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8/9/2019 Documento de Diseo Armadillo
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8/9/2019 Documento de Diseo Armadillo
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Document Contents
1 Template Introduction 1
2 Concept Document 2
2.1 Title Page 2
2.2 Credit Page 2
2.3 Sign-Off 3
2.4 Introduction 3
2.5 Game nal!"i" 3
2.# Game tmo"p$ere 52.% Game Pla! 5
2.& 'e! (eature" #
2.) Selling (eature" #
3 De"ign Document %
3.1 De"ign *er"ion %
3.2 De"ign Guideline" %
3.3 Game De"ign Definition" %
3.4 Game +atri, %
3.5 Game (lo C$art &3.# Pla!er lement" &
3.6.1 Player Definition 8
3.6.2 Player Properties 8
3.6.3 Player Rewards (Power-ups & Pick-ups)
3.6.! "ser #nterface ("#)
3.6.$ %eads up Display (%"D)
3.6.6 Player iew
3.% ntagoni"tic lement" )
3.'.1 ntaonistic Definitions 1*
3.'.2 ntaonistic Properties 1*
3.'.3 ntaonistic +ist 1*
3.'.! rtificial #ntellience (#) 1*3.& Glo/al Game lement" 10
3.) T$e Stor! 10
3..1 ,e tory /opy 1*
3.10 Concept rt 11
3.11 eel De"ign 11
3.11.1 +e0el /opy 11
3.12 udio Sound ( 11
3.13 Game rc$itecture 11
3.13.1 ae rcitecture 0er0iew 12
3.13.2 rcitecture /opy 12
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Documento de Diseo Armadillo
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3.13.3 %ow to play /opy 12
4 Tec$nical Document 13
4.1 S!"tem 6e7uirement" 13
4.2 *i"ual Content 13
4.3 udio Content 14
4.4 Programming Content 14
4.5 Code Structure 14
4.# Concern" and lternatie" 15
4.% 6e"ource" 15
4.& Tec$nical +atri, 15
5 ppendi, 1#
5.1 Ta,onom! 1#
5.2 Genre 1#
5.3 Game lement" 1%
5.4 Content 1%
5.5 T$eme 1%
5.# St!le 1%
# ppendi, 8 1&
% ppendi, C 1
& ppendi, D 1
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The Concept Document
The concept document serves the purpose as a way to present a game concept.
A general overview of the game, with the idea anyone can read and understand what the game is like.
This part of the document is one that will change very little once the concept is accepted.
Title Page
Game ame, Game !ogo, Game Catch "hrase, Document Type, Document #ersion.
These need to $e clear so that when used as a document everyone immediately recogni%es it.
Credit Page
This area should present information a$out the person who authored the document and for whatcompany.
Example:
Document Purpose:
Document Version:
Working Title:
Game Concept:
Game Document Author:
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Sign-Off
This section is here to confirm that each team leader has read through the design and agrees with thecurrent game design.
Game Design Sign-off
CE:
!ea" Designer:
!ea" Programmer:
Introduction
A short sentence or two a$out the game, its genre, player type, technical form, references and theme.
&veryone that reads this should $e a$le to understand what the $asic idea of this game is.
A new purpose for the introduction can also $e the reason for the concept and history of the game theconcept is $ased upon. 'ere is a short list of su$jects to address in the introduction() Genre) "layer Type) Game "lay
) Technical *orm) 'istory) +eference) Theme) Design ntentions -original or cloned
Game Analysis
This is a general overview of the game.
Game Description
Genre( Descri$e the Genre Example:
+ole/play
Adventure
0trategy
"u%%le
0imulator
Construction 1 2anagement
#ore Examples: Appen"ix A
Game &lements( Game elements are the $asic activities the player will $e doing for
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fun during the game.
Example:
0hooting
Collecting
Chase
Com$at
Dodging
#ore Examples: Appen"ix A
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Game Technical
Technical *rom( ;asically there is ava, C??,
Device( "C, 2o$ile, Console
Game Sales
Consumer Group( This a good point to talk a person from marketing to get thedemographics
"ayment( This a good point to talk a person from marketing
&stimated "rice( This a good point to talk a person from marketing
Device 0upport !ist 0ee Appendi6 A
Game Atmosphere
This is where it is $est to have a mood $oard or a clear description of the game9s style.
This is a good place to start interacting with a graphic designer.
Atmosphere 2ood ;oard
Character8 :nits 0ketch 1 Description
A !evel-!ocations 0ketch 1 Description
Audio Description
Game Play
:sing this outline to create a descriptive paragraph a$out how the game is played.
The idea is that you want the person imagine they are actually playing the game.
Do not use Generic names when writing a$out the game play.
