of how your game will be rendered and then go into detail in the following paragraphs.
2D/3D Rendering
Describe what sort of 2D/3D rendering engine will be used.
Camera
Overview
Describe the way the camera will work and then go into details if the camera is very complicated in sub sections.
Camera Detail #1
The camera will move around like this and that.
Camera Detail #2
The camera will sometimes move like this in this special circumstance.
Game Engine
Overview
Describe the game engine in general.
Game Engine Detail #1
The game engine will keep track of everything in the world like such and such.
Water
There will be water in the world that looks awesome and our game engine will handle it beautifully.
Collision Detection
Our game engine handles collision detection really well. It uses the such and such technique and will be quite excellent. Can you see I am having a hard time making up stupid placeholder text here?
Lighting ModelsOverview
Describe the lighting model you are going to use and then go into the different aspects of it below.
Lighting Model Detail #1
We are using the xyz technique to light our world.
Lighting Model Detail #2
We won’t be lighting the eggplants in the game because they are purple.
The World LayoutOverview
Provide an overview here.
World Layout Detail #1
World Layout Detail #2
Game CharactersOverview
Over of what your characters are.
Creating a Character
How you create or personalize your character.
Enemies and Monsters
Describe enemies or monsters in the world or whomever the player is trying to defeat. Naturally this depends heavily on your game idea but generally games are about trying to kill something.
User InterfaceOverview
Provide some sort of an overview to your interface and same as all the previous sections, break down the components of the UI below.
User Interface Detail #1
User Interface Detail #2
WeaponsOverview
Overview of weapons used in game.
Weapons Details #1
Weapons Details #2
Musical Scores and Sound Effects
Overview
This should probably be broken down into two sections but I think you get the point.
Red Book Audio
If you are using Red Book then describe what your plan is here. If not, what are you using?
3D Sound
Talk about what sort of sound APIs you are going to use or not use as the case may be.
Sound Design
Take a shot at what you are going to do for sound design at this early stage. Hey, good to let your reader know what you are thinking.
Single-Player GameOverview
Describe the single-player game experience in a few sentences.
Here is a breakdown of the key components of the single player game.
Single Player Game Detail #1
Single Player Game Detail #2
Story
Describe your story idea here and then refer them to an appendix or separate document which provides all the details on the story if it is really big.
Hours of Gameplay
Talk about how long the single-player game experience is supposed to last or what your thoughts are at this point.
Victory Conditions
How does the player win the single-player game?
Multiplayer GameOverview
Describe how the multiplayer game will work in a few sentences and then go into details below.
Max Players
Describe how many players can play at once or whatever.
Servers
Is your game client-server or peer-to-peer or whatever.
Customization
Describe how the players can customize the multiplayer experience.
Internet
Describe how your game will work over the internet.
Gaming Sites
Describe what gaming sites you want to support and what technology you intend to use to achieve this. Perhaps Dplay or TCP/IP or whatever. It is probably a good idea to break the tech stuff out into a separate area, you decide.
Persistence
Describe if your world is persistent or not.
Saving and Loading
Explain how you can save a multiplayer game and then reload it. If you can or why this is not possible.
Character RenderingOverview
Provide an overview as to how your characters will be rendered. You may have decided to include this elsewhere or break it out to provide more detail to a specific reader.
Character Rendering Detail #1
Character Rendering Detail #2
World EditingOverview
Provide an overview about the world editor.
World Editing Detail #1
World Editing Detail #2
Extra Miscellaneous StuffOverview
Drop anything you are working on and don’t have a good home for here.
Junk I am working on…
Crazy idea #1
Crazy idea #2
“XYZ Appendix”Provide a brief description of what this appendix is for and then get down to business and provide data to the reader.
