国外游戏策划模板(英文)

时间:2024.5.2

Game Idea: [Title of the Game]

Game Idea in Brief [Template]

Tony Manninen

26.2.2003

This template provides an example for the structure of game idea document. The overall number of individual chapters makes the document rather long. Therefore, the designer should pick and choose the applicable sections for his or her initial idea description (pitcher, treatment, synopsis, …). The order of sections is not necessarily from the most abstract to the most detailed one, although this has been the main philosophy in arranging the list.

Brief game idea document might contain, for example, the following set of sections:

1. Description

2. Why create this game?

3. Target Audience

4. Treatment

5. Key Ideas

6. (Marketing)

7. (Technical Requirements)

However, the designer may want to choose slightly different set of sections depending on the situation. The brief idea document should not be longer than two pages. In some occasions, the designer may choose to write down a preliminary idea description (or game concept seed) for possible future development. In these cases the length of the document should be restricted to half a page.

Description

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? Brief description of the game - maximum ? page overview Will form the basis of the documentation later What is the game? What are you working on? What is the high concept of the game - the basic concept? Genre, theme Philosophy Main philosophy behind the game design Is it concept, gameplay, content, technology, or bits and pieces of them all? Why create this game? Why are you creating this game? Motivation, background, vision Why is this game worth the effort? Target Audience Who are the players? What makes this group important? Treatment How the game is going to be built? What are the main methods, tools and processes? What is the basic technological platform? Key Ideas Killer ideas Most important features

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Game Idea: [Title of the Game]

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? What’s different when compared to the games in market? Gameworld and Level Design Where does the game take place? Describe the world that your game takes place in. A description of the various levels in the game (?) The style of the levels, their main characteristics, number of levels, … How does gameworld/set of levels affect the game and gameplay? Look and Feel Style of the game (artistic point of view) What does the game look like? Main artistic sources (books, movies, music, etc.) Background Story If applicable, tell the story of the game that leads into the beginning of the game, and tell the story that unfolds during gameplay, if any. What is the tone? What is the basic narrative? What is the "heart" of the story? Is it a linear story? Objectives Describe the objective of the game. What is the main focus? What is the player supposed to achieve in this world? What is the player's goal and why would he or she want to accomplish it? Rules Basic rules and rule sets (which are known at this point) What are the core rules that make the game as it is? Evaluation of other rules (their estimated functionality, possible problems, etc.) What are the supporting and/or possible additional rules that enhance the game? Gameplay Describe the way the game works, from beginning to end. How do the rules affect the features? Describe the basic logic on general level Describe the A.I. of the computerised opponents/characters/objects, if any. It is sometimes helpful to write a "walkthrough" of the game to further enhance the reader's ability to visualise the game. What is the basic interactive structure? (e.g. Chapters vs. Great Middle Section, Levels, etc.). What is the "heart" of the gameplay? (e.g. speed, actions, style, continuous, turn-based, etc.? How does multi-player work? How difficult is the game? How long will it take the average player to complete? User Interface A description of the user interface What is the planned interface? What is the planned perspective (1st person vs. 3rd person)? What does the player control? How many characters does the player control?

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Game Idea: [Title of the Game]

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? Interface mechanisms and techniques Session control (saving, loading, instructions, etc…) Some examples Entities (players and computer) Units, objects, characters, resources, … Number of entities Start up

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Beginning of the game/levels (resources, locations, situation, etc.) Possible choices Feature List A list of all the features (enemies, power-ups, special stones, resources, etc.), with information on what their function is and where and how they appear in the game

Marketing

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USP:t (Unique Selling Points) Market analysis, sale estimations, … Technical requirements Various versions Platform(s) Requirements (graphics, audio, processor, …)

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第二篇:游戏策划设计文档模板


策划设计文档模板

策划设计文档:

(Design Document for:)

游 戏 名 称

(Name of Game)

一行说明,例如:终极赛车游戏

(One Liner, i.e. The Ultimate Racing Game)

“这里该有一些有趣的东东”?

(补充:比如宣传画面什么的)

(“Something funny here!”?)

