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From: Matthew N. <Ma...@re...> - 2001-11-06 14:33:05
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I don't really have an answer to your questions but I have one to add :-) How long and how detailed are people's design docs generally? I personally feel that our design docs could do with being a little longer and more in depth but I don't know how they compare to those used elsewhere in the industry. I read in the Deus Ex post mortem that their design doc ran to hundreds of pages, which is rather more detail than we have in ours... Matt. > -----Original Message----- > From: Philip Harris [mailto:ph...@me...] > Sent: 06 November 2001 14:04 > To: gam...@li... > Subject: [GD-Design] Design Documents > > > Two questions about design docs. > > Firstly, given that for a reasonable size project the design > doc is going to > exceed several hundred pages, how do people organise them. > Single word doc, > multiple word docs, HTML? > > Secondly, are these documents kept up to date and if so how? > > Or...does nobody bother with them in the first place. > > Phil > > > _______________________________________________ > Gamedevlists-design mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-design > |
From: Jamie F. <ja...@qu...> - 2001-11-06 14:09:55
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We bother. Split into components: design, technical, art, etc. Assign owners to different components (generally the leads). It's their responsibility to keep it up to date (and to decide how up to date is appropriate under the circumstances). Sorry about being terse; finishing demo :) Jamie -----Original Message----- From: gam...@li... [mailto:gam...@li...]On Behalf Of Philip Harris Sent: 06 November 2001 14:04 To: gam...@li... Subject: [GD-Design] Design Documents Two questions about design docs. Firstly, given that for a reasonable size project the design doc is going to exceed several hundred pages, how do people organise them. Single word doc, multiple word docs, HTML? Secondly, are these documents kept up to date and if so how? Or...does nobody bother with them in the first place. Phil _______________________________________________ Gamedevlists-design mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-design |
From: Philip H. <ph...@me...> - 2001-11-06 14:00:07
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Two questions about design docs. Firstly, given that for a reasonable size project the design doc is going to exceed several hundred pages, how do people organise them. Single word doc, multiple word docs, HTML? Secondly, are these documents kept up to date and if so how? Or...does nobody bother with them in the first place. Phil |
From: Tom H. <to...@3d...> - 2001-10-04 00:50:14
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OK, I've gotten some information back from SourceForge. The change was part of a recent global policy change. We were not consulted before it happened, it was just made for us because they feel this is the way lists should be run. Needless to say I don't agree with them. I've gotten the email address of the person we'll need to talk to in order to get this changed (all I want it the ability to specify it on a per-list basis .. which is what we used to have) but he is on vacation for the rest of the week. Unfortunately, I'll be gone on my honeymoon next week so I won't be able to talk to him until around the 16th. I'm gonna drop the guy an email now and leave him contact information for Brian. We'll take this one step at a time, but hopefully we'll get things changed back to normal soon. Tom |
From: Tom H. <to...@3d...> - 2001-09-16 23:08:35
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At 02:23 PM 9/16/2001, you wrote: > > > It depends entirely on the game itself. > >Actually, it really depends on what your product's strength is. If you >have a great design and need the right technology, then base your >technology on the design. But, if you have a great technology, try to >derive a design that leverages that technology. (It strikes me that almost every single post on the list is going to be someone's opinion .. heh) If your intent is to make a game, then the game should be the most important thing and the engine, art, sound, and everything else are the tools and materials to make it happen. You design the tools and materials to meet the goals of the game. You don't design the game to meet the abilities of the engine. However, there are certainly limitations in the engine / platform that will most definitely affect the game design and those need to be understood, evaluated, and resolved during the design process as best as you can. What Brian says has a lot of merit as well. If you have some technology, not enough time to build new technology, and content creators that are used to be working with the tools then it makes a lot of sense to try to come up with game concepts that will work within the existing engine. However, the original poster doesn't seem to have any existing tech, so I go back to, "What kind of game are ya making?" :) Tom |
From: Brian H. <pu...@py...> - 2001-09-16 21:53:21
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> Anyway, what are the topics for this list? What is "allowed" > and what is not? Everyone and his aunt nowadays does FPS or > RTS games, but are those the only games that will be discussed here? Any type of game _design_ issues are encouraged for discussion. This can mean FPS, strategy, puzzle, adventure, whatever floats your boat. The introduction message has been slightly updated to reflect this. The only really major rule is that things stay on-topic, which means talking about pure technology or platform issues should be redirected to the appropriate mailing lists. Regards, Brian |
From: Brian H. <pu...@py...> - 2001-09-16 21:23:28
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> It depends entirely on the game itself. Actually, it really depends on what your product's strength is. If you have a great design and need the right technology, then base your technology on the design. But, if you have a great technology, try to derive a design that leverages that technology. Brian |
From: Death H. <dea...@ga...> - 2001-09-16 18:22:40