Example:o one wants to here that enemy@ will have more hit points than enemy@
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3hy is all this funB
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#ey $eatures
ey features are a list of game elements that are attractive to the player.
t is a good idea to talk a$out the key features with someone from marketing.
um$er of !evels
um$er of &nemies8 Characters $Example: %& characters or amount of enemies' en" (osses)
Time of Game "lay $Example: & hours of fun)
+eplay a$ility
Audio 0pecifications
Graphic 0pecifications
Device Compati$ility
um$er of "layers
4nline Activities -high scores, etc. um$er8Type 2odes
Selling $eatures
This is a list of features that could $e potentially helpful to marketing.
f a game has any copy writa$le material, note it here. -0uch as characters
t is a good idea to talk a$out the key features with someone from marketing.
2arketing deas
Consumer Group
:ni5ue *eatures
2erchandising
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Design Document
This document descri$es how game o$jects $ehave, controlled and properties they have.
This documentation is primarily concerned with the game it9s self.
This part of the document is meant to $e modular. 2eaning you could have several Game 2echanicdocuments attached to the Concept Document.
Design %ersion
A version can single out a certain series of devices that may have limitations, different 40 or moreadvanced features.
A code convention for different versions would $e advisa$le.
Example:0uch as &'"'->( ->A#A Developed for a particular Technology-.( Concept :pdate-.( Content :pdate
Design Guidelines
This is an important statement a$out any creative restrictions that need to $e regarded and a generalover all goal of the design.
Game Design Definitions
This is a section where the definition of the game play is esta$lished.
Definitions should include how a player wins, loses, passes levels and the main focus of the gameplay.
ssues that should $e addressed here are( 2enu
0ynopsis
Game "lay
"layer Control
Game 4ver -3inning 1 !osing
Game (atri)
This is a spreadsheet containing the generic names of the player and antagonistic elements and theirgame properties.
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Define the properties and how they affect the player9s current game.
A suggested list of player definitions(
) 'ealth) 3eapons) Actions) &tc.&ach property should mention a feed$ack as a result of the property changing
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Player Re*ards Po*er-ups Pic.-ups/
2ake a list of all o$jects that affect the player in a positive way. -i.e. health replenished
Define these o$jects $y descri$ing what affect they cause and how the player can use the o$ject.
0ser Interface 0I/
This is where a description of the user9s control of the game can $e placed.
t is also recommended to think a$out which $uttons on a device would $e $est suited for the game.
Consider what the worst layout is, then ask you self if your : is it still playa$leB
A visual representation can $e added, where we relate the physical controls to the actions in thegame.
3hen designing the :, make use of the e6pertise of someone from 5uality control.
1eads up Display 10D/
This is where a description of any graphics that will represent information during game play should $edescri$ed.
A visual representation -mock/up screenshot here would $e useful.
This is a good place to interact with a graphic designer.
Player %ie*
A screen shot is very necessary here.
A definition of how the camera moves for the player.
A mock/up of an overview of the level relative to the screen si%e will help create a perspective of alevels si%e compared to what is actually seen.
Antagonistic +lements
This is where a list of antagonistic -enemies, opponent o$jects should $e listed with graphics andwritten description.
Descri$e the terminology that you used to descri$e antagonistic properties.
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Devise two sets of names for player elements. 4ne set is a generic name -or code and the other is itsgame name.
This is a good place to interact with a graphic designer to get graphics to match to game names.
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Antagonistic Definitions
,is were a description of wat akes a antaonistic eleent.
Antagonistic Properties
,is is a list of properties tat antaonistic eleents a0e in coon.
Antagonistic 2ist
,is is were a list of all te antaonistic eleents oes.
Artificial Intelligence AI/
This is where visuals and written description-s of the antagonistic element9s $ehaviors.
These should $e la$eled in such a way that they can $e used in level design with out having todescri$e them again.
Devise generic names for repetitive $ehaviors.
This is how an A action could $e $roken down() ormal 0tate( 3hat is the o$ject doing if it has not come in contact with the playerB) Detection 0tate( 3hat does it take for this o$ject to detect the playerB) +eaction 0tate( 3hat does the o$ject do as an action after passing the reaction stateB) &nd 0tate( 3hat happens to the o$ject after player has reacted correctly or incorrectly too$jectB
Glo3al Game +lements
n this section it is important to descri$e the $oundaries, neutral o$jects, camera views and scale ofthe world.
eutral game world o$jects can $e things like a static $ackground, o$jects that do not interact with theplayer or antagonistic elements.
The Story
This is where the story can $e descri$ed in detail.
A story $oard can $e used to tie in graphics to the te6t.
This can later $e used for splash screen concepts.
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The Story Copy
A shorter version of the story -The in game version should also $e written here.
