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fleshing out your game idea


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#1 GameCodingNinja   Members   -  Reputation: 173

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Posted 01 January 2012 - 01:10 PM

After thinking about game ideas for the longest time, I think I finially have the idea I've been waiting for. It came to me out of nowhere.

So now I'm thinking of taking it to the next level. Fleshing out the story (very minor), but it gives context to what the player is doing why they are doing it (game play).

Writing a design doc at this point is a bit premature. I figure I'd story board it, one frame per piece of paper and hang it on the wall. I may need more wall space.

Other then story boarding and a design doc, is there any other way of molding your ideas?

Sponsor:

#2 sunandshadow   Moderators   -  Reputation: 5071

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Posted 01 January 2012 - 01:26 PM

Mind-mapping/webbing, flowcharting, lists, and notecards are all popular organizational techniques used with brainstorming. Also, writing a description of a similar game, then using that text like a mad-lib by replacing the words about that game with words about your own game.

Phone game idea available free to someone who will develop it (Alphadoku game - the only existing phone game of this type is both for windows phone only and awful. PM for details.)


I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.


#3 GameCodingNinja   Members   -  Reputation: 173

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Posted 01 January 2012 - 01:44 PM

Those are some great ideas. Never heard of mind-mapping/webbing before. Will have to look that one up. The mad-lib idea is also something I've never heard of before.

Thanks a bunch!

#4 truant   Members   -  Reputation: 134

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Posted 01 January 2012 - 09:57 PM

I have a wiki that does double-duty for my open world RPG and my novel which are both based on the same setting. I find compartmentalizing concepts makes it easier to expand on them and edit them. It's harder to 'see' the design, but you can cram a lot more information into them.
mods and tutorials: truancyfactory
game design articles: j-u-i-c-e

#5 GameCodingNinja   Members   -  Reputation: 173

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Posted 02 January 2012 - 11:22 AM

I find compartmentalizing concepts makes it easier to expand on them and edit them.


Can you share a simple example of what you are talking about? The idea sounds interesting but I'm not sure I'm completely understand.

#6 glhf   Banned   -  Reputation: -585

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Posted 02 January 2012 - 11:42 AM

I'm atm designing a lobby for a game. It's a bit overwhelming to start sketching out what the lobby should look like without knowing 100% what it will include.
So I write down every single button, text, clock, feature etc that the lobby will include before i start drawing.

#7 GameCodingNinja   Members   -  Reputation: 173

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Posted 02 January 2012 - 01:28 PM

ok, I get it. Thanks!




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