Since Adam and I are beginning to make a new game, I figured I would document the process, to let you all in on the big secret of game development. Also, I thought that perhaps I could get some feedback from everyone, assuming anyone bothers to read this blog. One part tutorial, one part market research. Genius.
The Design Doc
All games begin life as a word file...or at least a disheveled pile of cocktail napkins. The design document is probably the most important part of the process because every possible detail of the game, and the process that will be undertaken to complete the game, is written in the design doc. It keeps everyone on the development on the same page at all times, and let's you jump around as you wish without losing scope.
For us, being the incompetant boobs we normally are, the design doc is the hardest part of the puzzle. Settling on every aspect of the gameplay before you begin is difficult because, well, you have to tie down your grand abitions with the reality of what you are actually capable of making. For us, we have lots of ideas, but not a lot of time or the platform to make it happen. Such is life.
While still vague, here are some of the details from the current working design doc we have so far:
Working Title: SimApocolypse
Platform: Internet based game made in Flash for Facebook
Description: SimApocolypse is a birds-eye-view city building game set a few years in the future. With the outbreak of a zombie creating viral outbreak in most major metropolitan areas, you and some friends have retreated to a secluded summer home in the woods to weather the plague. As the leader of the group, you are charged with managing resources and morale to build a new colony for the survivors who stream in periodically. At the same time, you must protect the survivors from the masses of undead that are assaulting your defenses.
Game Play: As a character in the game, you are free to move and inspect whatever you wish, but the objective of the game is building new structures and agricultural areas to support your survivors for as long as you can. If you are bitten, you are dead. The game will have the view of Close Combat, an individual unit and group management system similar to Close Combat, and building new structures will mimic SimCity and Command and Conquer.
There's more to it, but I figure I should at least having something to post about at another time, so I'll leave it at this.
Take care all,
- Byrne
Saturday, January 19, 2008
Game Development 101 - Planning...
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