Designing: The Game and Its Content

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Pittsburgh PA
Current topic: How to design a Pet Game via making a design document
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sunandshadow
June 11, 2016
MMO: Spectrum Of Design - Part 3 Does This Rollercoaster Have Sand?

Spectrum Of Design
a blog series by sunandshadow
aka Mare Kuntz


Blog #3: Does This Rollercoaster Have Sand?
(Themeparks, Sandboxes, and Sandparks)

Themeparks and Sandboxes represent two different philosophies about what a gameplay experience should be like. Themeparks are concerned with giving players…

1,933 views
sunandshadow
June 11, 2016
MMO: Spectrum Of Design - Part 2 Fishing For Grouper Or Sole?

Spectrum Of Design
a blog series by sunandshadow
aka Mare Kuntz

Blog #2: Fishing For Grouper Or Sole?
(Designing For Group Play Or Solo Play)

In the previous blog I talked about solo adventurers, adventuring parties where each character…

2,064 views
sunandshadow
June 11, 2016
MMO: Spectrum Of Design - Part 1 To Avatar Or Not To Avatar?

MMO: Spectrum Of Design
a blog series by sunandshadow
aka Mare Kuntz


Blog #1: To Avatar Or Not To Avatar?
(No, not that movie with the blue cat-aliens.)

One of the most basic divides among game types is one of the least talked about, because it's one of the few that doesn't provoke much controversy am…

2,007 views
sunandshadow
June 11, 2016
MMO: Spectrum Of Design - Part 0 Introduction

Spectrum of Design 0, 1, and 2 were originally published on MMOsite.com

MMO: Spectrum Of Design
a blog series by sunandshadow
aka Mare Kuntz

Blog #0: Introduction
Welcome! This series will look at the many choices involved in designing …

1,712 views
sunandshadow
August 12, 2013
Part 2 of Developing a Game Idea: Fill-In-The-Blank Game Description
Fill-in-the-blank description of game's genre and other basic properties from my guide:

[NameOfGame] will be a [2D or 3D or ?D] [optionally name the art style, e.g. anime] [singleplayer or multiplayer] [VPS/RPG/SIM/etc.] game where the player has [a small number or a large number] of [type of pet if…
1,868 views
sunandshadow
August 07, 2013
Designer's Statement of Purpose for WildWright MMO Concept
Since yesterday I have been working on developing a new game idea. Well, a few fragments of this concept existed already, as can be seen in this thread from 2011 and another from 2012:
https://www.gamedev.net/topic/602667-story-concept-for-a-breedereatersim-game/
https://www.gamedev.net/topic/627379-…
1,700 views
sunandshadow
March 19, 2013
Ranching Type Pet Breeding Games: Viva Pinata and Plant Tycoon
A ranching game is a pet game where the player owns property and infrastructure which are used to produce pets. It is a close relative to farming games where the player owns property and infrastructure to produce crops; the well-known game series Harvest Moon combines these two types of games.

By my…
2,858 views
sunandshadow
March 19, 2013
Pet Game Design Related Thoughts Copied From VPL
These are three older entries copied (with a bit of editing) from my equivalent of this developer journal over on the Virtual Pet List forum. I'm copying them here because I wanted to follow up with the new one I just wrote, and they probably should have been copied here in the first place because…
1,823 views
sunandshadow
December 29, 2012
Guide To Designing A Pet Game Part END
X. Finale: An overview of the game development process and how the design document is used during this process.

1. Revise - Theoretically you now have the first two parts of a game design document: a statement of purpose and a features list. Look them over for any inconsistencies or missing informat…
2,119 views
sunandshadow
December 28, 2012
Guide To Designing A Pet Game Part 14
14. GUIs and Controls, Game Modes and Context-Sensitive Behavior

GUI stands for graphical user interface. Borders, icons, menu bars, mouse cursors, font(s), the title screen, the credit screen(s), the help/about screen(s), trading and shop interfaces, pop-up menus, tool tips, any backgrounds which a…
1,779 views
sunandshadow
December 28, 2012
Guide To Designing A Pet Game Part 13
13. Minigames, Puzzles, And Other Combat Alternatives

While combat is the main activity of many games, other games do not have combat at all, or alternate combat with some other major activity. Changing-up the player's experience by alternating two major activities is done with the goal that the pla…
1,654 views
sunandshadow
December 26, 2012
Guide To Designing A Pet Game Part 12
12. Combat

Combat is the single broadest area of game design. Some games do not have combat at all, but a large percentage do, and in a large number of varieties. The simplest kind of combat is random combat: flipping a coin, rolling a die, or rock-paper-scissors. This is not satisfying, because eve…
1,548 views
sunandshadow
December 24, 2012
Guide To Designing A Pet Game Part 11
11. Tutorials, Quests, Reputation, and Levels

Playing a game is all about having interesting stuff to do within the game. So what exactly do you intend your player to be doing within your game? Game design philosophy is divided into two camps, those who favor sandbox play and those who favor structu…
1,446 views
sunandshadow
December 23, 2012
Guide To Designing A Pet Game Part 10
10. Pets In More Detail: Functionality Within The Game, Capturing, Breeding and Genetic Systems

As you may have noticed, I've been using a very loose definition of the term "pet". Basically, I think any interactive animate being the player owns or controls can be considered a pet. That vague definit…
1,639 views
sunandshadow
December 22, 2012
Guide To Designing A Pet Game Part 9
9. Forums, Messaging, Chatting

