Game Bible
Game Bible
Game Bible
Revisions
Version
Primary
Author(s)
Description of Version
Draft Type
and
Number
Full Name
Date
Completed
00/00/00
Page i
Contents
DESIGN DOCUMENT
REVISIONS........................................................................................................................I
CONTENTS.......................................................................................................................II
1 EXECUTIVE SUMMARY....................................................................................................1
1.1 MISSION STATEMENT....................................................................................................1
1.2 HIGH CONCEPT............................................................................................................1
1.3 LOCALE......................................................................................................................1
1.4 GENRE........................................................................................................................1
1.5 BASIC CONTROL..........................................................................................................1
1.6 GAME GOAL...............................................................................................................1
1.7 TARGET PLATFORM......................................................................................................1
1.8 TARGET AUDIENCE.......................................................................................................1
1.9 KEY FEATURES............................................................................................................1
1.10 GENERAL FEATURES...................................................................................................1
1.11 PLAYER UPGRADES.....................................................................................................2
1.12 GAMEPLAY................................................................................................................2
1.13 COMPARATIVE PRODUCTS............................................................................................2
1.14 HOW THIS GAME STACKS UP.........................................................................................2
1.15 FOLLOW UP PRODUCTS...............................................................................................2
2 GAME CHARTER............................................................................................................3
2.1 MEETING SCHEDULE.....................................................................................................3
2.2 HOURS WORKED PER WEEK.............................................................................................3
2.3 CODE REVIEW PROCESS................................................................................................3
2.4 WHEN THINGS GO WRONG...........................................................................................3
2.5 DECISION MAKING PROCESS..........................................................................................3
2.6 RULES OF CONDUCT.....................................................................................................3
2.7 TEAM SUMMARY..........................................................................................................3
2.8 INTEGRATION SCHEDULE................................................................................................3
3 TREATMENT...................................................................................................................4
3.1 DUST JACKET STORY....................................................................................................4
3.2 FULL STORY................................................................................................................4
3.3 CHARACTER ATTRIBUTES...............................................................................................4
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3.8 COMBAT.....................................................................................................................7
3.8.1 Combat Type.............................................................................................................7
3.8.2 Combat Interface......................................................................................................7
6 KEY ELEMENTS...........................................................................................................11
6.1 SCORING...................................................................................................................11
6.2 WINNING AND LOSING................................................................................................11
6.3 TRANSITIONS.............................................................................................................11
6.4 REWARDS..................................................................................................................11
7 ART AND PRODUCTION.................................................................................................12
7.1 STYLE OF ART AND ANIMATION...................................................................................12
7.2 STYLE OF SOUND EFFECTS...........................................................................................12
7.3 STYLE OF MUSIC........................................................................................................12
8 ASSETS........................................................................................................................13
8.1 3D ART...................................................................................................................13
8.1.1 Character Models...................................................................................................13
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8.2 2D ART...................................................................................................................13
8.2.1 Character Art..........................................................................................................14
8.2.2 Environment Art.....................................................................................................14
8.3 SOUND......................................................................................................................14
8.3.1 Music......................................................................................................................14
8.3.2 Sound Effects..........................................................................................................15
8.3.3 Recorded Dialog/Voiceovers..................................................................................15
9 SCREENPLAY................................................................................................................16
10 WALKTHROUGH.........................................................................................................17
10.1 MAIN MENU...........................................................................................................17
10.1.1 Main Menu Item 1.................................................................................................17
10.2 INTRODUCTION.........................................................................................................17
10.2.1 Cut Scene 1...........................................................................................................17
1 CODING STANDARDS.......................................................................................................1
1.1 NAMING STANDARDS....................................................................................................1
1.2 PREFIX CONVENTION....................................................................................................1
1.3 DEFINES......................................................................................................................1
1.4 COMMENTS..................................................................................................................1
1.4.1 File Headers.............................................................................................................1
1.4.2 Function comments...................................................................................................2
2.2 INTEGRATION...............................................................................................................4
2.2.1 Schedule....................................................................................................................4
2.2.2 Team member roles...................................................................................................4
2.2.3 Testing Schedule and Procedures.............................................................................4
Page iv
DESIGN DOCUMENT
Page v
1 Executive Summary
1.1 Mission Statement
What is your goal in creating this game?
1.3 Locale
Where will your game take place?
1.4 Genre
Explain the genre your game lends itself to.
Page 1
1.12 Gameplay
What type of gameplay are you developing for? Fast paced? A focus on boss fights or
acrobatics? Explain your goals here.
Page 2
2 Game Charter
2.1 Meeting Schedule
When will your team be working on your title?
Page 3
3 Treatment
3.1 Dust Jacket Story
Brief description of the story.
HP
Speed
Damage
3.4.1.3 Backstory
What is the characters story prior to the game?
3.4.1.4 Behaviors
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What types of behaviors does the character display? This should include
behaviors that impact gameplay, along with behaviors that are purely story
oriented.
Damage
Rate of Fire
Degree of Fire
3.6 Powerups
3.6.1 Name or I.D.
3.6.1.1 Brief Description
Brief Description of weapon. When it is available is also described here.
3.6.1.2 Attributes
Attributes of the weapon or ability. What does it do? What are its pros and
cons?
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3.7.1.2 Goal
What is the goal of this level?
3.7.1.3 Travel
How does the player get around this world?
transportation means? Is this unique to this area?
On foot?
Through
3.7.1.4 Scale
Approximate size of the map. This is especially important for prioritization
and budget analysis.
3.7.1.5 Backstory
What is the story behind this map which extends prior to your game?