This is where the script for in game characters or story information during the cut scenes would $eplaced.
This category does not always pertain to the current Game Design.
Concept Art
0ketches that are used for the concept can go into this section as visual reference.
n the case of a $rand, certain creative restrictions should $e noted here.
This is a good place to interact with a graphic designer to get graphics to match to game names.
2e!el Design
This is where information pertaining to level design and visuals of the level design goes.
!evel design can $est $e shown as a flow chart.
:se generic names to create level design.
2e!el Copy
This is where the script for in game characters or story information during the cut scenes would $eplaced.
Audio Sound $45
This is where game am$ient and 0ound *87 should $e listed with generic names then descri$ed.
This section also includes deciding if you will use a device9s vi$ration ring mode.
Game Architecture
This is $est done $y a flow chart to represent the overall game.
um$er each screen.
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Title 0creen
4ption 0creens
Game 2odes
&nd 0creens
See Appen"ix D
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Technical Document
The information concerning the technical aspects of the game should $e placed here.
The technical document is $est achieved with consensus from the people responsi$le for the #isual,"rogramming and Audio aspects.
This part of the document is meant to $e modular. 2eaning you could have several Game Technicaldocuments attached to the Concept Document and Game 2echanic Document.
System Re6uirements
This is a list of system re5uirements that a device will have to meet to run the game.
This also represents the restrictions that may apply to the end product.
%isual Content
A list of technical re5uirements from those in concerned with the visual aspects of the game.
This is a section that will re5uire e6tensive meetings with a graphic designer.
All o$jects should $e listed with their generic names.
General *ile 0i%e +estrictions
*ile *ormat Type
*ile uality Type
#isual 0cale
"layer &lements Type of 0tates -Default, Damage, Destroyed, ect.
Amount Animation *rames
'eads :p Display -':D Type cons
0tates
*ont Type
Antagonistic &lements Type of 0tates -Default, Damage, Destroyed, ect.
Amount Animation *rames
Glo$al &lements ;ackground8Te6ture8Tiles
*ont Type
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Audio Content
t is very important to communicate with the audio designer $efore and while the audio content is $eingdeveloped.
General *ile 0i%e +estrictions
*ile *ormat Type
*ile uality Type
"layer &lements Type of 0ound f86
Device #i$ration
Antagonistic &lements Type of 0ound f86
Device #i$ration Glo$al &lements Am$ient 2usic
0plash 0creens Am$ient 2usic
2enus Type of 0ound f86
Programming Content
Contents should $e colla$oration with the programmer.
The o$ject here is to try to organi%e and modulate as much as possi$le.
General +e5uirements
*ile 0i%e +estrictions
*ile *ormat Type
0pecify Coding Conventions
!anguage8Device +estrictions 0creen Type -0mall, 2edium, !arge "layer &lements
Type of &vent Antagonistic &lements Type &vent
Glo$al &lements Type of &vent
0plash 0creens Type of &vent
2enus Type of &vent
Type of 4ptions
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Code Structure
This is where an overview of how o$jects8functions8data interact, a list of what
specified functions8routines do and a list of what order modules will $e written.
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Appendi) A
n this appendi6 there are lists for a games Ta6onomy, Genre, &lements, Contents, Theme and 0tyle.These lists are far from complete $ut are useful for further e6amples.
Ta)onomy
0imulation 0tory
"lay
Chance
*iction
on *iction
0tory 0imulation
"lay
Chance
*iction
on *iction
"lay 0tory
Chance
0imulation
*iction
on *iction
Genre
;asic Adventure
Arcade -any EtwitchE element
Construction 1 2anagement
"u%%le
+ole/play
0imulator
0trategy
2ore 0pecific A$stract -i.e., Arkanoid
Adventure
Arcade -very generalised category
;eat/em/up
*light 0im80pace 0im
*"0 -first/person shooter
224G-2assive 2ulti/player 4nline
224+"G -role playing game
224+T0 -real time strategy
224T;0 -turn $ase strategy "latform
"u%%le
+acing
+"G -role/playing game
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+T0 -real/time strategy
0hoot/em/up -scrolling shooter
T;0 -turn $ased strategy
Trading
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Game +lements
Alignment
Catch Chase
Collecting
Com$at
Cooperation
Dodging
&scape
*ighting
*or$idden Act
'iding
>ump
!uck
2a%e ursing
4$stacles
"u%%le
+eact
+esource 2anagement
0eeking
0hooting
0tory Comprehension
Target
Trading
Trivia
Timing
Content
Action
Drama
&rotic
'orror
'umor
"ure "lay
+ealism
Thriller
Theme A$stract
Crime
*antasy
oir
"orn
0ci/*i
0py
3ar
3estern
Style
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Appendi) C
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Appendi) D
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