Purely singleplayer games, of course, have no need for a forum or messaging system. Games with minimal multiplayer may have the messaging system without the forum; usually in this kind of game the purpose of the messaging system is to send gifts and friend invites or P…
1,749 views
sunandshadow
December 21, 2012
Guide To Designing A Pet Game Part 8
8. Currencies, Trading, Shops, and the Marketplace

This section is about the exchange of money and/or items between the player and the game or between two players. "Money" can be any kind of currency, not just bills or coins. Gems, tokens, tickets, pretty much anything can be used as a game currency…
1,419 views
sunandshadow
December 20, 2012
Guide To Designing A Pet Game Part 7
7. Gathering and Crafting: Climbing the Tech Tree, Recipes, Skills, Building Up Infrastructure, and Crafting Gameplay.

Crafting is any act of processing a resource to alter it or combining two resources into something new. The resources upon which crafting is performed are usually gatherables or dr…
1,386 views
sunandshadow
December 19, 2012
Guide To Designing A Pet Game Part 6
6. Inventory Systems: Types Of Items and How Each Type Functions Within the Game, How the User Interacts With Storage, Storage Limitations and Expansion As Gameplay.

Almost all pet games have an inventory of some sort. In games where the player is expected to collect many pets they usually have the…
1,553 views
sunandshadow
December 18, 2012
Guide To Designing A Pet Game Part 5
5. Avatar Creation: Human vs. Pet, Clothing Systems, The Avatar's Role(s) Within The Game, Avatar Equipment Slots, Stats, and Abilities.

Probably most of you are familiar with the concept of an avatar as a 2D image which you choose to represent yourself on a forum, IM network, or social networking s…
1,670 views
sunandshadow
December 17, 2012
Guide To Designing A Pet Game Part 4
4. Player Registration and Account Creation, Data Storage Within The Game

For a singleplayer game it has recently become standard to allow the player to enter their name or name the location they own within the game (ranch/farm/zoo/store/house/estate/tribe/country). This is a simple input and stora…
1,424 views
sunandshadow
December 16, 2012
Guide To Designing A Pet Game Part 3
3. Distribution and Monetization: Getting the game to the player and the player's money to you.

Thinking about selling a game before any of it has been programmed may feel like getting ahead of yourself. However, the intended sales method affects the design, and plans for earning and dividing incom…
1,422 views
sunandshadow
December 15, 2012
Guide To Designing A Pet Game Part 2
2. Theme: Story, Setting, Playable Character(s), And How These Should Interrelate With Gameplay.

A game is a piece of multimedia entertainment where the writing has to work as a partner with the gameplay (which is programming underneath) and the art. Well, not all games have stories, and virtual to…
1,523 views
sunandshadow
December 14, 2012
Guide To Designing A Pet Game Part 1
1. Pet Game Genres: What Is Your Game's Primary Activity And Overall Goal?

The first thing to realize is that there are different genres (kinds) of pet games, which have different feature sets. It's very helpful to any game designer to have played a variety of games so they remember experiencing a …
1,947 views
sunandshadow
December 13, 2012
Guide To Designing A Pet Game Part 0
Wow, I haven't used this journal in a while. The reason I am using it now is that one of the other forums I hang out at is specific to pet games, and there are a lot of newbies over there who want to make a pet game without having much clue what game design is, or what a design document is. I remar…
2,250 views
sunandshadow
September 10, 2011
Collected Links To Past Lectures On Writing Topics
I was trying to describe my experiences giving online lectures and workshops about writing topics to someone, but I realized I had no easy way to look at a list of the lectures and workshops I've given here. Thus I'm going to collect the links to them in this journal entry.

Brainstorming Techniques…
1,352 views
sunandshadow
November 23, 2009
OMG a new entry o.O (breeding game)
Wow I haven't updated this in forever. But I've been actually working on a game of my own (instead of freelance work on other people's projects) for the first time in years. So, I figured I ought to document it here. *cough*ActuallyIwantedtoshowoffmyart*cough*

I like playing animal breeding games…
1,954 views
sunandshadow
July 20, 2007
New content about MMOs coming soon!
I was looking back at my first several journal entries about game design which focused on how to design a single player RPG and I decided to do some further entries focusing on how to design an MMO since that's what I've been studying for the past year or so. If anyone has requests for what you wo…
1,012 views
sunandshadow
August 11, 2006
misc
I recently posted some paragraphs I thought were worth putting in my how-to-write book, so I want to copy them here for easy access later.


A story bears little relation to reality, and that any statement about the way things are 'in the real world' is a very poor way of figuring out how things ought…
1,336 views
sunandshadow
March 30, 2006
Plot IV: Plot As Thematic Argument, Characters As
Plot As Thematic Argument, Characters As Thematic Vectors

(In geometrical terms, plot is the time or X-axis of a story, and the other axes should be Y=possession/political alignment and Z=theme, with characters being the vectors that move through this space.)

The thematic vector value of the characte…
1,619 views
sunandshadow
January 18, 2006
Xenallure's base character model
Ooh I'm excited! Although my attempts to recruit a concept artist are going poorly :( I'm very happy with our progress in modeling the first of our characters!
Aly and I together created this blueprint then from it she modeled a rough base character model which I really like. ^_^ (sorry, link remo…
1,708 views
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