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1、GAME DESIGN TEMPLATE v1.8游戲設(shè)計樣板v1.8(this document is always under review. Please let me know if you have any suggestions on changes or additions to the template)(這份文件仍然在審核中,如果你們有任何修改意見請告訴我。)Game File format is: Game Type Designer Name Game Name (version number) X. Game Type = Target System. JAVA/SMS
2、/WAP/. Designer Name = You. Game Name = Game English Name. Version Number = Current Document Version. X =o A: If Approvedo C: If Changes Neededo H: If On Holdo P: If Postponedo R: If RejectedExample: JAVA Kevin Crazy Basketball (v1.5) A. Means that the design document is for a Java game developed by
3、 Kevin. The game is called Crazy Basketball and the document is in version 1.5. The game has been approved.游戲文件格式:游戲類型策劃人姓名游戲名稱(版本號)X 游戲類型=目標系統(tǒng)JAVA/SMS/WAP/ 策劃姓名=你的姓名 游戲名稱=游戲英文名稱 版本號=當前文件的版本 X=o A表示已批準o C表示需要改動o H表示暫時放一下o P推遲o R被拒例如:JAVAKevin- Crazy Basketball (v1.5) A. 表示這個設(shè)計文件是JAVA的游戲,是由Kevin設(shè)計的,游
4、戲的名稱叫Crazy Basketball,文件的版本號是V1.5,這個游戲已經(jīng)通過審核。Document Date:date that this document was filled in文件日期:制作這份文件的日期Document Version:文件樣版:你的文件的樣版Every time you change your document, you will have to update this number, before sending it to me.每次對你的文件做改動時,你要將你的版本號進行更新,然后再發(fā)給我。Document Status:文件情況:未通過/正在審核/通
5、過When you first send the document to me, the status is: Awaiting Review.When I send it back to you, the status can be: On Hold. This means that I have to talk to you about your design document before I make a decision. Postponed. This means that the game has been postponed to a later date. Changes N
6、eeded. This means that I need you to make some changes. Approved. This means that the document has been approved and the game is ready for development. Rejected. Game Design has been rejected.當你第一次把你的設(shè)計給我時,你的設(shè)計文件的狀態(tài)應(yīng)該是:待審我回給你時,狀態(tài)可能會是以下幾種情況: 暫時放著:是指在我做決定前,我要和你討論你的設(shè)計。 推遲:是指該游戲會要被推遲到今后的某個時間來做。 需要修改:是指我
7、需要你做一些修改。 批準:是指這份文件已經(jīng)通過審核,并且游戲可以進行開發(fā)。 被拒:是指這個游戲設(shè)計沒有通過。Designer Full Name:設(shè)計者全姓名General Information 概述Game Name (in English and Chinese):游戲名稱(中英文的)Genre:作品類型Card/Sport/Action/Puzzle/RPG/OtherRPG/闖關(guān)/猜謎/紙牌/動作/射擊等Monternet uses these categories for sorting games on its site. Make sure that you pick a ca
8、tegory that best describes your game. 移動夢網(wǎng)用這些類別將其游戲進行分類,你一定要選一個和你游戲相匹配的類別。Target System: 目標系統(tǒng)JAVA/JAVA+SMS/SYMBIANTarget Phones (Specify whether your game will target one phone specifically or a wide range of phones. If targeting one phone only, specify why.): 目標手機 (請定下你游戲所要針對的手機型號和/或系列. 如果是只針對一款手機型
9、號, 請列出原因)Nokia 40 series/Nokia 60 series/Motorola T720/Ericsson T618Estimated Project Size/Scope: 估計項目時間(用作估計這游戲是簡單游戲還是復(fù)雜游戲)Short = 2 weeks/Medium = 1 month/Long = 1+ months短=2個星期/中等=1個月/長=1個月以上Game Design Plan 游戲設(shè)計計劃Game Overview/Description 游戲概述/描述- Give an overall description of what your game is
10、 about.- 給出你所設(shè)計的游戲的全面描述。- Inspirations: List the games that inspired you to create this one. List games similar to this game.- 靈感:列出使你產(chǎn)生靈感的游戲,列出與此相同的游戲。Game Story游戲故事 - What is the overall background story of your game?- 你游戲故事的背景是什么?- What is the story behind each of your characters?- 每個人物背后的故事是什么?G
11、ame Flow 游戲流程Make a detailed list of the flow of your game列出你所做的游戲的詳細流程。- List out all menu and sub-menu items- 列出所有菜單和輔助菜單項目。- Go through your game step by step.- 一步一步列出你的游戲流程。Make sure to go into detail about each step. For example, how do you die or lose the game? When the player loses and it is
12、“Game Over”, what happens? Is the user automatically kicked to the main menu? Or is the user presented with a choice of “Try Again” and “Quit”? 保證每步的敘述都很詳細,比如:在游戲中,玩家怎么會死了或輸了。當玩家輸了并且游戲結(jié)束了,接下來會發(fā)生什么?是不是游戲自動返回主菜單?或者玩家是不是還有機會再試一次或退出?Dont list items that are already in our flow template. You only need to
