Ten-page disdock - a template based on a book by Scott Rogers with an example of a game from Pixonic

In this article I will give an example of compiling a design document for developing a game in a ten-page format. In the beginning, a general template for the document proposed by Scott Rogers in his book “Level up. The guid to great video game design "[ 1 ].



Then my example of this document will be posted on the game War Robots from the company Pixonic, published on Habré [ 2 ]. (a reservation is required here that this article and the dzdok are not related to Pixonic: it does not express their opinions and views; it was not paid for by them; and they did not even know about writing this material)



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This is the same ten-page in miniature. Readable format in the article itself



Content



1. What is it

2. The ten-page template from Scott

3. A ten-page to the new War Robots mode

References to sources



1. What is it



A ten-page page is a design document limited to 10 pages. This document should be as interesting as possible to the target audience without unnecessary implementation details. The target audience may be different, therefore this document may differ depending on the end users:





The author of the book indicates that most often this document becomes a real set of rules and recommendations, since the whole large design document is rarely read by anyone.



This is very important - this document should be interesting to read. If my example was not interesting to you, it means that I didn’t complete my task of drafting a document with you and you don’t need to do that. Leave boring and highly detailed descriptions on the full design document ( although there you should try to make boring materials more interesting ).









Scott Rogers is not only famous for being able to write and publish a book. He was responsible for the game design of the first God of War. Scott worked as a game designer [ 3 ] at Namco, Capcom, Sony Santa Monica and, at the time of writing, was the creative director at THQ [ 4 ]. I’ll write more about his cool book in the next article after its completion, but here I’ll dwell in more detail on only one section about dzdoki.



2. Scott's ten-page template



Page 1.



General information:





Here is an example of such a page from Scott Rogers [ 1 ]:









Page 2.



Brief description of the plot: the beginning; middle ending. Just a few paragraphs.

Gameplay / Stream. For example, Lara Croft: A 3D platform game where Lara, an archaeologist, travels through temples in the jungle and deserts in search of an ancient artifact that will help her find traces of her lost mother. This description contains a lot of information - who is the hero, what kind of camera, the genre of the game, where events occur, the goals of the player.



Description of the list of locations and gameplay features in them. What obstacles will a player have and how will he overcome them? How does the development and reward system work? How does a player evolve as barriers develop? How is the gameplay tied to stories? How does the transition between levels occur? Solving puzzles or defeating bosses? What is the condition for winning the game? Save the world? Find a treasure? Collect 100 coins? Kill all the enemies?



The key goal is to guide the reader through the entire game experience of the player from beginning to end.



Page 3.



Detailed character description. Only those details are needed that affect the plot, gameplay or atmosphere. If the blood type does not affect anything - do not write about it. Concept art character is very helpful at this stage. What does he look like?



Background, the past of the hero. How did he find himself in his current predicament? How does he react to difficulties and solve them, what is his type? For example, Kratos from the God of War is “brutal”, and this is reflected in all his actions in the game, even as he opens the chests. How do a character's characteristics affect his skills and combat skills? What equipment does he have? You can illustrate the character management map with a picture.



Page 4.



Gameplay It is necessary to describe the game process from the point of view of the genre.



Does the game consist of a bunch of levels or certain chapters? What are the game's chips and special super cool levels and tasks? All the funniest features of the game should interest the reader as much as possible. Charts and concept art are useful here to illustrate particularly difficult to describe elements. It is also necessary to describe the technical limitations and features of using the platform, so that the reader can understand for which systems this game will be suitable. Is there a multiplayer in the game? What should be managed?



Page 5.



Game world. Descriptions and images of the world. List of locations. Brief descriptions of what the player will find in these locations. What mood will be transmitted in each location? What kind of music will be used? How will the locations be interconnected and with the player? A simple map or transition diagram with locations will be appropriate.



Page 6.



Game experience. How is gestalt in the game ensured ( Integrity + completeness )?

What does the player see first at the start? What emotions and mood should a game create? How do music and sounds contribute to the right atmosphere? How is the basic navigation in the game?



Page 7.



Game mechanics.



Examples of mechanics (means of character interaction with the world): moving platforms; lockable doors; slippery ice; swinging ropes.



