1 Graphics
1.1 Maptiles
1.1.1 Overworld and exploration area
maptiles
1.1.2 Castle/City/Village exterior maptiles
1.1.3 Castle/City/Village interior maptiles
1.1.4 Dungeon/Cave/Danger-Area maptiles
1.1.5 Miscellaneous (minigames, etc.)
maptiles
1.2 Walkabouts
1.2.1 Human walkabouts
1.2.2 Non-human walkabouts (monsters
and animals)
1.2.3 Non-living walkabouts (props such
as treasure chests)
1.3 Battle graphics
1.3.1 Hero graphics
1.3.2 Enemy graphics
1.3.3 Attack graphic animations
1.3.4 Battle backgrounds
1.3.5 Weapon graphics
1.4 Backdrops
1.4.1 Title screen and Intro screens
1.4.2 Cutscenes and miscellaneous
2 Story
2.1 Story Dialogue, with Plotscripting
2.1.1 Dialogue for scene 1 (introduction)
2.1.2 Dialogue for scene 2 (etc... all
the way to ending)
2.2 Non-Story Dialogue
2.2.1 Textboxes for townspeople and
bookshelves, etc.
2.2.2 Textboxes for treasure boxes and
other things you find
2.2.3 Textboxes for mini-games and optional
parts
3 Gameplay (General)
3.1 Attacks
3.1.1 Hero spells and attacks
3.1.2 Enemy spells and attacks
3.2 Items/Equipment
3.2.1 Consumable Items
3.2.2 Equipment
3.2.3 Weapons
3.2.4 Non-Consumable Non-Equipable Items
3.3 Heroes
3.3.1 Attach Stats to Heroes
3.3.2 Attach Attacks to Heroes
3.4 Enemies
3.4.1 Attach Attacks to Enemies
3.4.2 Attach Stats to Enemies
3.5 Battle Formations
3.5.1 Normal Battles
3.5.2 Boss and Special Battles
3.6 Miscellaneous (Minigames and such)
3.6.1 Mini Game 1
3.6.2 Mini Game 2
4 Gameplay (Maps)
4.1 Safe Areas
4.1.1 Towns, Farms
4.1.2 Castles, Shrines, Temples
4.2 Enemy Areas
4.2.1 Dungeons, Caves, Evil Castles
4.2.2 Overworld, Forests, Fields, Deserts,
Swamps
5 Music
5.1 Make and import music
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Waterfall Approach
Note: The waterfall approach was named and described by Andrew Rollings
and Dave Morris in their excellent game design book: Game Architecture
and Design (2000, The Coriolis Group). I have altered their models
of these ideas, but some of the basic ideas remain the same.
The purpose here is to make an outline similar to this for your game,
listing the 'what' of what you will need to create and put together. The
exact format is irrelivant, as long as it contains the information you
need, and is linear. Under each heading, make a list of everything you
think you'll need for the game. For example, under enemy graphics, write
down the names of all the enemies you intend to have in your game. Only
after that, draw the enemy graphics. Don't just start drawing without knowing
how many you are going to draw. Do this for every category... list how
many maps you are going to need to make, how many maptile sets, what is
going to be in those maps and those maptile sets, how many battle backgrounds
you are going to need, and so forth.
Basically, this is going to be a complete 'to be done' list. Everything
that you will physically need to create to finish your game will be in
this outline. Keep the outline as terse as possible. It isn't a game plan,
it is a list of the parts of the game you need to make. List every boss,
list every weapon, every magic spell, etc.
Now, decide in what order you are going to make these things. You can
choose whatever order you wish, but some orders make sense. You might connect
the maptile design with the map design, so that you make all the maptiles
and make all the maps during the same month. You might designate one month
to the battle system, and make all your battles during that month. Then
give a month for putting in the story and plotscripting it... during that
month you write all the dialogue of the game and make all the scene-event
plotscripts. If you think it's going to take more than a month, give yourself
more than a month. But do know the general order, and do make a rudimentary
timeline.
The point of the nomen 'waterfall' is that everything follows something
else. After walkabouts are done, you fall down the waterfall a bit and
go to the next aspect, without regards for anything other than what is
on the list. The order isn't really important, you just go from task to
task. Sounds boring and tedious? There is an alternative: something I call
the spiderweb approach (since it looks like a spiderweb).
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Spiderweb Approach
Looks a bit like a spiderweb (or a target), doesn't it? The idea is
you start in the middle and work outward, and that everything is seperated
into bite-sized (sometimes requiring very large bites) areas which can
be completed in an 'all at once' fashion (in the sense that, once it is
done, you don't need to go back and work on that part again unless you
see something that could do with some improvement).
The 'basic idea' is a circle, the first area. The basic idea and the
design document is contained herein.
This is inside another circle, which is the second area, the 'post-planning,
pre-production' circle, and consists of writing lists of the things you
will need for the completed game: coming up with a list of scenes that
will be in the game (and a short summary of each one, what happens in each),
a summary of general gameplay ideas, a list of heroes, a list of enemies
and bosses, and a list of the maps that will be in the game.
From there, we go to the third area, the 'basic element design' area,
consisting of the core elements of the game: the enemy graphics, the hero
graphics, the dialogue, the gameplay units (examples: if keys open doors
in your dungeons, 'key' and 'door' will be gameplay units, but 'dungeons'
would not be), maptiles (but not maps), attacks (graphics and names of
them), items, armor, weapons, spells, and so on. This takes up more time
than area 1 and area 2 put together.
The fourth area consists of the actual level design, battle design,
and plotscripting for the story scenes (including cutscenes, if any). This
area should take up the most time, as level/battle/puzzle design and plotscripting
story scenes are the hardest and most time-consuming part of game design,
but it should not take too much longer than area 3 took.
The fifth area, outside of the circle, consists of playtesting the fourth
area and adding extras (like mini-games and things you come up with at
the last minute which look like they will make the game more fun). This
area is outside of the circle
The idea is that you cannot make the outer areas without what it is
based on. Go and look at it and see for yourself:
Start at the center, and go outward. This is much more interesting
than the waterfall approach, because each thing you do will be building
on something else, and you get new functionality with each section finished.
But once you start a particular section, don't go above it until it if
done. Doing so would just waste time, as you'll have to go back down when
you realize you didn't finish with what you need.
Note also that each section size is a rough approximation of how time
consuming they will be (relative to eachother). Making the battles and
playtesting them takes up a huge amount of space. So does map making (level
design).
The spiderweb would of course look different for every game, this is
just a generalized version. Some games don't have battles, some games have
more dialogue and scene events than normal, etc. If you like the idea of
using a spiderweb with different areas to track your game's progress, it
may be best to physically draw one, and to do something like fill in the
different areas after they are completed. This way, you have a visual doneline
(and not just an outline, text based, hard to read doneline)
*
In the following sections (most of the rest of the article), I'm going
to use the general order given in that first outline above and go into
detail about each part of it and my advise on how to create each part.
That's what the article is about, afterall, the process of game creation
(as opposed to game planning).
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