All work Copyright ?2001 by 你的公司名称

(All work Copyright ?1999 by Your Company Name)

作者: Chris Taylor

译者:陈 忾(wizard_kai)

修正:Count D

版本 # 1.00

(Version # 1.00)

Thursday, August 11, 2005

注:

1、作者简介:气体动力游戏(游戏小组的名称)的奠基人和《横扫千军》的制造者。(the founder of Gas Powered Games and creator of Total Annihilation. 引自GameDev.net的词典。)

2、文章简介:本文是一篇含盖性很强的设计文档模版。主要向设计新手说明要如何书写设计文挡,以及要考虑到的主要问题。

3、译者声明:翻译这篇文章,全凭个人对游戏制作的执着。其中不免有错误的地方,请谅解。我保留了英语原文,希望可以帮助你阅读。^_^

4、补充声明:补充基于Adams 和 Rollings 的《游戏设计技术》,这本书的最后推荐了这个模版。该书同时建议在每页的页眉和页脚上写上版权声明。

目 录

Table of Contents

游戏名称(NEMA OF GAME) 1

设计历程(DESIGN HISTORY) 5

版本 1.10 (VERSION 1.10) 5

版本 2.00 (VERSION 2.00) 5

版本 2.10 (VERSION 2.10) 5

游戏概述(GAME OVERVIEW) 7

哲学(PHILOSOPHY) 7

哲学观点 #1 (Philosophical point #1) 7

哲学观点 #2 (Philosophical point #2) 7

哲学观点 #3 (Philosophical point #3) 7

基本问题(COMMON QUESTIONS) 7

这个游戏是什么?(What is the game?) 7

为什么做这个游戏?(Why create this game?) 7

这个游戏在哪里发生?(Where does the game take place?) 7 我要操作什么?(What do I control?) 8

我有几个角色可以选择?(How many characters do I control?) 8 要点是什么?(What is the main focus?) 8

与同类游戏有什么不同?(What’s different?) 8

特色设置(FEATURE SET) 9

特色概述(GENERAL FEATURES) 9

联网特色(MULTI-PLAYER FEATURES) 9

编辑器(EDITOR) 9

玩游戏(GAME PLAY) 9

游戏世界(THE GAME WORLD) 10

概述(OVERVIEW) 10

世界特色 #1(WORLD FEATURE #1) 10

世界特色 #2(WORLD FEATURE #2) 10

物质世界(THE PHYSICAL WORLD) 10

概述(Overview) 10

关键场所(Key Locations) 10

游历(Travel) 10

比例(Scale) 10

对象(Objects) 11

气候(Weather) 11

白天和黑夜(Day and Night) 11

时间(Time) 11

渲染系统(RENDERING SYSTEM) 11

概述(Overview) 11

2D/3D 渲染(2D/3D Rendering) 11

视角(CAMERA) 11

概述(Overview) 11

视角描述 #1(Camera Detail #1) 11

视角描述 #2(Camera Detail #2) 12

游戏引擎(GAME ENGINE) 12

概述(Overview) 12

游戏引擎描述 #1(Game Engine Detail #1) 12

水(Water) 12

碰撞检测(Collision Detection) 12

照明模式(LIGHTING MODELS) 12

概述(Overview) 12

照明模式描述 #1(Lighting Model Detail #1) 12

照明模式描述 #2(Lighting Model Detail #2) 12

世界规划(THE WORLD LAYOUT) 14

概述(OVERVIEW) 14

世界规划描述 #1(WORLD LAYOUT DETAIL #1) 14

世界规划描述 #2(WORLD LAYOUT DETAIL #2) 14

游戏角色(GAME CHARACTERS) 15

概述(OVERVIEW) 15

创建角色(CREATING A CHARACTER) 15

敌人和怪物(ENEMIES AND MONSTERS) 15

用户界面(USER INTERFACE) 16

概述(OVERVIEW) 16

用户界面描述 #1(USER INTERFACE DETAIL #1) 16

用户界面描述 #2(USER INTERFACE DETAIL #2) 16

武器(WEAPONS) 17

概述(OVERVIEW) 17

武器描述 #1(WEAPONS DETAILS #1) 17

武器描述 #2(WEAPONS DETAILS #2) 17

音乐总谱和声音效果(MUSICAL SCORES AND SOUND EFFECTS) 18 概述(OVERVIEW) 18

CD音轨(RED BOOK AUDIO) 18

3D 音效(3D SOUND) 18

音效设计(SOUND DESIGN) 18

单人游戏模式(SINGLE PLAYER GAME) 19

概述(OVERVIEW) 19

单人游戏模式描述 #1(SINGLE PLAYER GAME DETAIL #1) 19 单人游戏模式描述 #2(SINGLE PLAYER GAME DETAIL #2) 19 故事(STORY) 19