13、 list things that are different so that it is easy for us to find what is different in your game compared to all games.不要列出我們流程已有的項目,你只要列出不同的地方即可,這樣我們才能知道你所設(shè)計的游戲和其他游戲的不同之處。Gameplay 游戲的玩法Describe how your game is played描述你游戲怎樣玩。- Game Controls: List out all the controls for your game.- 游戲控制:列出所有游戲的控制
14、方法。- Game UI: Describe the User Interface and its functions.- 游戲界面:描述界面的使用和用途。- Game Mechanics: Describe everything you can do in the game (power ups, items). Make sure you describe how these things work. If its a health pack for example, how much health does it give? If you get +1 to “Attack”, what
15、 does that do for your attacks? +10 damage for every +1 in attack? - 游戲技能:描述出你在游戲中可以做的每件事(動力增加等項目)。要描述出這些事該怎么運行。用HP舉例,有多少HP?如果你得到+1的攻擊,對你的攻擊會產(chǎn)生什么效果?是不是可以得到+10的破壞力?- Game Scoring: How is the game scored? You must go into detail. Exactly how are points awarded? - 游戲的得分:游戲的得分設(shè)置是怎樣的?你必須詳細說明。甚至要說明得分是怎樣給予
16、的。Game Difficulty 游戲難度- Can the player choose different difficulty levels?- 玩家可以選擇游戲的難易程度嗎?- If yes, explain the different difficulty levels.- 如果是,解釋不同的難度 - How does difficulty progress during the game?- 在游戲中,難度是怎樣進展的?o Based on time played?o 是根據(jù)時間嗎?o Based on level?o 是根據(jù)關(guān)數(shù)嗎?o Based on story progres
17、sion?o 是根據(jù)故事的進展嗎?- How is difficulty changed during the game?- 在游戲中,難度是怎樣改變的?o Speed?o 速度?o Computer accuracy?o 電腦的精確性?o Number of enemies?o 敵人的數(shù)量?o Enemy hitpoints?o 敵人的打擊點數(shù)?o Player hitpoints?o 玩家的打擊點數(shù)?o 等等Game Levels游戲水平- # of levels.- 幾關(guān)- Level progression 過關(guān)o “Boss”: Level ends after killing a
18、boss. o “boss”:除掉老怪,一關(guān)結(jié)束。o Time: Level is determined by the amount of time that has passedo 時間:由時間的長短決定是否過關(guān)。o Story driven: Levels are based on the flow of the story.o 故事情節(jié):根據(jù)故事的流程。o Cycling: Levels are repeated again and again with changes to game difficulty (1-1,1-2,1-3,2-1,2-2,2-3 )o 循環(huán):根據(jù)改變游戲的難度
19、來不斷循環(huán)游戲的關(guān)數(shù)(1-1,1-2,1-3,2-1,2-2,2-3 等等)。- Give a detailed explanation of each level.- 給出每一關(guān)詳細的解釋。o What determines one level?o 由什么決定一關(guān)?o How do you pass a level?o 你怎么通關(guān)?o What happens when you pass a level?o 當通關(guān)時,會發(fā)生什么?o If there are no levels, then explain how the game progresses.o 如果沒有關(guān),請解釋游戲怎樣進展。G
20、ame Length 游戲長度- Approximate Time to finish the game. - Average game length. (all games play time is determined by how well the player plays. What I want is a general idea of whether your game is more suited for short spurts of playing or medium to long sessions of play time. For example, Snake is a
21、 game well suited for short spurts of 5-10mins sessions. You might play it many times, but each time is pretty short. Whereas a RPG is a game more suited for longer sessions).- 游戲平均長度。(所有游戲的時間都是根據(jù)玩家的技術(shù)而定的。這里我只是想要一個大概的時間,我想知道你們游戲是適合那種在短時間內(nèi)沖刺的還是需要長時間玩的。例如,貪吃蛇就適合在5-10分鐘之內(nèi)進行沖刺的游戲,你可能會玩很多次,但每次的時間都很短 (一般的
22、人不可能超過5-10分鐘)。另外,RPG就比較適合長時間玩的那種游戲。- 大概的完成時間。- Re-playability Factor low = play 5/high = almost unlimited re-playability- 可玩性低=5次以內(nèi)/中等=5次以上/高=幾乎無限次Game Graphics游戲的繪畫Give a detailed description of the graphic requirements of your game.列出游戲?qū)γ拦ず蛨D片的詳細要求- Look and Feel (e.g.: theme color, setting, style
23、cartoon, realistic, 3D)- 視覺效果和整體感覺(主題顏色組合, 場景, 風(fēng)格卡通, 現(xiàn)實的, 3D)- Quantity vs. Quality. Are you looking to have a lot of graphics in the game with little complexity or fewer graphics but more detail?- 圖片數(shù)量 和 圖片文檔大小: 你是要求有很多簡單的圖片還是數(shù)量少但比較復(fù)雜的圖片?- Make a list of all graphics youll need (e.g.: background, characters
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