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kevtimc

(Simple) RPG Design Suggestions

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A friend and I are once again attempting to formulate an RPG, this time using “Actionscript” (a language used within the Flash environment) along with something called "WoW Model Viewer". "WoW Model Viewer" will provide us with all the art and animations we need (here is an example of an RPG utilizing the model viewer). The only thing that will differentiate this RPG from other "classic" RPGs' is the user's ability to control the flow of the battle through simple "mini-games" that test the user's hand-eye coordination/dexterity. The better the user performs on the mini-game, the more damage an attack will do, and so forth. What kinds of challenges does one face with RPG design? What should be included in design documents, and what programs or methods of organization (UML?) would you recommend?

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What should be included in your design documents? I actually don't believe you should worry about that right now. Try fleshing out a requirements document, a document full of WHATs; this document gives you a place to define and fine tune every required aspect of your game. You could use UML during this process, but I prefer a simple word doc.

What does a user do when outside of battle?
What does a user do to get into a battle? (Random?)
What must a user do to "end" the battle?
What makes up the battle system? (this one will be deep).
-- What is an attack (mini-games?), What is magic, etc
-- What dictates an attack? (stats!! Power - Defense = Damage woohoo)

After you have fleshed out the WHAT in your Requirements, you'll want to define the HOW of each WHAT. This would go in your Design Document. At this point you may want to even start defining functional designs to accomplish the requirements set out earlier.

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Original post by ferr
What should be included in your design documents? I actually don't believe you should worry about that right now. Try fleshing out a requirements document, a document full of WHATs; this document gives you a place to define and fine tune every required aspect of your game. You could use UML during this process, but I prefer a simple word doc.

What does a user do when outside of battle?
What does a user do to get into a battle? (Random?)
What must a user do to "end" the battle?
What makes up the battle system? (this one will be deep).
-- What is an attack (mini-games?), What is magic, etc
-- What dictates an attack? (stats!! Power - Defense = Damage woohoo)

After you have fleshed out the WHAT in your Requirements, you'll want to define the HOW of each WHAT. This would go in your Design Document. At this point you may want to even start defining functional designs to accomplish the requirements set out earlier.


My friend made a powerpoint similar to what you mentioned, but not all the items you listed are on there. I guess it can't hurt to go add them in.

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