游戏时间(HOURS OF GAME-PLAY) 19

胜利条件(VICTORY CONDITIONS) 19

多人游戏模式(MULTI-PLAYER GAME) 20

概述(OVERVIEW) 20

最大玩家数(MAX PLAYERS) 20

服务器(SERVERS) 20

定制(CUSTOMIZATION) 20

互联网(INTERNET) 20

游戏站点(GAMING SITES) 20

持续(PERSISTENCE) 20

存档 和 读档(SAVING AND LOADING) 20

角色描述(CHARACTER RENDERING) 21

概述(OVERVIEW) 21

角色渲染描述 #1(CHARACTER RENDERING DETAIL #1) 21 角色渲染描述 #2(CHARACTER RENDERING DETAIL #2) 21

世界编辑(WORLD EDITING) 22

概述(OVERVIEW) 22

世界编辑描述 #1(WORLD EDITING DETAIL #1) 22

世界编辑描述 #2(WORLD EDITING DETAIL #2) 22

额外的、混杂的资源(EXTRA MISCELLANEOUS STUFF) 23

概述(OVERVIEW) 23

我继续疯狂 ??(JUNK I AM WORKING ON?) 23

“XYZ 附录”(“XYZ APPENDIX”) 24

“对象附录”(“OBJECTS APPENDIX”) 24

“用户界面附录”(“USER INTERFACE APPENDIX”) 24

“联网技术附录”(“NETWORKING APPENDIX”) 24

“角色描述和动画附录”(“CHARACTER RENDERING AND ANIMATION APPENDIX”) 24 “故事附录”(“STORY APPENDIX”) 24

设计历程(Design History)

这里放一个用来解释这个文档设计历程的摘要。

(This is a brief explanation of the history of this document.)

这个段落,向读者解释,在进行策划的改进升级时,你想要达到什么效果。他们有可能不明白你的目的,而你需要向他们说明。

(In this paragraph describe to the reader what you are trying to achieve with the design history. It is possible that they don’t know what this is for and you need to explain it to them.)

版本 1.10(Version 1.10)

1.10版本包括了最初设计后所做的一些调整。下面是我做的修整。

(Version 1.10 includes some tuning and tweaking that I did after making my initial pass at the design. Here is what I changed.)

1、我改写了游戏的系统要求。

(1. I rewrote the section about what systems the game runs on.)

2、我整合了团队成员的反馈意见,并对整个策划进行了修正,

但是没有做出太大的改动。

(2. I incorporated feedback from the team into all parts of the design however no major changes were made.)

3、象这样继续列出你所做出的修改。

(3. Just keep listing your changes like this.)

版本 2.00(Version 2.00)

2.00版本是第一个在非常了解游戏的情况下完成了大量修改的版本。在很长时间的设计之后,确定了很多结果。在这个文档中现在有了更多大型的设计决策。

(Version 2.00 is the first version of the design where a major revision has been made now that much more is known about the game. After many hours of design, many decisions have been made. Most of these large design decisions are now reflected in this document.)

列出所包含的改变:

(Included in the changes are:)

1、留出设计余地。(留空,而不是添加设计内容)

(1. Pairing down of the design scope. (Scope, not design))

2、在很多区域有更多详细的描述,特别是A、B和C。

(2. More detailed descriptions in many areas, specifically A, B and C.)

3、故事细节。

(3. Story details.)

4、世界规划和设计。

(4. World layout and design.)

版本 2.10(Version 2.10)

2.10版本在2.00版本的基础上作出几个小的调整。关键的变化是在众多的附录中。

(Version 2.10 has several small changes over that of version 2.00. The key areas are in many of the appendixes.)

列出所包含的改变:

(Included in the changes are:)

1、遍及整个文档的次要的修改。

(1. Minor revisions throughout entire document.)

2、加入“用户界面附录”。

(2. Added “User Interface Appendix”.)

3、加入“游戏中的对象附录”。

(3. Added “Game Object Properties Appendix”.)

4、加入对游戏世界的基本思想梗概。

(4. Added concept sketch for world.)

