Saturday, 31 October 2015

Story and Production Line

With every plan and idea coming together, only one thing remains to do: develop a story. Now my game is designed to be a quick, arcade-like game so from the start I never really considered introducing a story to it. Saying that, I think there should be some form of context to what the players are doing somewhere in the game but not one that’s too in depth else it will slow down the fast pace of the game.

My short and quick concept is that each player is one of two brothers who are arguing about which one of them is the best shooter in the West. Eventually they decide to resolve the issue with a target shooting contest. At the end of the game, the player who did best is crowned the winner and that brother is the best shooter of the two.

Coming up with a short story didn’t take very long and adds a little bit extra to the game in terms of some context. Finishing that allowed me to go onto the final stage of the design process: the production line. This isn’t the same as in a factory where items are created, instead it’s a timeline of the projects design, showing when criteria were accomplished and when deadlines are approaching. My production line starts at the end of October, with the first marker being the creation of my specification, and ends approximately halfway through December when I’ll hand in my GDD containing all the details and plans of my game. Production lines are good for monitoring the progress of a project and assessing what areas may have needed more time put into them.
Production Line

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