The Gang of Five
Beyond the Mysterious Beyond => The Arts => The Written Word => Topic started by: Mirumoto_Kenjiro on January 16, 2010, 02:34:41 AM
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As said, I have been working on my first game design document for the past 6 months for a game I wanted to make over a year ago. I took a basic game design class over the summer and that prompted me to make a real GDD.
The game I'm working on is a simulation game with a fighting tank rather than a plane. Since there aren't many tank games that I can find these days, I didn't have something to base it off of. So I was loosely basing my game off of the Ace Combat series (my most favorate games), but all about tanks.
At the moment, I'm at 17 pages, primarily research, and I heard a typical GDD is well over a hundred.
Has anyone else tried something like this before? I could go with some tips over anything I have writer's block.
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Update: I'm now at 27 pages, and most of it is still on research on vehicles and campaign missions for the game. I have a draft on the story plot, so I'll have that on the next update.
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UPDATE: 40+ pages & counting. Finding out one new thing after another. I'm also making plans of a WW2 version and a more futuristic version.
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I would love to read the document at some point. Basically for pure interest, but I could also provide some critique, and possibly some ideas if you are open to them.
I love tanks.
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I'll probably let others read it when I get to 100 pages. It's clearly a compilation of info and ideas, and I need to refine it to a more believable draft so others will know what I'm visioning.
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It's all good, mate. Take your time.
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UPDATE: It's been taking me forever to get to work on it, so I haven't even gotten to 50 pages yet. I'll have to make a time schedule to be able to get back to working on it...
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UPDATE: I'm back to work on it, mostly refining what I've got already. Also, I'm starting on my WW2 sequel, with some twists.
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UPDATE: I'm now at 84 pages with the 1st GDD, and I'm at around 50 pages with the sequel. I had a few months of writer's block and constantly reworking the project.