游戏概述(Game Overview)

哲学(Philosophy)

哲学观点 #1(Philosophical point #1)

这个游戏试着去做这些或那些。根本上我试着去完成一些以前所没有实现过的东西。或者,这个游戏不去试着改变世界。我们几乎无法相信,我们如此成功地赢得了竞争。仅仅使用现有引擎,通过新的游戏设计艺术,我们将使世界震惊。

(This game is trying to do this and that. Fundamentally I am trying to achieve something that has never been achieved before. Or. This game will not try and change the world. We are ripping off the competition so exactly that I can’t believe it. The world will be shocked at how we are using an existing engine with new art.)

哲学观点 #2(Philosophical point #2)

我们的游戏仅在康柏电脑上运行。为了某某理由。(反正世界迟早要灭亡,这些理由有啥关系?)(补充:这里,可怜的模版作者似乎正在想办法码点东西出来占位??)

(Our game only runs on Compaq computers. The reason for this is such and such. We believe the world is coming to an end anyhow so what difference does it make?)

哲学观点 #3(Philosophical point #3)

当你提出了一些能概括这个游戏设计的哲学观点,自由的说出一切你想说的话吧。当然,你可以把“哲学观点”这个词,换成“我的游戏设计目标”,或者别的什么。

(When you create some of these overarching philosophical points about your design, say whatever you want. Also, feel free to change it to “My game design goals” or whatever you like to call it.)

基本问题(Common Questions)

这个游戏是什么?(What is the game?)

用一个段落来介绍这个游戏。回答那些你们将被询问的大多数基本问题。你们在设计怎样的一个游戏?

(Describe the game is a paragraph. This is the answer to the most common question that you will be asked. What are you working on?)

为什么做这个游戏?(Why create this game?)

你们为什么要做这样一个游戏?是因为你喜欢3D射击吗?还是你觉得目前XX游戏拥有潜在市场?

(Why are you creating this game? Do you love 3D shooters? Do you think there is a hole in the market for Jell-O tossing midgets?)

这个游戏在哪里发生?(Where does the game take place?)

描述你的游戏所发生的地点。如此简单而已。用几句话给读者一个对游戏的基本印象。详细的东西下面再说。记住,策划文档的这部分必须简洁易读。

(Describe the world that your game takes place in. Simple as that. Help frame it in the reader’s mind by spending a few sentences on it here. You can go into lengthy detail later in a section solely dedicated to describing the world. Remember that we want to keep this part of the design light and readable.)

我要操作什么?(What do I control?)

说明一下玩家要操作些什么。你要对一群狂暴的、变异的、无聊的玩家负责。如果你愿意,你可以把话题转向AI,或者如何模拟一个鱼缸之类的。

(Describe what the player will control. You will be in charge of a band of rabid mutant fiddle players. If you want you can switch on the AI and turn it into a fish bowl simulation.)

我有几个角色可以选择?(How many characters do I control?)

如果可以选择角色,说明一下吧。记得回答一些读者可能会问的问题。这些可是全都依赖你的设计呢。

(If this applies talk a little more about the control choices. Remember to add answers to questions that you think the reader will ask. This is totally dependent on your design.)

主要目的是什么?(What is the main focus?)

我们已经知道了游戏的发生场景和玩家需要控制什么。接下来就是,在这个世界里,玩家的最终目是什么?(补充:比如,拯救世界)这些暴躁,无所事事的玩家们掌握着主动权。你要小心你的用词,别把策划弄得像是在推销。你的策划必须简单明确。

(Now that we know where the game takes place and what the player controls. What are they supposed to achieve in this world? Angry fiddle players take over the U.N. building. Be careful not to add a bunch of salesmanship here. Your design wants to stay light and informative.)

与同类游戏有什么不同?(What’s different?)

告诉他们这个游戏与同类游戏有什么不同。这个问题总是会被提出很多次。

(Tell them what is different from the games that are attempting this in the market right now. This question comes up a lot.)

特色设置(Feature Set)

特色概述(General Features)

巨大的世界(Huge world)

异常无聊的玩家(Mutant fiddle players)

三维图形(3D graphics)

32位色彩

(32-bit color)

联网特色(Multiplayer Features)

超过一千万玩家

(Up to 10 million players)

非常容易找到乐趣

(Easy to find a game)

非常容易在巨大的世界中找到志同道合的伙伴

(Easy to find your pal in huge world)

可以进行语音聊天

(Can chat over voice link)

编辑器(Editor)

从世界(构架)开始编辑

(Comes with world editor)

从互联网上下载关卡

(Get levels from internet)

编辑器是非常容易使用的

(Editor is super easy to use)

游戏性(Gameplay)

列出游戏体验的关键资源

(List stuff here that is key to the gameplay experience)

列出非常多的资源

(List a lot of stuff here)

嘿,如果你在这里没什么可展示的,那你的游戏值得玩什么呢?

