![]() From the gameplay screen you can go to the options screen or the results screen. Or if you click from the main screen you can go to the gameplay screen. From the options screen, you can go back to the main screen. Like if you click on options, you go to the options screen. In the Screen Flow Chart, you should draw a graphic description of how each screen interacts with each other. So here we will have the screen flow chart, the screen descriptions, game options, stuff like replaying and saving. The screen flow is basically how each screen interacts with each other. The third sub-category is going to be for the Screen Flow. The more detailed you are, the closer to your vision the game would be. Or if you want the box to be blue, mention that. The developer can put the box in the top left corner. So if you want to put a box in the bottom left corner, do not say in the GDD that there is a box in screen 5. How does the player interact with buttons? Do they click on the screen or swipe? Is there any special mechanics needed to interact or move about? Remember not to take things for granted, no matter how simple they are. Is there a specific way to pick things up or move them about? These answers go here.Īctions are important to write down. How about objects in the game? Metal Gear Solid would be bland without being able to interact with the boxes. How does the character move? Does the player have control over it with buttons or not? Is there any special kind of movement? If you need an example on special movement, think about Jetpack Joyride's boosted jump. A puzzle game like Bejeweled doesn't need a set answer on the physics, but a game like Portal would be more complicated. So with something like the Physics of the game, we should address how the physical universe works. ![]() Here we would cover the physics, movement (both the general and special), objects (picking up and moving), and actions. The second sub-category would contain the mechanics aspect. Instead, think of the play flow as a first person point of view. It is different from the game progression, which is kind of a third person point of view. Just list them out and you can go back and fix it later.Ī Play Flow addresses how the game flows for the main player. What do we need to do in order to beat the game? What are the sub-categories we need to do. The Objectives contain things from the previous parts. ![]() And in order to get the sword, the main character needs to solve these puzzles within a set time. If you don't have any puzzles, you can omit it.Ī Puzzle Structure for the game can be a quiz or a sudoku puzzle. Keep in mind that not all GDD's are cut and paste the same way. This way we can include the puzzle structure as the next example. I think the best way is through going into dungeons and defeat a boss through superior intellect. The Challenge Structure designates how our hero (if we're continuing with the Sword of Truth example) is going to collect these swords. So we know what the gameplay is going to be like with this. Starting with his first sword, he seeks to collect stronger and stronger swords until he can reach the legendary Sword of Truth. Take for instance a game where the main player is a sword collector. Game Progression refers to how the game moves from the beginning to the end. After that, we need to include the puzzle structure, then objectives and finally play flow. Under Gameplay we have around five different parts. The third would be related to the Screen Flow in the game. The Second would be the Mechanics behind the game. Lets split up the Gameplay and Mechanics into three parts. The Game Design Document helps with keeping you on track with your plans. These things either get lost in translation between the designer to the developer, or they get forgotten completely. So by breaking the idea up into fragments, like the mission structure, or objectives, or movement mechanics and actions, you can have a stronger idea of what the game is. In my experience, things change through the development. There are reasons why you want to be as detailed as possible when planning the game.
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