Here are a few examples of some of the appendices in my latest design…
“Objects Appendix”
“User Interface Appendix”
“Networking Appendix”
“Character Rendering and Animation Appendix”
“Story Appendix”
Okay, that’s it. I wanted to spend more time on this and really make it a great roadmap for putting a game design together. Unfortunately it would take a ton of time and that is something that we don’t have enough of in this business. I think you get the idea anyhow. Also, don’t get the impression that I think a design should provide the information in any particular order, this just happened to be the way it fell out of my head when I sat down. Change this template any way you want and if you feel you have improved on it, send it back to me and I can pass it out as an alternative to anyone that asks me in the future.
Good luck and all that!
Chris Taylor
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游戏的类型
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目 录
1. 游戏概述 4
1.1 为什么做这个游戏? 4
1.2 这个游戏是什么? 4
1.3 我要操作什么? 4
1.4 设计要点是什么? 4
1.5 与同类游戏有什么不同? 4
2. 角色 5
2.1 概述 5
2.1.1 职业特征: 5
2.1.2 外貌表现: 5
2.2 角色属性 5
2.2.1 力量 5
2.2.2 敏捷 5
2.2.3 体质 5
2.2.4 能量 5
2.3 穿戴装备 5
2.4 技能修炼 5
2.5 创建新角色 5
2.5.1 创建账号 5
2.5.2 创建角色 5
2.5.3 敏感词汇过滤功能 5
2.6 等级与经验 5
2.6.1 等级的划分 5
2.6.2 提升经验 7
2.6.3 死亡造成经验值损失 7
2.6.4 升级奖励 7
3. 战斗 8
3.1 概述 8
3.2 控制 8
3.2.1 鼠标 8
3.2.2 键盘快捷键 8
3.3 组队战斗 9
3.3.1 经验值分配 9
3.4 PK 9
4. 技能系统 10
4.1 概述 10
4.2 技能细则 10
4.2.1 技能1 10
4.2.2 技能2 10
5. 交流体系 11
5.1 概述 11
5.2 聊天系统 11
5.2.1 聊天频道 11
5.3 好友系统 11
5.3.1 添加好友 11
5.3.2 留言 11
5.3.3 察看留言 11
6. 物品 12
6.1 概述 12
6.2 物品细则 12
6.3 物品掉落 12
7. 怪物 13
7.1 概述 13
7.2 怪物细则 13
7.3 怪物重生的方式 13
8. 场景 14
8.1 概述 14
8.2 冒险历程 14
9. 帮派 15
9.1 概述 15
9.2 操作 15
9.2.1 如何成立帮派 15
9.2.2 如何加入帮派 15
9.2.3 如何退出帮派 15
9.3 帮主的权利 15
10. 任务系统 16
10.1 概述 16
10.2 细则 16
11. 界面 17
11.1 界面流程 17
11.2 外壳界面(shell user interface) 17
11.3 游戏界面(game user interface) 17
11.3.1 主界面(main interface) 17
11.3.2 角色界面(character interface) 17
11.3.3 装备界面(equip interface) 17
11.3.4 技能界面(skill interface) 17
11.3.5 好友界面(friends interface) 17
11.3.6 信箱界面(message interface) 17
11.3.7 帮派界面(league interface) 17
11.3.8 功能界面(option interface) 17
12. 扩展想法 18
12.1 后续开发的思路 18
13. 附录 19
13.1 故事附录 19
13.2 任务附录 19
13.3 物品附录 19
1. 游戏概述
介绍你的游戏大致是个什么样子。
1.1 为什么做这个游戏?
1.2 这个游戏是什么?
1.3 我要操作什么?
1.4 设计要点是什么?
1.5 与同1.6 类游戏有什么不同1.7 ?
