Game GDD


This was a useful reading, not that useful, but it gave me the idea on how to present my prototype at the end of the semester.

The key is to keep it simple...at first at the very least. Don't throw in all those complicated ideas and mechanics at the beginning. Start with what you have, start with the basics of the game i.e. controls, characters, narrative, map design, all the primary components of a game. Once that is complete think of extra components you could add like collectables, small details like interaction with objects and people, basically polishing the game and adding interesting and aesthetic features. Think of concept art and what textures you can add later in the process.

When making a prototype don't add in details like textures and completed designs. Make something that's as ugly as possible but works and get's the message across. This means colour coding. For instance, make your character blue and the enemies red. Give an object a glow or an outstanding colour so the player know's it's purposeful. Thing's like that to get the message across.

Let the player know what to do and at least make it so it's possible to find out on their own, like solving a puzzle or getting over an obstacle.

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