Game Planning Standards - I have given you the old seniors, now give you
Detecting stage: (send a small pile of nonsense first)
The preparation of the product is serious, so the preparation of the project is very important, and it is not possible to order from "I think ..." "There is still no ..." "This project is definite ..." personal preference to the product. . (In addition to the company's business operation mode or independent production group)
For the establishment of the product, you must have a forward look, "following the style" style, although many people feel bored, but "follow the style" behavior has certain guarantees, so it does not rule out possible "follow-up" The project was established.
The following content is required to return it.
A game making company has a style, avoiding what I want to do, thinking about what I can do, the pros and cons of this is not prepared, while going to maximize the use of an engine to make games, Continuously upgrade the engine (if the engine is upgraded). This is a technical style of establishment.
At the same time, there must be a game style establishment. This style is similar to the style of corporate culture. If Blizzard belongs to European mythology and super realistic style, China's goal is mainly based on Chinese classical style, and it has identified these two styles. The positioning is determined in determining the direction of development.
Market research (according to the company style for targeted data collection) The documents that need to be produced during market research have "sales information" "project information"
a) Collect market information includes the sales information provided by the market sector and the collection of feedback information and sales records from other games obtained from the seller, including personal experience, II. Sales quantity, vendor's market Need wishes, III. Can be organized by market staff, IV. And according to market staff's work records to organize the information VI. Said: Market research - sales information VII. B) Projects that other manufacturers are making (do certain Methodible
c) Game item I. including project type, scheduled operation, listing time, price, market positioning, II. technical ingredient, propaganda mode, etc.
d) Game item I. Game name II. III. Rank IV., type, play point
e) The player collects (to disadvantages and practical) B, C, D, and E-unified B, C, D, and E-Division: Market Information - Project Information
The documents that need to be produced during research and analysis have "Projects" "Project Primary Planning Document"
f) After the data is collected, G) The company needs to consider the company's existing technical resources and technical capabilities during the analysis of the company's style and information.
i) Completion of project project report: The content includes project name J), the project, the standing time, the basic gameplay, the story background, K) consumer group, etc., can be delivered to M) to deliver multiple projects Pick.
n) Once an account is passed, O) is required to work in depth of the report. Name P) The initial planning documentation for the initial planning document project in the project includes: game type, world view setting, play point summary, development plan, fund budget, workload estimate, personnel estimate
Q) Review and finalize: Define the individual elements, r) in the game and determine feasibility. Note: This final review will determine the entire game
Design phase: s) Feasibility analysis report (meeting to decide if the design is fully implemented) i. The report content is available, II. 1. Functional Technical requirements: Conference to finalize the content 2. Development estimates a) including personnel, Machine configuration, required funds, office conditions, time required
T) Rules script: i. Project Name II. Weighing Type: III. Rules: IV. Script or Story The plot is determined v. Game factors: such as skills, items, etc.
u) The total number of art work: (the quantity and requirements of production) Some content fill in, v) 1. Scene: Scenes 20. Item: including props, goods, equipment 3. Waiting for 4. Animation: including special effects, pieces, Tail, overcut, etc. 5. People: including action, attack, static diagram, status 6. Interface (filled in post-filing) 7. Button (filled in the post) (all art works are mainly confirmed by the art director, the program staff can perform engine design work) interface Process and Detailed Description W) Interface Rules Description: i. Content There are performance forms used in various interfaces, ii. If what is interface, what is the display area, buttons ... III. What is drag, click, roam, etc. Interface Document Related Name IV. Word Interpretation. V. Name VI. Rule
X) Interface (desired content as follows) i. Factors 1. Interface factors: general layout of the overall interface, 2. Pattern of the button layout and display area in the interface 3. Document name 4. If there is a style The requirements need to be indicated 6. Display area: Description of the art style, 7. If it is transparent processing, etc. 8. Button factor, 9. button specification size, 10. Button property file name 11. Require unified, 12. Such as highlight or press Documentation of the next effect 13. 14. Directory storage address description, 15. Includes update directories and preparations 16. Catalog address II. Production instructions 1. The interface part is mainly provided to the art producer 2. Southern section 3. The interface must be developed according to the final rules of the game, 4. However, the changes to the interface will affect the large number 6. When the interface document is started, 7. need to determine the overall style of the interface with the main beauty, 8. After the art style, 9. Rational layout by planning 10. Establish an artwork, 11. Including the storage directory and update directory. 12. After the interface documentation, 13. Artists must be stored in accordance with the directory provided And updated as required 14. The interface of art production is 15. When performing 15. When it is, 16. No 17. To match, 18. However, you want to provide a joint interface image to the program.