Dangers and traps - means that interfere with the player and can kill him, but do not possess intelligence: spikes; lava; abyss; swinging blades; electric fields. At this level of documentation, it is sufficient to describe 3 such hazards as an example.



Items, bonuses, strengthening the player or just helping him pass the game. For example: invulnerability potion; first-aid kits; armor; cartridges.



Collectibles - items that do not immediately affect the game. It can be puzzle pieces, trophies, hidden coins. Does their full collection of bonuses in the game? Or open achievements or secret game modes, or levels? Or is it a rare specific currency for special stores? Or maybe just for maximum points?









Equipment sold in the exhibit game Cattle [ 1 ]



If there is an economic system, then it also needs to be described in general terms. You can add a brief description of how stores work in the game (they only sell, or they can still buy back player junk, etc.).



Page 8.



Enemies These are dangers with artificial intelligence. What enemies does the player meet, what are they unique about? How can a player fight them?



The bosses. In what locations do they appear? How should a player defeat them? What is their trick? What will a player get for defeating the boss? Concept art bosses will also be out of place. For example, for an MMO rocking, access to a boss fight must be earned by loyalty to the game: Enter the game 5 days in a row and perform a certain action (at least one battle) and then on day 6 he gets the opportunity to fight a difficult boss.



Defeat gives small, but guaranteed bonuses depending on the level of almost victory. Victory gives a significant additional free bonus, for example, in the form of another hook (benefit only for the guild, and not just personal - social significance). Free of charge is compensated by the need for a higher frequency of calls and returns, as well as a limited frequency for repeating the event.



Page 9.



Story rollers. Are they in the game? How will they be shown? Videos, flash animation, in-game scenes on the game engine, image slides. When will they be shown? (between levels, during the game). For reference, examples from films can be mentioned.



Page 10.



Bonus materials. What will convince the player to continue the game after winning? Opening a new mode or Game +. Or a game in multiplayer. Or downloadable content. Or episodic content and special events.



This also includes additional DLS and updates. You can specify the planned support time for the game after release.



3. A ten-page on the new War Robots mode “Cooperative boss battles / Rebel AI”



Beforehand, it’s worth writing what the game is about and why I decided to make an example based on it.

War Robots [ 5 ] is a mobile MMO free-play game from the Russian developer Pixonic [ 2 ]. Here the player controls the fighting walking robots in order to destroy the same enemy robots in a team of 6 players against a similar team. Paid services: purchase of rare weapons; rare robots; boosters; rare pilots; gold and silver. All resources are available for the “free red-eyed grind” method.









I chose this game based on the following criteria:





Representatives of Pixonic are free to deal with this material as with any other fan art. For the rest, I advise you to read the original book, for the effects of a damaged phone and compressed retelling could reduce the value of Scott's recommendations.



So then the ten-page page itself. It has differences from the Scott template, because the dzdok is aimed not at a new game, but at an additional module in an existing game.






= 1 =



A brief design document for the new War Robots mode “Cooperative boss battles / Rebel AI”



Game: War Robots by Pixonic

The name of the new mode: Cooperative boss battles / Rebel AI

Game engine: Unity.

Game platforms: Mobile.

Target audience: Current.



Game Description:

Send your fighting squad to destroy the rebellious artificial intelligence of one of our robot manufacturing plants. Stop this attempt of rebellion in its infancy. Team up in this battle with other experienced pilots and show the presumptuous piece of iron whose skills are better.









Expected benefits of the new regime:





Competitors and similar games: Hearthstone - co-op boss battles and single-player dungeon series trips, Contra - factory bosses.



Contacts

Compiled by Anokhin Denis.

Email: _________________






= 2 =



Battle Mode Briefing



The artificial intelligence of one of the plants rebelled, took control of the robots it manufactured and plans massive attacks on other plants. He cannot be allowed to scale up the disaster and will have to be completely destroyed. On this mission are sent 6 player commanders with their staffed units.



Players land at a common gathering point and gradually make their way to the 3 cores of enemy AI control in order to destroy them. Captured beacons serve as checkpoints for the respawn of wrecked robots of players with the ability to select a beacon for appearance.