2. 角色
2.1 概述
2.1.1 职业特征:
介绍职业的发展方向,可参考DND的玩家手册中对职业的介绍。
2.1.2 外貌表现:
向美术人员说明角色的美术表现。
2.2 角色属性
说明属性的作用及相互之间的影响方式的原则。以《Diablo II》为例。
2.2.1 力量
2.2.1.1 物理伤害
2.2.2 敏捷
2.2.2.1 命中值
2.2.2.2 防御值
2.2.3 体质
2.2.3.1 生命值
2.2.3.2 体力
2.2.4 能量
2.2.4.1 法力值
2.3 穿戴装备2.4
纸娃娃系统
2.5 技能修炼
技能树
2.6 创建新角色
2.6.1 创建账号
2.6.1.1 账号的合法构成
2.6.2 创建角色
2.6.2.1 角色名2.6.2.2 称合法构成
2.6.3 敏感词汇过滤功能
如果玩家输入的名字中包含敏感词汇,则禁止玩家注册。
2.7 等级与经验
2.7.1 等级的划分
玩家升级的上限为99级。到99级后,玩家的经验值不再积累。
(《Diablo II》的经验划分表:)
等级 经验 下等级需求 等级 经验 下等级需求
1 - 500 51 51,767,302 5,069,147
2 500 1,000 52 56,836,449 5,525,370
3 1,500 2,250 53 62,361,819 6,022,654
4 3,750 4,125 54 68,384,473 6,564,692
5 7,875 6,300 55 74,949,165 7,155,515
6 14,175 8,505 56 82,104,680 7,799,511
7 22,680 10,206 57 89,904,191 8,501,467
8 32,886 11,510 58 98,405,658 9,266,598
9 44,396 13,319 59 107,672,256 10,100,593
10 57,715 14,429 60 117,772,849 11,009,646
11 72,144 18,036 61 128,782,495 12,000,515
12 90,180 22,545 62 140,783,010 13,080,560
13 112,725 28,181 63 153,863,570 14,257,811
14 140,906 35,226 64 168,121,381 15,541,015
15 176,132 44,033 65 183,662,396 16,939,705
16 220,165 55,042 66 200,602,101 18,464,279
17 275,207 68,801 67 219,066,380 20,126,064
18 344,008 86,002 68 239,192,444 21,937,409
19 430,010 107,503 69 261,129,853 23,911,777
20 537,513 134,378 70 285,041,630 26,063,836
21 671,891 167,973 71 311,105,466 28,409,582
22 839,864 209,966 72 339,515,048 30,966,444
23 1,049,830 262,457 73 370,481,492 33,753,424
24 1,312,287 328,072 74 404,234,916 36,791,232
25 1,640,359 410,090 75 441,026,148 40,102,443
26 2,050,449 512,612 76 481,128,591 43,711,663
27 2,563,061 640,765 77 524,840,254 47,645,713
28 3,203,826 698,434 78 572,485,967 51,933,826
29 3,902,260 761,293 79 624,419,793 56,607,872
30 4,663,553 829,810 80 681,027,665 61,702,579
31 5,493,363 904,492 81 742,730,244 67,255,812
32 6,397,855 985,897 82 809,986,056 73,308,835
33 7,383,752 1,074,627 83 883,294,891 79,906,630
34 8,458,379 1,171,344 84 963,201,521 87,098,226
35 9,629,723 1,276,765 85 1,050,299,747 94,937,067
36 10,906,488 1,391,674 86 1,145,236,814 103,481,403
37 12,298,162 1,516,924 87 1,248,718,217 112,794,729
38 13,815,086 1,653,448 88 1,361,512,946 122,946,255
39 15,468,534 1,802,257 89 1,484,459,201 134,011,418
