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Old 09-26-2004, 08:07 AM   #1
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Default Adventure Game project management

In this month's Adventure Architect (http://www.adventuregamers.com/under...article/id,423) I discuss project management, and more specifically managing the design process in one huge design document. I'm curious to know how others have approached the same sort of obstacles--keeping track of everything that goes into making a game. Anyone out there want to discuss their own methods, and whether they are similar or different than mine?
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Old 09-26-2004, 11:11 PM   #2
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My (first) design-document includes the following parts:
1. overview:
- short description of the game
- why i'm making this game
- why is the game unique and means fun
- this is not the intention of the game
2. scenes:
- scene 1
--- some pics/scribbles
--- descripton of the plot and what to do here
- scene 2
...
3. characters:
- character 1
--- name
--- pic, age, lookalike, voice-color, take-count, word-count, etc.
--- description of charisma, where to find, storyfunction
- character 2
...
4. storyline:
- chapter 1
--- scene 1
--- scene 2
--- scene 3
...
- chapter 2
--- scene 10
--- scene 11
--- scene 12
...
5. game-controls:
- setup, mainmenue, load+save, screen-layout, dialogue-layout, etc.
6. other:
- timeline, staff, credits

For the sound-management and dialogues, I have seperat docs.
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Old 09-27-2004, 06:14 AM   #3
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Good approach, very comprehensive. Have you completed a game yet?
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Old 09-27-2004, 08:21 AM   #4
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No. No finished game yet. But I've written several documents for 'normal' applications. In my opinion it's very important to write the docs especially for the later users. Voice actors need other information as sound designers. But there should always a common document for all interests.
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Old 09-27-2004, 07:02 PM   #5
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My main design document is the game written out as if it were a novel. This was my main way of figuring out what had to happen when. It made it possible for me to sort out what had to be cut scenes, what events were absolutly necessary for the game to continue, and what would be "extra."

I also have a document with all the dialog trees written out. Because I'm using a GK1 dialog interface, this is just responses for each character to a set list of questions.

Document 3 is a "map" of all the rooms in the game, each one numbered. Just from glancing at it, I know each scene in the game and how many different views there are.

Document 4 is a list of all the cut scenes, and all the rooms necessary for them. They're also numbered.

Document 5 is quick character descriptions. They outline how the characters are related to other characters, important character traits, and their deep dark secrets.

I also have a book of sketches of important scenes or actions. I'm not sure if this would count as "design documentation," but the sketches are my main way of recording ideas quickly.

I don't know if my method of Documentation would work for anyone else. It's really wrapped up in the interface for my game. But it's the way I do things and it seems to be working fairly well!
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Old 09-28-2004, 01:36 AM   #6
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At the time being, we follow these steps in our design document:

Table of Contents
Last Changes
Overview
- The User Experience
- Platforms
- Users
- Time
- System Requirements
- Manual
Project Management
Basic Concepts
- Storyline
- Heroes and Villains
- Locations
- Novelties and Compelling Features
-- Locations
-- Chapters
-- Names
-- Characteristics
-- Drafts
- Navigation Chart
Global Behaviors
- User Interface
Scenes and Action
- Prologue
- Intro
- Chapter x
Lists of Resources
- Animations
- Sounds
- Music
- Narration
- Sprites
- Scene Descriptions
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