(Hey, if you got nothing here, is this game worth doing?)

游戏世界(The Game World)

概述(Overview)

描述一下游戏中的世界概况。

(Provide an overview to the game world.)

世界特色 #1(World Feature #1)

实际上这部分不应该叫做“世界特色 #1”,而是应该在这段的开头先列出这世界的一些主要组成。接着,在这一部分里,你把庞大的世界拆分为多个部分,然后一一进行描述。

(This section is not supposed to be called world feature #1 but is supposed to be titled with some major thing about the world. This is where you break down what is so great about the game world into component pieces and describe each one.)

世界特色 #2(World Feature #2)

这部分也一样。别太卖力推销。这部分特色描述应该是严谨的。让游戏自己来吸引顾客吧。

(Same thing here. Don’t sell too hard. These features should be awesome and be selling the game on its own.)

物质世界(The Physical World)

概述(Overview)

概述一下物质世界。然后在下面的章节中分述这个物质世界。

(Describe an overview of the physical world. Then start talking about the components of the physical world below in each paragraph.)

下面是物质世界的关键组成。

(The following describes the key components of the physical world.)

关键场所(Key Locations)

描述世界中的关键场所。

(Describe the key locations in the world here.)

游历(Travel)

描述玩家如何在世界中进行移动。

(Describe how the player moves characters around in the world.)

缩放比例(Scale)

描述你用怎样的比例来表现这个世界。这是非常重要的。(补充:比如在野外,你一步可以走N公里,而室内你只能跨过一块砖。或是否忠实的模拟一切景物,还是可以进行Q版似的扭曲。)

(Describe the scale that you will use to represent the world. Scale is important!)

对象(Objects)

描述世界中能发现的不同对象。(补充:私以为,游戏中的对象可能不仅仅指物品,也许还有机关,甚至NPC。因此我使用了“对象”一词。)

(Describe the different objects that can be found in the world.)

参考“对象附录”,这是一个世界里会出现的对象的列表。

(See the “Objects Appendix” for a list of all the objects found in the world.)

气候(Weather)

假如有天气设定,描述这个世界里一共有多少种天气状况。如果没有,就别写这部分。是否需要这部分取决于你的游戏设计本身。

(Describe what sort of weather will be found in the world, if any. Otherwise omit this section. Add sections that apply to your game design.)

白天和黑夜(Day and Night)

你的游戏中有白天和黑夜的模式吗?如果有,请说明。

(Does your game have a day and night mode? If so, describe it here.)

时间(Time)

描述时间如何在你的游戏里起作用。(补充:比如,晚上商店关门。或者像《模拟人生》里,时间的流动是可以控制的。)

(Describe the way time will work in your game or whatever will be used.)

渲染系统(Rendering System)

概述(Overview)

先简单说明你的游戏中将如何渲染,然后在接下来的段落里进行详细说明。

(Give an overview of how your game will be rendered and then go into detail in the following paragraphs.)

2D/3D 渲染(2D/3D Rendering)

描述一下这个游戏所用的2D/3D渲染引擎。

Describe what sort of 2D/3D rendering engine will be used.

视角(Camera)

概述(Overview)

介绍游戏的视角。如果视角非常复杂,就分成几个小部分详细说明。(补充:常见的视角,就是我们所说的第一人称,第三人称??)

(Describe the way the camera will work and then go into details if the camera is very complicated in sub sections.)

视角描述 #1(Camera Detail #1)

视角可以这样那样的旋转。

(The camera will move around like this and that.)

视角描述 #2(Camera Detail #2)

在这那那这的特殊环境中,视角有时会移动。

(The camera will sometimes move like this in this special circumstance.)

游戏引擎(Game Engine)

概述(Overview)

描述游戏引擎的概要。

(Describe the game engine in general.)

游戏引擎描述 #1(Game Engine Detail #1)

这个游戏引擎将保留事物在世界中的轨迹,比如这样这样。

(The game engine will keep track of everything in the world like such and such.)

水(Water)

世界中将存在水,它们看起来是如此的令人敬畏,我们的引擎会将它们处理的非常完美。 (There will be water in the world that looks awesome and our game engine will handle it beautifully.)

