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1、策划设计文档:(Design Document for:)游游 戏戏 名名 称称(Name of Game)一行注释,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”(“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)版本 # 1.00(Version # 1.00)星期日, 一月 16, 202

2、2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GameD 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。4、译者声明:我保留了英语原文,希望可以帮助你阅读。_你的公司名称或图标(Your Company Name or Logo)目目录录Table of Conte

3、nts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)_6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

4、 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?(Whats different?) _8特色设置(FEATURE SET) _9特色概述(GENERAL FEATURES)_9联网特色(MULTI-PLAYER

5、 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平衡(Scale)_10物品(Objects)_11气候(Weather) _11白天和黑夜(Day and Night)_11时间(Time) _11渲染系统(R

6、ENDERING SYSTEM) _11概述(Overview) _112D/3D 渲染(2D/3D Rendering) _11视角(CAMERA)_11概述(Overview) _11视角描述 #1(Camera Detail #1)_12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) _

7、12照明模式描述 #1(Lighting Model Detail #1) _13照明模式描述 #2(Lighting Model Detail #2) _13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(US

8、ER 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) _18CD 音轨(RED BOOK AUDIO) _183D 音效(3D SO

9、UND) _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

10、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角色渲染(CHARACTER RENDERING) _22概述(OVERVIEW) _22角色渲染描述 #1(CHARACTER RENDERING DETAIL #1) _22角色渲染描述 #2(CHARACTER RENDERING DETAIL #2) _22世界编辑(WORLD EDITING) _23概述(OVERVIEW) _23世界编辑

11、描述 #1(WORLD EDITING DETAIL #1) _23世界编辑描述 #2(WORLD EDITING DETAIL #2) _23额外的、混杂的资源(EXTRA MISCELLANEOUS STUFF) _24概述(OVERVIEW) _24我继续疯狂 (JUNK I AM WORKING ON)_24“XYZ 附录”(“XYZ APPENDIX”) _25“目标附录”(“OBJECTS APPENDIX”) _25“用户界面附录”(“USER INTERFACE APPENDIX”)_25“联网技术附录”(“NETWORKING APPENDIX”) _25“角色渲染和动画附录

12、”(“CHARACTER RENDERING AND ANIMATION APPENDIX”) _25“故事附录”(“STORY APPENDIX”) _25设计历程设计历程(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,你要向读者阐释写这个设计历程的目的。他们有可能会不明白你要向他们说明什么。(In this paragraph describe to the reader what you are trying to achieve

13、 with the design history. It is possible that they dont 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

14、游戏的系统要求。(1. I rewrote the section about what systems the game runs on.)2、我合并了团队成员的那些没有过多改变的设计片段。(2. I incorporated feedback from the team into all parts of the design however no major changes were made.)3、象这样继续你的修改列表。(3. Just keep listing your changes like this.)版本 2.00(Version 2.00)2.00 版本是第一个完成了大量

15、修改的版本,在非常了解游戏的前提条件下。在很长时间的设计之后,确定了很多结果。在这个文档中会有更多的大型设计结果。(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

16、 in this document.)列出所包含的改变:(Included in the changes are:)1、成双地作出设计余地。(1. Pairing down of the design scope. (Scope, not design))2、在很多区域有更多详细的描述,特定的 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(

17、Version 2.10)(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、次要的修改遍及整个文档。(1. Minor revisions throughout entire document.)2、加入“用户界面附录”。(2. Added “User Interface Appendix”.)3、加入“游戏道具附录”。(3. Added “

18、Game Object Properties Appendix”.)4、加入世界的思想梗概。(4. Added concept sketch for world.)游戏概述(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。我们将撕破那些我不相信的严密竞赛。世界将被我们仅仅使用现有引擎和新的美工所制造的成果震撼。(This game is trying to do this and that. Fundament

19、ally 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 cant 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

20、 #2)我们的游戏仅在康柏电脑上运行。为了某某理由。(?不明白。)(Our game only runs on Compaq computers. The reason for this is such and such. We believe the world is coming to and end anyhow so what difference does it make?)哲学观点 #3(Philosophical point #3)当你创造了一些拱型哲学观点,说些你想的事情。(When you create some of these overarching philosophi

21、cal 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。例如你们在什么机种上工作?(Describe the game is a paragraph. This is the answer to the most

22、 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?(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世界。简单一

23、些。帮助读者的头脑去判断。你不能够使用冗长的文字来独立描述这个世界。记住使你的文字清晰及易读。(?不明白)(Describe the world that your game takes place in. Simple as that. Help frame it in the readers 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

24、we want to keep this part of the design light and readable.)我要操作什么?(What do I control?)说明一下角色要如何控制。你将在一群狂暴的、变异的、无聊的玩家掌管下。如果你想打开人工智能并转向仿真鱼碗。(?不明白)(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 in

