- Do you have a Game Design Document for your project?
- Should projects have a GDD? Why or why not?
Oh God yes. Do people not always do a doc? How do you
survive like that????
- How is your GDD set up, if you have one?
For a short game, I always start the doc with the initial brainstorming/premise. I think it's always helpful to have that somewhere you can see it, to put you in the mood you had when you got into the idea in the first place.
From there, I make a few sections for specific elements- plot, characters, code, graphics, music- in no particular order. I also make a section for credits, so I can keep that updated when I find a new resource to use.
I kind of think in wiki formatting for my full-scale project, so I've actually got
multiple game docs in one folder. (It helps me keep things sorted that way, too) That one goes like this:
Abilities- A document listing new abilities in alphabetical order, their intended purpose, what kinds of Pokemon get it (is it signature, mega, etc), and the code for them. I also have a section in here listing different functions an ability can have, to get some inspiration.
Characters- A document listing characters split up into sections based on their role; rival, antagonist, etc. Each character has their character concept, sprites, Pokemon team, and code for their trainer class, if applicable. (Note- I put the sprites there just to keep track of who has a sprite and who doesn't, but you definitely should
not use the sprites from your doc, I'm almost positive the quality will get screwed up)
Credits- Just so I don't lose them in any other doc.
Items- Like abilities, it lists new items, intended purpose, and their code. (Both for items.txt and if any item has a new effect) I do try to sort these a bit more, though, putting them in sections like Key Items, Mega Stones, etc)
Locations- I do name, name origin if I want to remember it, what other locations it connects to, what the player does here, the concept of the town, an idea of the map, and the theme.
Moves- Just like abilities. Define names, purpose, etc.
PokeDex- Is actually its own subfolder, with a doc for each Pokemon line. I pretty much write it like a Bulbapedia article, except I start at the top with the concept and some visual inspiration. I also start writing the PBS code at the bottom of the page, so I can readily update any changes.
Plot- A plot outline. I write dialogue if I think of it, but I mostly focus on getting the whole idea out.
TMs- Just what it seems like, start planning your TM order and moves. I also put the PBS code here when I think of a TM a Pokemon should learn.
And finally, a
Various Code doc to hold any code that doesn't easily fit into the others.
Obviously that's a lot of work, and most games won't need this at all, but I think if you're doing a full-scale, new Fakemon kind of game, this would definitely be really useful.
- What should be included in a GDD?
I would say 1000% you should at least be keeping your credits there and any new code you wrote, because it would really suck to misplace either of them.
- How extensive is your GDD? Do you plan out every single event, or kind of freeball it from a certain degree?
Okay so obviously the fact that I have like ten docs for my planning shows that I am extremely extensive with it lol. But in with dialogue, I kind of do plan out every event! For flavor text and minor trainers, I just figure that out as I go, but for major story dialogue, I do go ahead and write it out. It can be a little annoying with some characters (' ... and " might all get formatted weird, so make sure you run a quick find and replace so you don't get those squares in your text), but you also have that spelling/grammar check right there, which I think is a better positive. Plus, having to click "Show text" or "edit" every time you write a new line interrupts the flow of things IMO- I prefer to just do that when I'm actually doing the coding part.