碰撞检测(Collision Detection)

我们的游戏引擎非常好的处理碰撞检测。它使用了某某技术并非常卓越。你是否看到了我用大量时间所虚构出的愚蠢的占位符文字?(补充:他果然是在凑字数??)

(Our game engine handles collision detection really well. It uses the such and such technique and will be quite excellent. Can you see I am having a hard time making up stupid placeholder text here?)

照明模式(Lighting Models)

概述(Overview)

说明一下你将采用的照明模式,然后下面分成几部分来描述。

(Describe the lighting model you are going to use and then go into the different aspects of it below.)

照明模式描述 #1(Lighting Model Detail #1)

我们使用某某技术照亮我们的世界。

(We are using the xyz technique to light our world.)

照明模式描述 #2(Lighting Model Detail #2)

我们不照亮茄子,因为它们是紫色的。(补充:??=v=)

(We won’t be lighting the eggplants in the game because they are purple.)

世界规划(The World Layout)

概述(Overview)

放一个概述在这里。

(Provide an overview here.)

世界规划描述 #1(World Layout Detail #1)

世界规划描述 #2(World Layout Detail #2)

游戏角色(Game Characters)

概述(Overview)

描述你的游戏角色。

(Over of what your characters are.)

创建角色(Creating a Character)

如何创建或选择你的角色。

(How you create or personalize your character.)

敌人和怪物(Enemies and Monsters)

描述世界中玩家要对抗的敌人或怪物。自然,这些与你的游戏设计思想本身有很大关系。但是,通常来说,所谓游戏,就是让玩家试着杀掉某些东西。

(Describe enemies or monsters in the world or whomever the player is trying to defeat. Naturally this depends heavily on your game idea but generally games are about trying to kill something.)

用户界面(User Interface)

概述(Overview)

先给个概述,然后和其他部分一样,分几部分对用户界面进行详细说明。

(Provide some sort of an overview to your interface and same as all the previous sections, break down the components of the UI below.)

用户界面描述 #1(User Interface Detail #1)

用户界面描述 #2(User Interface Detail #2)

武器(Weapons)

概述(Overview)

游戏中武器的概述。

(Overview of weapons used in game.)

武器描述 #1(Weapons Details #1)

武器描述 #2(Weapons Details #2)

音乐总谱和声音效果(Musical Scores and Sound Effects)

概述(Overview)

这块也一样应该在概述后分成两个部分,但是我想你已经知道这点,所以我省略了。 (This should probably be broken down into two sections but I think you get the point.)

CD音轨(Red Book Audio)

如果你是使用的CD音轨,那么描述你的计划。如果不是,那么你用什么格式的声音? (If you are using Red Book then describe what your plan is here. If not, what are you using?)

(注释:Red Book audio: The formal standards document for CD-Digital Audio, issued in 1982. 红皮书音频:CD-DA(数字音响光盘)的正式标准文件,颁布于19xx年。)

3D音效(3D Sound)

谈一谈你在这个策划案中可能用到或不用哪些种类的音效编程接口。

(Talk about what sort of sound APIs you are going to use or not use as the case may be.)

音效设计(Sound Design)

请展示,你如何去做早期的音效设计。嘿,你最好让读者知道你是怎么想的。

(Take a shot at what you are going to do for sound design at this early stage. Hey, good to let your reader know what you are thinking.)

单人游戏模式(Single-Player Game)

概述(Overview)

用简单的几句话来说明一下单人游戏模式。

(Describe the single-player game experience in a few sentences.)

下面是单人游戏模式中关键成分的条目。

(Here is a breakdown of the key components of the single player game.)

单人游戏模式描述 #1(Single Player Game Detail #1)

单人游戏模式描述 #2(Single Player Game Detail #2)

故事(Story)

描述你的故事想法。当故事很大时,最好放到附录中或用一个新的文档专门描述它。

(Describe your story idea here and then refer them to an appendix or separate document which provides all the details on the story if it is really big.)

游戏时间(Hours of Gameplay)

讲一下玩家的游戏体验大概要持续多长时间,或者你认为这游戏有多长。

(Talk about how long the single-player game experience is supposed to last or what your thoughts are at this point.)

胜利条件(Victory Conditions)

玩家如何在游戏中取得胜利?

(How does the player win the single-player game?)