25、to a fish bowl simulation.)我有几个角色可以选择?(How many characters do I control?)如果选择角色是有效的,说明一下吧。记住回答那些读者要问的问题。这全部依赖你的设计。(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.)要点是什么?(W

26、hat is the main focus?)我们已经知道了游戏的发生场景和如何控制角色。他们假想去完成什么?生气的、无聊的玩家会接管联合国。小心不要加入推销术。你的设计必须明确。(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 sal

27、esmanship here. Your design wants to stay light and informative.)与同类游戏有什么不同?(Whats different?)告诉他们这个游戏与同类游戏有什么不同。这些问题会非常多。(?不明白)(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(特色设置(Feature Set)特色概述(General Features)巨大的世

28、界(Huge world)异常无聊的玩家(Mutant fiddle players)三维图形(3D graphics)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 edit

29、or)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)玩游戏(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(游戏世界(The Game Worl

30、d)概述(Overview)描述一下游戏中的世界。(Provide an overview to the game world.)世界特色 #1(World Feature #1)这个片段不是假设为世界特色 #1 而是假设为这个世界主要事情的标题。将世界分解为各个片段是非常重要的。(?不明白)(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 d

31、own what is so great about the game world into component pieces and describe each one.)世界特色 #2(World Feature #2)什么东西在这里。不要给得很困难。这些特色是令人敬畏的,它是游戏的卖点。(?不明白)(Same thing here. Dont 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

32、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

33、world here.)游历(Travel)描述玩家如何在世界中走动。(Describe how the player moves characters around in the world.)平衡(Scale)描述你如何做平衡。平衡是非常重要的。(Describe the scale that you will use to represent the world. Scale is important!)物品(Objects)描述世界中能发现的不同物品。(Describe the different objects that can be found in the world.)为“物品

34、附录”做一个世界物品的列表。(See the “Objects Appendix” for a list of all the objects found in the world.)气候(Weather)描述世界中天气将如何建立。另外遗漏的片段。加入这个片段到你的游戏设计中。(?不明白)(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

35、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)描述时间在你的游戏中如何变化,或者其他的情况。(Describe the way time will work in your game or whatever will be used.)渲染系统(Rendering System)概述(Overview)说明你的游戏中将如何渲染,及下文的描述。(Give an overview of how your game will be re

36、ndered and then go into detail in the following paragraphs.)2D/3D 渲染(2D/3D Rendering)描述一下 2D/3D 渲染引擎。Describe what sort of 2D/3D rendering engine will be used.视角(Camera)概述(Overview)描述镜头将如何工作,及在复杂情况下如何记录细节。(?不明白)(Describe the way the camera will work and then go into details if the camera is very com

37、plicated in sub sections.)视角描述 #1(Camera Detail #1)视角会象现实那样转换。(?不明白)(The camera will move around like this and that.)视角描述 #2(Camera Detail #2)在特殊环境中,镜头有时会移动。(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 gen

38、eral.)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。(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美丽。(There will be water in the world that looks awesome and our game engine will handle it beautifully.)碰撞检测(Collision

39、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?(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)

40、说明一下你将采用的照明模式,及下文不涉及的部分。(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。(We wont be lightin

41、g the eggplants in the game because they are purple.)世界规划(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(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 Characte

42、r)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。自然地,除了试着去杀死些什么以外,在游戏中这是很占分量的设计。(?不明白)(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 ar

43、e about trying to kill something.)用户界面(用户界面(User Interface)概述(Overview)参照以前的游戏,提供一些界面的片段。准备下文用户界面的组成。(?不明白)(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

44、 Detail #2)武器(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(音乐总谱和声音效果(Musical Scores and Sound Effects)概述(Overview)(?不明白)(This should probably be broken down into two sections but I think you get the point.)CD 音轨(Re

45、d 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 1982 年。)3D 音效(3D Sound)谈一谈你在这个案子中可能

46、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(

47、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)

48、描述你的故事想法。当故事很大时,最好放到附录中或者分离一个新的文档。(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)讲一下单人游戏模糊中,玩家所要消耗的最短及最长时间。及你在这点上如何考虑。(?不明白)(Talk about how long the single-player game expe

49、rience 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(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 g

50、o 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 e

51、xperience.)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。这大概是个从不同地方准备科技材料的好主意,由你决定。(Describe what gaming sites you want to support and what technology you intend to use to achieve this. Perhaps

52、 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。(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

53、 game and then reload it. If you can or why this is not possible.)角色渲染(角色渲染(Character Rendering)概述(Overview)提供一个你将如何渲染角色的概述。你可能需要决定包含一些其他的细节或者准备好提供更多的细节给特殊的读者。(?不明白)(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

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