3.7.1.6 Rules
What rules exist in this map? This may include lava/chemical pits that
damage the player or certain NPCs which can or can not be attacked, to name
a few examples.
3.7.1.7 Attributes
What are the various attributes of the area? Is it a wasteland or a utopia, for
example?
3.7.1.10 Time
How much time is expected to be spent on the level?
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Describe the areas design and why certain aspects were positioned as they
were.
3.8 Combat
3.8.1 Combat Type
What type of combat is in your game? Is it turned based, hack-n-slash, etc.?
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4 Interactivity
4.1 Interface
4.1.1 Interface 1
<< INSERT SCREEN SHOT HERE >>
Describe the various aspects of the interface displayed in the above screenshot. These
will be necessary for menus, loading screens, and various interfaces that exist
throughout different game phases.
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5.1.1.2 Criticality
Rate the criticality of the module from 1 to 10. When you are done, list the
modules in order from highest criticality to least criticality.
5.1.1.3 Risks
Describe any risks that are involved with this module.
5.1.1.4 Rules
What rules are in place for this module? An example of this would be the
format of a date this is passed into the module, etc.
5.1.1.5 Interaction
List other modules that interact with this one. Describe information that is
passed between them and information that is outputted and in what format
these interactions occur.
5.3 Algorithms
5.3.1 Algorithm Name
5.3.1.1 Description
Describe the algorithm and its purpose. How does it work? What is its role
in the product?
5.3.1.2 Criticality
Rate the criticality of the algorithm from 1 to 10. When you are done, list the
algorithms in order from highest criticality to least criticality.
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5.3.1.3 Risks
Describe the risks involved with this algorithm. What are its weak spots?
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6 Key Elements
6.1 Scoring
Explain the scoring scheme. When does the score escalate? When does this rate change? If
scoring is not direct in your title, ranking of players is also applicable.
6.3 Transitions
Explain transitions which exist between various gameplay phases.
6.4 Rewards
What reward system is in place for your audience?
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Page 12
8 Assets
8.1 3D Art
8.1.1 Character Models
8.1.1.1 Model Name or I.D.
The name of your model. This should correspond and reference a specific
subsection from section 3.4.
8.1.1.1.1 Description
Description of model. Who is this in your game?
8.1.1.1.2 Duration
How long is this model present?
8.1.2.1.2 Duration
How long is this model present?
8.2 2D Art
These are usually present even in 3D games! HUD and menu buttons are just a few
examples.
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8.2.1.1.2 Duration
How long is this art present?
8.2.2.1.2 Duration
How long is this art present?
8.3 Sound
8.3.1 Music
8.3.1.1 Name or I.D.
8.3.1.1.1 Description
Brief description and purpose of sound.
8.3.1.1.2 Duration
How long is this sound present?
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8.3.2.1.2 Duration
How long is this sound present?
8.3.3.1.2 Duration
How long is this sound present?
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9 Screenplay
<< INSERT YOUR SCREENPLAY HERE >>
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10 Walkthrough
In the following section, I have included some basic elements as an example of how to lay
out your projects info. You will want to be as detailed as possible here. Describe the main
menu, then its submenus in subsections. Describe those submenus with even more
subsections. This will be a text walkthrough of the high level concepts you presented in your
flow charts previously.
10.2 Introduction
10.2.1 Cut Scene 1
Describe. Make subsections as appropriate.
10.3.2 Boss
Describe the boss and strategies that were considered to beat him during development.
Etc, etc, etc
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TECHNICAL DOCUMENT
Page 18
1 Coding Standards
1.1 Naming Standards
Describe generic naming standards here.
Prefix
Example
1.3 Defines
Describe your policy for how data will be coded to standard for the define keyword
in C/C++.
1.4 Comments
Here you should give a brief overview of what style of comments is to be used.
Will /* ever be used in C/C++ projects, for example? Will you put specific labels on
any comment or author them with initials to track who commented what?
Page 1
//////////////////////////////////////////////////////////////////////////////////////////////
// File:
Levelhandler.h
// Author:
Jonathan Buffey
// Creation Date:
March 03, 2007
//
// Purpose:
Handles level events
//////////////////////////////////////////////////////////////////////////////////////////////
Page 2
2 Unit Plans
2.1 Unit Name
This section will be MUCH larger than it first appears. You will need to make sections for
all of the units which occur in your product. This includes, but is not in any way limited to: a
renderer, front end events, main menu, HUD, in-game menu, input handlers, level/event
handlers, sound wrappers, collisions modules, and animation systems.
2.1.1 Description
What is it?
2.1.2 Stipulations
What needs to occur in the rest of the code for this module to work properly?
2.1.3 Interface
Most importantly, this section describes how this module interfaces with additional
units that are being developed for the product. Also, it briefly describes how the player
will be interacting with the module, often by describing yet more interfaces it has with
the other modules in the system (i.e. the input module).
2.1.4 Members
2.1.4.1 Name or I.D.
2.1.4.1.1 Data Type
List what type of data type the member is. Is it an int or a double, for
example? If it is an ADT, be sure to describe what the data type is.
2.1.4.1.2 Function
Describe the member of the module here and what its purpose is.
Any global variables would be included in the list of members.
2.1.5 Functions
2.1.4.1 Name or I.D.
2.1.4.1.1 Purpose
Explain what the function does.
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2.1.4.1.2 Parameters
List the parameters here, their data types, and give a brief description
of what they are used for.
2.1.4.1.3 Output
Describe what the function outputs. If void, describe how the data is
communicated back to the system or user.
2.1.6 Dependencies
List your modular dependencies here and explain why they are necessary.
2.2 Integration
2.2.1 Schedule
When will your integration sessions occur?
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