Overview
We know that planning this position is critical during the game production. In China Game Production Company, because many reasons, management is not very perfect, so the requirements for planning are particularly high. As planning, in addition to designing the game script (equivalent to the screenwriter in the movie production process) also completed a large number of preparation documents (equivalent to music design in the movie production process, theme song words, lighting design, actor modeling design, dance beauty Design, script adaptation, stage special effect design, martial arts design, etc.), and other future launches of the project products also need planners to do certain preparations, such as the design, packaging, advertising, website promotion, etc. A series of complicated work is often a novice, and there is no way. And in one project, there are those documents that need to be handled?
Due to a lot of games, each game has the same commonality as other games, and has its own personality document. If you want to know what you have to do, you must first understand which types of games. Related to the following:
ACT ... (Action Game) action game
STG ... (SHING GAME) shooting game
RPG ... (Role Playing Game) Role Play Game
A.rpg .... (Action Role Playing Game) Action Role Play Game
S.RPG .... (Simulation Role Playig Game) Simulation Role Play Game
FTG ... (Fighting Game) Fighting Game
S.ftg .... (Simulation Fighting Game) Simulated Fighting Game
SLG ... (Simulation Game) Simulation Simulation Game
SPG ... (Sport Game) sports game
Tab ... (Table Game) Table Game
Puz ... (Puzzle Game) puzzle game
Avg ... (Adventure Game) Adventure Game
Rac ... (Race Game) racing game
RTG ... (Real Time Game) real-time strategy game
PET ... (PET) develop class games and electronic pets
MAG ... (Management Game) Business Class Game
L.MUD .... (Letter Multi-User Dungeons) text online game
F.Mud .... (Figure Multi-User Dungeons) graphics online game
ETC ... (etcTera game) Other class games
Here, add more than a traditional game classification. I have made some reasonable changes here, such as in the traditional classification, the SLG game includes: round strategy game ("Dream Simulation War"), strategy game (glorious "Three Kingdoms" series), develop a class game ("beautiful girl dream Factory "), business class (" Simulation City "," Theme Park "). When we mentioned the SLG, including these concepts, it feels very general. So here, put the cultivation and business games separately, self-contained. The remaining round strategy game, the strategy game remains in SLG.
In addition, for real-time strategic games and MUD games, there is no good name, here, also defined. It still needs to be added here, there are some documents here, such as the previous project list, project full solution; later instructions, packaging text, etc., I will explain the chapter. Below we are for these game types, a detailed meanings and some work that needs to be done in planning.
2 Game Category Description 2.1 Act ... (Action Game) Action Game 2.1.1 Type Description Action Game This has been flooded in a very early red white machine era. It mainly trends with 2D planes, players control the role not only walk, run, jump, and even lean, crawling, roll, flying, climbing the wall ("Ninja Dragon Sword Biography"). Weapons are also a variety of, short-range, remote, and timed. You can also use a large number of auxiliary props such as: Sling ("Spider-Man"). In addition to the topographic effects of various scenes, sand, ice, crawler, gear, etc. Even today's 3D today's simulation technology developed today, I believe that there are still many players who have lost their games. 2.1.2 Document Description 2.1.2.1 Planning section 2.1.2.1.1 Naming rules Combine all kinds of factors that will appear in combination with the game planning process, including level, role, NPC, props, action, effect, dialogue, Blind writing, attribute, etc., require naming reasonable, named this rule in all the designs below. A specific material has been made in the art, and naming must also use this rule. In the program specification provided by the program, in various flow charts, all descriptions, all descriptions are consistent with this rule. This will only need to name the files in the compliance, and then call the relevant files related to the packet. 2.1.2.1.2 Game background and role Set any ACT game always has its own background. When the planner is designed to design this, you can give full play to your own imagination. The background of the game can thousands of years ago "Flamingo", "Rainbow Island", mysterious medieval "round table warrior", "Devil City", ancient "swallowing the heavens and the earth", "Yang Jia will", the future "soul Douro ", with the story as the prototype" Spider-Man "," Dream Island ", and even the time, space. The story is as bizarre or touching. It has proved that in such a game, you can add the plot during the game, "Devil City, Moonlight Madness" is a very good example, in the game of ACT, The role will encounter a lot of people, provide information, give them props under certain conditions, and can buy and sell items in the middle. I believe that this type of diversified game will be more and more popular with the development of the game. From the role setting, some personalized design can also be highlighted, except for the age, gender, personality, origin, etc. of each role, should also consider the factors such as their martial arts and stunts. If you have several words in such an ACT game, you can use several large grades from gender, age, and personality as much as possible. In addition, the origins of the NPC, the background origin of the BOSS, etc., will also be described in detail here. 2.1.2.1.3 Pieces of background text, dialogue, closing text, death and explosion machine writing pieces of text: The background of the game is roughly explained in the film. To white: Writing related to kindness or malicious NPC dialogue: The text between the various offers describes death and explosion machine text: During the game, the text information appears after the game bundle. 2.1.2.2 Program section 2.1.2.2.1 Operating Instructions and Settings This section In the game design, it is very important, and the spearhead refers to the game's start. Playing such games on the PC is very high for the operation, whether the game players are comfortable, and it is all in this step. For example, if we control a role to skip a very wide ditch. Steps should be: Run -> Run -> Jumping.