多人游戏模式(Multiplayer Game)

概述(Overview)

用简单的几句话来说明一下多人游戏模式,然后在后文详细描述。

(Describe how the multiplayer game will work in a few sentences and then go into details below.)

最大玩家数(Max Players)

描述一次游戏允许多少人加入,或者其他情况。

(Describe how many players can play at once or whatever.)

服务器(Servers)

你的游戏采用客户服务器还是对等网络还是其他的。

(Is your game client-server or peer-to-peer or whatever.)

定制(Customization)

描述玩家如何定制自己的多人游戏。

(Describe how the players can customize the multiplayer experience.)

互联网(Internet)

描述你的游戏将如何在互联网上工作。

(Describe how your game will work over the internet.)

游戏站点(Gaming Sites)

描述你将提供的站点,以及要完成这些需要用到那些技术。或许是Dplay,或者是TCP/IP,或者其他的。专门为这些技术进行特别说明也许是个好主意,这些都由你决定。

(Describe what gaming sites you want to support and what technology you intend to use to achieve this. Perhaps Dplay or TCP/IP or whatever. It is probably a good idea to break the tech stuff out into a separate area, you decide.)

持续(Persistence)

说明你的世界是能够或不能够持久的。(补充:永久世界意味着游戏可以一直运转下去,而不出现例如资源耗尽的情况。)

(Describe if your world is persistent or not.)

存档和读档(Saving and Loading)

说明一下在多人游戏中你将如何保存及读取游戏进度。指明你能实现或不能实现的理由。 (Explain how you can save a multiplayer game and then reload it. If you can or why this is not possible.)

角色描述(Character Rendering)

概述(Overview)

进行角色的具体文字描述(即所谓的文字人设)。你可以决定是把这些内容放到其他地方去,或者是专门向某个人进行详细说明。(补充:可能是负责做图象人设的美术设计师,或者你的老板。)

(Provide an overview as to how your characters will be rendered. You may have decided to include this elsewhere or break it out to provide more detail to a specific reader.)

角色渲染描述 #1(Character Rendering Detail #1)

角色渲染描述 #2(Character Rendering Detail #2)

世界编辑(World Editing)

概述(Overview)

提供一个关于世界编辑器的概述。

(Provide an overview about the world editor.)

世界编辑描述 #1(World Editing Detail #1)

世界编辑描述 #2(World Editing Detail #2)

额外的、混杂的资源(Extra Miscellaneous Stuff)

概述(Overview)

把所有你正在设定的,但是没其他地方好放的东西全丢到这来。

(Drop anything you are working on and don’t have a good home for here.)

我继续疯狂??(Junk I am working on?)

疯狂的想法 #1(Crazy idea #1)

疯狂的想法 #2(Crazy idea #2)

“XYZ附录”

(“XYZ Appendix”)

提供一个对附录的说明,讲清楚这些都是干什么的。接下来进入正题,给出资料。

(Provide a brief description of what this appendix is for and then get down to business and provide data to the reader.)

这里是几个在我最后设计中的附录范例??

(Here are a few examples of some of the appendices in my latest design?)

“对象附录”

( “Objects Appendix”)

“用户界面附录”

(“User Interface Appendix”)

“网络技术附录”

( “Networking Appendix”)

“角色描述及动画附录”

(“Character Rendering and Animation Appendix”)

“故事附录”

( “Story Appendix”)

好了,就这样吧。我希望可以用更多的时间来书写这个文档模板,并希望将它做成一个集体设计游戏的路标。不幸的,它花去了我太多的时间,而时间又是工作中所缺少的。我想你一定可以有所启发。而且你不需要记住那些信息的排列顺序,我只是恰巧地按照这个顺序想到这些而已。你可以按照你想的方式来修改这个模板,当你将它改良后,请将它发回给我,然后当再有人询问我时,我会把你的模版一起发给他。

(Okay, that’s it. I wanted to spend more time on this and really make it a great roadmap for putting a game design together. Unfortunately it would take a ton of time and that is something that we don’t have enough of in this business. I think you get the idea anyhow. Also, don’t get the impression that I think a design should provide the information in any particular order, this just happened to be the way it fell out of my head when I sat down. Change this template any way you want and if you feel you have improved on it, send it back to me and I can pass it out as an alternative to anyone that asks me in the future.)

祝你好运

(Good luck and all that!)

克里斯?泰勒

(Chris Taylor)

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