29/09/24

Design Document

Welcome to my third Dev log entry, where the main focus is the game design document. Going into this week I knew the importance of doing this right. If I stick to the scope and base it on my current skill level and 1 academic year time frame, I will be able to set up a good foundation for the entire project. 

During this week I stuck to working on the basic foundation of the game. Working on its unique selling points and design pillars. The biggest hurdle this week was by far sticking to an achievable scope and every idea I came up with or refined, had a looming question β€˜Can I program this?’ Often resulting in time being wasted. I solved this problem by separating the GDD into three parts.

Part 1. What I will program for the vertical slice demonstration of the game.

Part 2. What could be nice to add flare to the game but can only be done when part 1 is complete. 

Part 3. Is essentially the rest of what the game wants to be including the details of things that are completely out of my skill set to bring to life. 

Doing it in this strategic way, It allowed me to incorporate mechanics in the document even though I could never make it happen. 

Next week I must finalise the base prototype of the game and begin assigning deadlines for myself on Trello to keep on track with progression and not fall behind.

Knight Veil

β™ 

Knight Veil β™ 

05/10/24

Three