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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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Focus, Focus--Design Documents Can Help

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modemancer

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I've been programming as a hobby off and on for over 10 years. To this day, I consider myself an "advanced beginner." My gateway into programming began with C++ and a copy of Ian Parberry's Learn Computer Game Programming with DirectX 7.0 (a very, very good book in my opinion). When I started to think that I'd really like to pursue game programming, I also got my hands on Game Design: Secrets of the Sages, edited by Marc Salzman. It was an interesting book, but the part that I remember even today is mainly the game pre-production part of the book, which emphasized the importance of design documents, story boarding, and the like. Unfortunately, I promptly ignored the advice as not applicable to small projects like mine.

I wish I hadn't ignored it. When it comes to games, I used to have a rather annoying self-defeating approach to development, in that my simple idea would quickly be overcome by feature creep. Lack of focus and direction is, I'm willing to bet, the biggest obstacle to single-person and small team game development. Lack of focus on a design can drag development out insufferably. A personal example of this is my first attempt at a true video game--it was a board game inspired by the game of Checkers called KingMe! What started out as a simple one-or-two player game idea soon morphed into a monstrosity, complete with 8 different game variations and chat-enabled multiplayer support. It looked great in my head, and in my head it remained. I soon realized that development was grinding to a halt, so I broke the concept into three game versions: a "Granite" (simple version, freeware), and "Iron" version (same as Granite, but with networked multiplayer support, and a "Gold" version (everything else). Fortunately, I was able to finish my "KingMe! Iron" version in 2003, but it took 2 to 3 times as long as it should have. The Iron and Gold versions were never completed.

KingMe!+Granite+Edition.jpgScreenshot of the KingMe! Granite game--my first game that
barely made it out of a bog of feature creep.
Fast forward several years to the present day and my current project, Titan Trivia. When I decided to go ahead with Titan, my old habit paid a visit with all kinds of cool ideas, but I was on to it. I decided I needed something to focus on, a document that would keep me tuned to my original game design. That's not to say that changes haven't been made, but even now I'm surprised how well this document has kept me focused. In fact, I found that contrary to my original attitude toward design documents (that they would inhibit creativity), my Titan Triva document in fact gave me a consistent starting point for more relevant inspiration. It's not a complicated or sophisticated document--it's simply a few slides I threw together in OpenOffice that outlines the basics of design and function ideas, but I referred to it often in the initial days of putting together the pieces of the game.

I'll wrap this up here, but below are a few comparisons of my original design document concepts beside the more-or-less final versions of the interface.


dd1.jpg


dd2.jpgThe "Load Databases" button is a convenience button for me as I add trivia questions.
It won't be on the actual release version.

dd3.jpg





8889920242792212096-6187574748152554218?l=numberedmountain.blogspot.com

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