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.
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Production Line |
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