The level is designed so that to destroy each of the 3 cores, a special type of weapon ( long-range guns, melee, mounted artillery ) is best suited. Also, support robots with energy shields or repairs will be especially useful for the team. The level has a standard limit of 10 minutes, which will not allow players to safely shoot computer opponents, entrenched in one point behind the shields.



Computer robots act in groups in accordance with their roles in the script so that they do not pounce on the players. Their total number is much more than 6, but for optimization purposes they are added to the map when one of the players is close enough to them.






= 3 =



Access rules and monetization











Restrictions will keep newcomers longer, as they would like to at least try this mode, but to open the required hangar slots they need to accumulate 1,100 gold , which will take some time, for which they will master the basics of the game. This will further increase the desirability of gold (and the desire to acquire it faster), but will not change its ratio in the economy of the game, because the regime does not directly require its spending on itself.



The restriction can be made for 5 slots as well, then the minimum requirement for accumulated gold will be 6100. With the choice of the optimal size of the restriction, the analyst should help the stages of players leaving and which of them is more important to keep in the new mode.






= 4 =



Level map









At the start, the player immediately sees his alternatives:



  1. The center is immediately struck by the large covered building of the workshop . The building is very large, but heavily laden with machines, conveyors and partitions;
  2. On the left is a desert passage with clay and sandy soil. There is an empty landfill with funnels from shell tests. Along the edges there are several covered buildings without walls;
  3. To the right are warehouses for materials and freight containers . There are no awnings and roofs, and the filled spaces provide good shelter from direct shelling.


In the directions of these sections, targets for destruction are highlighted - the core of AI control. Enemy robots are still inactive.



The level should be designed technologically and futuristically. There should be a feeling that modern robots could really be produced here and that super-strong artificial intelligence capable of raising an uprising can work here.






= 5 =



Level advancement and battle tactics



Initially, only the icons of enemy nuclei are visible on the map. AI control cores are stationary low towers, similar to Tesla coils. They have no weapons and movement systems. Cannot be moved. Strength: 200 000. It is to them that the players will go. The remaining opponents are not initially visible and appear as battle groups when they are activated.









Near the landing point is lighthouse No. 1, which attracts attention. His capture activates the first encounter with small battle groups 1 and 2. This first hassle is needed to warm up. Ignoring the lighthouse will not save players from this battle, as approaching the left or right section will also provoke their aggression.



The left section is for long-range combat (core number 1) (guns with a distance of 1100).

It has several partitions at the entrance to this section, here is lighthouse number 2 for a quick continuation of the battle. There should be an empty easily-shot field without shelters. On sandy and clayy soil there should be funnels from explosions, but not affecting movement and not blocking direct vision. The presence of a roof over the core protects it from long-range mounted artillery.



The center section is ideal for close combat (core # 2).

This is a large indoor plant with a large number of partitions and even the upper passages do not give a full view. Inside the plant there are two beacons: No. 2 at the entrance and No. 3 in the far corner near the control core. There is a wide semi-empty conveyor, a ladder to go to the upper level. But in general, the workshop is comfortable only for close combat, it should be spacious enough so as not to lead to jams in the corners.



The right section (core number 3) is well suited for artillery , including long-range. This is a warehouse of resources and freight containers - like an open-air labyrinth. Therefore, melee weapons and jumping technology are also effective here. Long-range direct weapons are ineffective. This is the only section where the core can be easily destroyed from afar using artillery.






= 6 =



Opponents and battle groups



The composition of groups of enemies is generated procedurally with elements of randomness based on restrictive lists. Limit lists are formed based on the requirements for weapons and level of difficulty. For this, the total hazard points are calculated for each group. If they are less than or greater than the threshold, then the first robot of each group improves (or decreases) the characteristics until the threshold is reached (by replacing the class of the robot or weapon with a more powerful one or changing their level of improvement).



This will add variety to missions and control total. It will also be done in some groups of team leaders (when one robot will be significantly stronger than others in the group) or outsiders (much weaker than others).