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> >2. I am currently trying many different techniques, and I always need some > >sampla level data. Can you recommend some (preferably free) level editors > >with ability to export to a custom format, or at least with a good > >documentation about the available format? > > For interior and character modelling stuff, I'd look into the Quake > editors. There's tons of free ones, and a lot of people that know how to > use them. As for modelling tools, I use Milkshape3D. It's not that expensive, and I need a model editor anyway. Besides, it supports quake, hl, unreal... models and animations, so I have lots of test data at the bare beginning. But I still can't decide about the level editor. It seems Worldcraft is the best... but people also like Quoole, Q3radiant... does any of you have any experiences with some of them? And a question for Tom: what's the current number of subscribers to this list? Thanks, and I hope I'm not bothering too much. DHunter. |
From: Death H. <dea...@ga...> - 2001-09-16 18:13:21
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> Anyway, what are the topics for this list? What is "allowed" and what is > not? Everyone and his aunt nowadays does FPS or RTS games, but are those > the only games that will be discussed here? I am not the one who founded this list, however, it should be used for discussions about game development, the type of the game was not specified. > I'd like to see some discussion on programming hardcore strategic games. > I've so far found no forum on the 'net for discussing development of these > kinds of games, so I'm hoping a few developers would find their way > here... > As long as it is related to *design* of a *game*, I believe it's welcome. And if it's not related directly to design, maybe you should try the 'general' list... My appologize to Tom if I have stated anything wrong... please correct me. Otherwise, hope this helps. DHunter |
From: Jasper M. <ja...@st...> - 2001-09-16 17:25:48
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Okay. Jan, wanted some talk of strategy games, and I agree that there's plenty of good discussion to be had surrounding them. My personal interests mostly lie in strategy and role playing games, though 1st person games have a lot going on behind them too--at least potentially. At any rate, I'd like to talk about the technology mechanics used in 4X strategy titles. I know this is often a "hot topic" on message boards for such games, but that doesn't mean there's nothing left to say. Some of the older ideas are, I agree, pretty tired, but I'd like to see ideas for entirely new technology systems--just as a matter of interest, even if they're not totally practical. Now, I tend to be more interested in designing 4X space "empire" games myself, but there are many incarnations of the 4X, including more historical games. There are many differences here. Take Moo2 and Civ2 for instance. In Civilization 2, each technology was its own discrete entity, and you empire either had it or it didn't. Each technology allowed the research of new technologies and itself relied on other, earlier techs. This is the first part of a technology system I find important: the relationships between techs. Moo2 had a slightly different system, where techs were grouped into major branches of science. Instead of moving up through the techs, one by one, as in Civ, the Moo2 player had to select which of six or so techs he wanted most within a given field, and there was no way to get the rest aside from trade. The second important aspect of a technology system, I'd say, is how technology affects the game. I.E. in Civ2, each discrete tech gave you new units, new buildings, etc. Meaning that in general, you got access to specific new options. In Moo2, many of the techs instead gave you some kind of benefit which couldn't directly be observed as a new unit, like better radar tracking. Lastly, there's how research is accomplished. Can the player choose what it is he wants or is it random? Can he theoretically research everything or are his selections limited? Is the rate of research fixed or can he built institutions and/or enact decrees that affect it? This post is getting pretty long as it is, so maybe I'll go into my own new system in another post, but what does everyone think? What games have had significantly different tech systems? What about some ideas for new ones? -- Jasper "Asmaul" McChesney ja...@st... / ja...@ja... "You told me, Regin, that this dragon was no larger than a serpent, but his tracks seem excessively large to me." - Sigurd, Saga of the Volsungs |
From: Tom H. <to...@3d...> - 2001-09-16 12:29:45
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At 05:03 AM 9/16/2001, Death Hunter wrote: >Hello all! > > I have been waiting for such a game list for a long time now. I hope > the following questions belong here. > >1. When designing games, engine design is very important. So I was >wondering what is your method of choice for culling? BSP? Portals? >Octrees? Something else? It depends entirely on the game itself. You need to decide what kind of worlds you need to represent, then chose a level description and engine style that gives you performance needed to make the game concept work. As a (very) general rule of thumb is that BSP and portal engines are good for interiors, and octrees / quadtrees (and their derivatives) are good for exteriors. You do a lot of culling in interiors, but exteriors are much more difficult do things like occlusion or PVS style culling. Since octrees are more flexible, I think we're seeing a lot of them used for both interiors and exteriors these days. Also, there's a lot of hybrid solutions (like octrees at a high level, with leaves containing BSP trees). Design the game first, then figure out how much you can support with different engine types and at what performance. There's always a trade-off but until you know what the requirements are, designing the engine it really a waste of time. >2. I am currently trying many different techniques, and I always need some >sampla level data. Can you recommend some (preferably free) level editors >with ability to export to a custom format, or at least with a good >documentation about the available format? For interior and character modelling stuff, I'd look into the Quake editors. There's tons of free ones, and a lot of people that know how to use them. Tom |
From: Death H. <dea...@ga...> - 2001-09-16 12:06:18
|
Hello all! I have been waiting for such a game list for a long time now. I hope = the following questions belong here. 1. When designing games, engine design is very important. So I was = wondering what is your method of choice for culling? BSP? Portals? = Octrees? Something else?=20 2. I am currently trying many different techniques, and I always need = some sampla level data. Can you recommend some (preferably free) level = editors with ability to export to a custom format, or at least with a = good documentation about the available format? Thank you. DHunter |