40 17,270,791 1,964,461 90 1,618,470,619 146,072,446
41 19,235,252 2,141,263 91 1,764,543,065 159,218,965
42 21,376,515 2,333,976 92 1,923,762,030 173,548,673
43 23,710,491 2,544,034 93 2,097,310,703 189,168,053
44 26,254,525 2,772,997 94 2,286,478,756 206,193,177
45 29,027,522 3,022,566 95 2,492,671,933 224,750,564
46 32,050,088 3,294,598 96 2,717,422,497 244,978,115
47 35,344,686 3,591,112 97 2,962,400,612 267,026,144
48 38,935,798 3,914,311 98 3,229,426,756 291,058,498
49 42,850,109 4,266,600 99 3,520,485,254 -
50 47,116,709 4,650,593
2.7.2 提升经验
当玩家积累的经验值达到下一个等级的需求时,则玩家升级。
2.7.2.1 经验值计算公式
2.7.2.2 奖励最后一击
2.7.2.3 多人攻击同2.7.2.4 一怪物
2.7.2.5 队友间的经验值分配
2.7.3 死亡造成经验值损失
不论是被怪物杀死还是被其他玩家杀死,都会损失到这个经验值所需积累的10%经验值。
2.7.3.1 经验值损失不2.7.3.2 导致降级
经验值减少的极限是到本等级所需经验值。即永不低于本等级所需要的经验值。
2.7.4 升级奖励
2.7.4.1 属性点数奖励
各个职业每升一级所得到的属性点数是一致的,均为5点。
2.7.4.2 技能点数奖励
各个职业每升一级所得到的技能点数是一致的,均为1点。
2.7.4.3 属性提升
生命、法力、体力等属性均随着等级的提升而增长。每个职业有各自的步长。详细设定参看角色部分(第1章节)。
3. 战斗
3.1 概述
3.2 控制
3.2.1 鼠标3.2.2
3.2.3 键盘快捷键
(《Diablo II》的键盘分配)
3.3 组队战斗
3.3.1 经验值分配
3.4 PK
4. 技能系统
4.1 概述
说说技能的构成,是像《Diablo II》那样的职业专署技能树,开始《World Of Warcraft》那样的自由学习体系。
4.2 技能细则
4.2.1 技能1
4.2.2 技能2
5. 交流体系
5.1 概述
5.2 聊天系统
5.2.1 聊天频道
5.2.1.1 普通频道。
单屏内玩家可以看到,说话人头顶出现对话泡泡。
5.2.1.2 团队频道。
只有在队伍中的玩家才能收到该聊天内容。
5.2.1.3 帮派频道。
只有在同一个帮派里的玩家才能收到该聊天内容。
5.2.1.4 广播频道。
服务器上所有在线的玩家都可以收到此内容。
5.2.1.5 私聊频道。
指定聊天内容的接收人,同该人私下聊天。
5.3 好友系统
5.3.1 添加好友
5.3.2 留言
5.3.3 察看留言
6. 物品
6.1 概述
6.2 物品细则
6.3 物品掉落
7. 怪物
7.1 概述
7.2 怪物细则
7.3 怪物重生的方式
8. 场景
8.1 概述
8.2 冒险历程
9. 帮派
9.1 概述
9.2 操作
9.2.1 如何成立帮派
9.2.2 如何加入帮派
9.2.3 如何退出帮派
9.3 帮主的权利
10. 任务系统
10.1 概述
10.2 细则
11. 界面
11.1 界面流程
11.2 外壳界面(shell user interface)
11.3 游戏界面(game user interface)
11.3.1 主界面(main interface)
11.3.2 角色界面(character interface)
11.3.3 装备11.3.4 界面(equip interface)
11.3.5 技能界面(skill interface)
11.3.6 好友界面(friends interface)
11.3.7 信箱界面(message interface)
11.3.8 帮派界面(league interface)
11.3.9 功能界面(option interface)
12. 扩展想法
12.1 后续开发的思路
13. 附录
13.1 故事附录
13.2 任务附录
13.3 物品附录
~完~
好了,就这样吧。我希望这个文档模板能有些作用。我想你一定可以有所启发。但是,你不需要记住那些条目的排列顺序,它们只是恰巧地在我坐下时从头脑中倾倒出来。你应该去寻找更适合你自己的书写格式。当你将它改良后,请将它发回给我。
祝好运!
陈忾
个人主页:http://www.kais-hut.com/ 电子油箱:kaichen@kais-hut.com
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