Preliminary setting "Run" "Acceleration" "Jumping" must be set to "S" "D" "f" three keys, usually, the "S" "D" "f" three adjacent keys should be seated. Set to "Accelerate" "Run" "Jump". In this way, the usual player can always hold down the "D" button in the game process. When you need to accelerate, the ring finger is "s", when the gagg is jumped, only the "F" button under the forefellment point can, In addition, other arrangements will be very awkward, you can try it yourself. In addition, from the function of the keyboard and the mouse, some things are already normative. We can also find regularities in response to related game software, and take advantage of it. As planned, never to overbearing the players to adapt to your rules, and find the laws that the public like to adapt, is the right way of planning. 2.1.2.2.2 Level Descriptions and Settings Talk into the ACT game, naturally avoid the concept of the card, the so-called level is another section of the game process. Here is a good place to play the imagination of planning, each of which can design different features, remember "Miqi Adventure" played on MD, the characteristics of each kingdom are very distinct. In the kingdom of the toy, you can step on the box, the tie is jumping; the forest kingdom, the people are like a rope; the maintenance of the Mechanical Kingdom, the gear, the huge table constitutes a distinctive picture. Of course, I will raise this example, not to imitate everyone, and the game background can design each scene to designed alone. I think everyone will not forget the old and classic ACT game "Tria Luo", remember the track lower hammer? Remember the poisonous scorpion of the last level? This is a classic and unforgettable classics. 2.1.2.3 Rule design (game rules, scores, attributes, speed, props) can be said to be the core of the ACT game. The rules of the game: Under what circumstances, the role will die? In this case, the enemy NPC will over? What state can the role escape the enemy flight props? Is the role fly in the case? Each props role? ... Score: Time (if planning)? Each enemy NPC value is the score? Is every score of one level? Score awarder? Property: Is your role of hp value? In what case, your armor will increase (with equipment)? What formula is made? Does your ACT game have an experience value? Experience value growth formula? Is your ACT game level? Relationship between level and experience value? Level and attack or guard relationship? Speed: Press acceleration speed? The speed of the enemy flight props? What is your role in what circumstances will normal speed or slow? Props: Each props work? Is the props equipped? The value of props (if your game, you can buy it)? Where there will be disappeared in the case. In many cases, these factors above are in the form of a flow chart, and of course, there is also a piece of props, only one table can be said. These situations determine how to behave over the complexity of the game.
2.1.2.2.4 Action and Effect Design Action: The role of each action is designed here, such as accelerating running, jumping, jumping attack, roll, accelerating running, accelerating running, accelerating running attack, second level Jump, launched, crawling, crawling shooting during the second level jump ... What is the effect of the attack class? Such as killing, whether to bring a delay in giving the enemy, will it bring bad state to the enemy? Magic operation, whether there is a delay, specific effect, etc. in the role itself, to reflect the characteristics of the level in 2.1.2.2.2, to reflect the characteristics of the level; or corresponding to various NPC enemies in 2.1.2.2.5 the way. What is the side effects of these actions? Another point is that the effect includes a wide range, and it is necessary to clearly list the list. If the effect of the enemy death, a weapon is issued and the effect, the effect of magic, the effect of the armor, the effect of the stunt ... In the game production process, such an effect is used for role conversion (enemy death), attack ( Send and hit, tricks), defense (anti-the effects of the effect). 2.1.2.2.5 NPC Design Each NPC enemy attack characteristics? (Flight attack, remote attack, attacking, attacking killing) How much is the HP of each NPC enemy (how much it will be killed, the corresponding role weapon conversion formula)? Every time, good-to-NPC is doing, what is the effect of role (such as distribution tasks, props, etc.) 2.1.2.6 AI design (difficulty) AI is an abbreviation of artificial intelligence, in early ACT In the game, there is no AI, just the adjustment of the quantity or speed. The program is dead, just looping a lot of NPC enemies, this is not Ai. The most recent ACT game has already had a concept of AI, and NPC will determine the location of the role and then determine what way to attack. When designing AI, although it is sometimes difficult to meet some of the superior players' taste, but for the primary players, only the sigh of sigh. So when designing, you need to grasp one degree. It is not too difficult, it is not too easy, although it is very difficult to do this, but as long as the principle is taken, it can be close to this purpose. 2.1.2.3 Art Part 2.1.2.3.1 Background and Role Art Instructions Here, provide artists with the background requirements of each level, each level of the agency requirements. It is required to be clear, and the color tone needs to be described in a certain description. For the image of the role, a variety of actions, a clear text description. In addition, some information is provided for character, gender, age, background, story, etc., for art designers to strengthen their personalization based on your design. Reclaimed, the art design staff also had certain imagination, and try to give some imagination of art designers without violating the overall style of the game. When you have a clear clothing and skin color, the art designer does not mean. 2.1.2.3.2 NPC Art Description describes the text description of the various NPCs here, and it is best to clearly be described in detail if there is background culture. Also, like 2.1.2.3.1, leave some space for artists, do not write too much. In fact, this is a quite interesting thing, everyone is enjoyed together.