Y) Interface Description (Directory Name Z)): i. Factors 1. Interface Flow to: Parental relationship between interfaces, 2. Includes interface Source 3. Button Description and flow direction: Button finger 4. Basic function to the interface and buttons 5. Details in the area: including text content or image requirements (such as a small map) II. Production instructions 1. Interface Description Part 2 2. On the production interface description, 3. Provide a game first Overall interface flow chart, 4. Convenient to understand the overall interface flow of the game 5. An interface format description file is required, 6. Program should be found before using the interface description, you should understand the format content in the interface description file. 7. Interface Description Prepreated After the rules are determined, the interface is completed.
AA) button function (introducing the function of each button in the interface) to the I. Factor 1. Button Source: Button position, 2. button number and button status (if not 3. Optional or highlight, etc.) 4 Click Effect: Click on the file call or database call instructions, 5. 6. Operation process: Button function implementation process, 7. Description of other interfaces or buttons used in the process process 8. Related changes: Implementation Data Changes II when the button function is described II. Production Description 1. Button function file is provided to the program 2. The program should complete the editor. 3. Determine the specific file location in the editor, etc.
Module section: CC) The classification of the module is accurate, DD) Division according to the content of the game design, is divided by the working nature of the program.
EE) module content i. Factors 1. Setting instructions, 2. That is, basic setting 3. Classification Description: According to the type, the rule is described, respectively, and the description: Description of the module related attributes and content 5. Formula data : Data logging content, 6. Formula algorithm, 7. 8. Minimum maximum limit of some data 9. The number of required skills or props 10. All types of properties II can be affected. Production Description 1. Module work It is the last ring in the rule design 2. Most of the data in modules are going to be adjusted in the post-adjustment (at this time, the engine engine should be ready)
FF) Editor document: Here, the editor is also placed in the module section, GG) in order to understand, HH), ii) The II) The editor part requires separate processing I. Factors: 1. Provide the later editing function 2. Description Editable content of each editing content 3. Provide an editor's classification and specification classification content for all types of data, and has a description of the father and child relationship, and fill in in business format. (This content specification format needs to be done in accordance with the game) 4. Follow the module to create a powerful editor, 5. Editor edit the scene, NPC, character properties, props, tasks, events, levels, etc. : The character properties include equipment properties, props properties, task properties, etc. 6. Provides editing format, 7. To add data to the database (editing format) in the editor
Later stage: JJ) library establishment: The establishment of the library is related to the content of the game design, KK) The following content is temporary content i. Item library 1. The content is: number, name 2., use effect, text information and number, influence Attribute content, use restrictions, use requirements, use pictures number, etc. II. Event task library: 1. Contents are: No., Name 2. Use the number of the image and other III. Text information and dialog library 1. including dialog text, prompt text, help text, overcale text, etc. IV. Music sound library V. The properties of the above content classification, Vi. And put all kinds of content production Database or editor
LL) Test: I. Test Description 1. Include Test Content 2. Management Description 3. Test II. Test Template 1. Include item name 2. Test content, test date, test number, test person signature 3 . ,Test Results
MM) Debugging Record: Analysis, NN) The feasibility of studying changes in accordance with the test tested, and the test and debugging each time it is preserved, II. In the form of text or form in the debug record 1. The contents, 2. Problems, test time, report time, test number, modification, modification date, modification result, modify people signing 3.
OO) Promotional document: i. Prepare II. Many different III. Content style manuscript, IV. Word number is not V. Equisical. 1. Different 2 if you give newspapers and give professional magazines.
PP) Advertising Words and Suggested Promotion Plan I. So some of the market portions implementation, II. You need to submit the design materials and detailed game information to the market department.
QQ) Website maintenance management instructions; fill in content that requires maintenance or management
RR) GM management specification i. The content has GM permissions, work content, GM management content
Final SS) Documentation: i. Realize and save all the information, II. As the information resource, III. IV. III. IV. Refers to the storage address of V. Savings, VI., And Simple document description VII. Have time, viii. Can make a file connection
TT) Works Conservation Document: Save all programs and art resource burners I. Refers to the storage address of all files, III., III. and Simple documentation IV. If there is time, V. can also make a file connection