= 7 =



Artificial Intelligence



Robot firing accuracy is high, intentional missed intentions are only 15%. They know how to use preemptive shooting, firing rockets in the corners of the walls to injure fragments. Aim for the most vulnerable robots. Actively and profitably use their skills. Hiding behind walls during a long reload. They approach or depart depending on the effective range of their weapons. Their actions should look reasonable, smooth and justified, but a lot of time should not be spent on their intelligence. You can add angularity in movements for entourage roboticism.



Thus, the AI ​​and accuracy of a computer adversary must be strong. Nevertheless, it is not required to create "tactical geniuses", the general strategy after their activation can be described as follows: " Chase the most tempting enemies, look smart, do not scatter too much ." Accuracy of computer enemies should be compensated by weak robots and weak weapons at low difficulty levels (low class of equipment and with a minimum of improvements).









AI technology



For tactical control, finite state machines with transitions between states:





For a specific choice of action, use calculations of effective scenarios among alternatives for heuristic value functions. So selected, for example,








= 8 =



Rewards and Battle Complexity



Only silver and production details for the workshop (random type) are awarded as a reward. Ranks and ratings should not be affected. Experience should be given out.



The randomness of the issuance of parts for armament will allow them to " smear with an even layer " over the entire diversity of technologies. That is, visually the reward will look significant, but in fact the transfer of value will be minimal, which means that this resource will not depreciate in the gaming economy. Therefore, you can issue a slightly more generous reward in detail.



Difficulty levels:



  1. Bronze.
  2. Silver.
  3. Gold.
  4. Diamond.
  5. Expert.
  6. Workshop.
  7. Champion.


Their main task is to maintain the difficulty of victory for a more pumped player. For greater complexity, a better reward is given. If a team acts without any plan, then it should win in ~ 75% of cases at its own level of difficulty. A minimum of coordination between the players is enough: minimum specialization and walking with a maximum of two groups. Primitive cautious combat with poor coordination should lead to victory in ~ 90% of cases.









A player with the behavior of Lyroe Jenkins can trigger the activation of a bunch of battle groups, minimizing the chance of victory. If one of the players falls off ( afk or due to disconnect ), then the chance of victory should not suffer too much. Competent play by experienced players should fully compensate for the loss. And this will reduce the feeling of resentment against “unscrupulous” partners, and therefore the game itself for such a selection of the team.






= 9 =



Game experience, game integrity



The player must win with difficulty when playing at "his" level of difficulty, so when winning , an average of 2-3 robots from the squad of each user should be lost . That is, a difficult victory must be felt. This should help the undulating nature of the appearance of enemies as you move along the map.



The location of battle groups at a level should exclude the risk of accidental activation of robots from a neighboring section during normal cleaning of the current section. Therefore, when developing a level, one should take into account the activation distances of battle groups, giving them a sufficient margin or reducing the alarm radius of individual groups.



AI should periodically broadcast its demands, threats, intentions of “restoring the right order” and ending senseless wars. It can be periodic running lines of text at the edge of the screen.









The battle should cause mixed feelings of danger from the lack of principle of AI, as well as the rationality of its "peacekeeping" agitation:





After the victory, the player must feel satisfaction from completing a difficult mission. After a defeat, in order to cultivate a sense of shame and a desire for revenge, the adversary must report that “he uses the captured technology of the aggressors to improve his robots, and that he easily fulfilled his plan to exterminate predictable stupid people.”






= 10 =



Costs and Alternative Solutions



The complexity of the battle can be implemented in another way:





Advantage: it is easier to pick up a team of players, fewer improvements in the interface. Disadvantage: it will be too difficult for some, and it will be too easy for some if they are very different from the average level.



The proposed solution to the battle with the boss does not require very large amounts of improvements :





In the case of returns from boss mode, you can then create cards with other scenarios. However, they will require a greater amount of refinement in the program in order to really look like boss battles that require increased variety. For example:





Contacts

Compiled by Anokhin Denis.

Email: _________________






If you read to the very end without falling asleep, then it will probably be useful for you to subscribe to my profile. I have a few draft articles on the way, including a review of the book of Scott Rogers and the like.



References to sources



1. Level up. The guid to great video game design on Amazon .

2. Pixonic company blog on Habré .

3. Bibliography of Scott Rogers on MobyGames .

4. Publisher THQ .

5. War Robots - official site .



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