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sinnelius

GDD/doc, branching storylines, physics behaviours

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So, does anyone have, some sort of official GDD from a game, that has things like branching storyline, unique  captured image textures?

Maybe even the mathematical formulations for the physics and intersection tests?

I am looking especially from the game final fantasy dissidia, Shadow of collosus, persona series, and siren...

Looking to develop something solid from scratch,

wrote a whole GDD only to have it constantly rewritten as i am solving the mathematical equation for variety of methods and functions,

juggling from one engine to another to look for specific, formulation that does not exist in one engine and another.
And with engine constantly changing so fast and updating their methods, i am looking for the recipe to, engineer a specific genre and publish it.
Particularly obsession of mine, an intersection test, from character position, to a mesh collision unit, finding the closest Vector3 on its surface without touching it.

What i need is probably a way to make a game from scratch, a lesson/kit from a well known title. Maybe like, what were the engine or IDE they used to develop those console games... I know things like ATF, monogame and blender, their upsides and downsides...
i'd probably develop on Visual studio if i can have like, the right math solutions.

I understand that this is maybe a rather lazy/confidential request, so i am willing to do a trade or barter of sorts.
Just thinking of a way to make it all precise and correct.
 

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So, does anyone have, some sort of official GDD from a game, that has things like branching storyline, unique  captured image textures?


Did you google "game design document sample" or "sample GDD" or any such search phrases?
There are several GDDs out there.
I have links to some GDDs at the bottom of http://www.sloperama.com/advice/specs.htm
Also see link at the bottom of http://www.sloperama.com/advice/lesson13.htm

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Amazing Tom! Nothing exactly new on the high level explanations, but i seem to find the diagram fitting and all compile well 

with the right descriptions!

But then, if only i can find like, specific 3d math from a particular game title...

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>> But then, if only i can find like, specific 3d math from a particular game title...

 

post a question in graphics or AI programming (whichever is appropriate), describing the desired effect, and the name of the game you saw it in. odds are someone can identify the algorithm used, and the math formulas behind it. who knows, maybe someone here even worked at the company, or knwe someone that did, or perhaps even worked on that title. its a small world. and veterans of a number of famous titles haunt these forums. (tom being amongst them) <g>

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