Time and again, we all come across a lot of users who have this fantastic game idea to pitch and are looking out for programmers, artists or voice over actors. Most of the time these requests tend to be a bit vague and thus the person requesting may not be able to convey his or her idea clearly. This causes the whole process of collaborating or getting a good team together to totally falls apart.
So to make things simpler, here (below) is a format that one can use while pitching a project out or writing up a game schematic. I have also included an example file as a case study if you might find that useful. You can also download the pfd version here to print out or the editable word document here
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_____________ Template ________________________________________
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Title:
Overview:
Game Principals :
hunting
searching
aiming
timing
hiding
puzzle
patterns
learning
action
adventure
rpg
fps
third person
top down view
escape the room
point and click
tactile- strategy
defense
arcade
experimental
etc
Game Type:
Level based
Objective Based
Level-Objective based
Game Layout
Player Controllers
Mouse
Keyboard
Mouse and Keyboard
Total Number of Levels/Objectives
Points per level/objective
Power ups and Power downs
Physics of the game
Reaction of Player with
environment
power-ups
power-downs
NPC (non player class)
enemy
UI/Others
Cut Scene Animation.
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Case study: I picked a random game from my newgrounds favorite list and did a case study, thus to cover one example on how to create a game template. ________________________________________
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Title: Commie Cannon (ref: http://tinyurl.com/commiecannon by Ansel Lies and Tom Brein)
Overview: Kill enemies and their projectile from destroying your nuclear stockpile.
Game Principals:
defense game
Game Type:
Arcade style game (Level progression cannot be saved)
Game Layout
Pixel based, flat 2d view with 10 nuclear missiles, 5 on each side, with the turret base in the center. Enemies are flying in and out of the screen, dropping bombs from the top.
Player Controllers
Mouse
The Base turret follows the mouse with a slight delay and fires one missile at a time on each click of the mouse. There is a slight delay between each missile of 'x' amount of seconds, where 'x' can be a tweakable variable.
Total Number of Objectives/Enemies
There are three kinds of enemies
Chopper (1st tier)
Plane (1st tier)
Zeppelin (2nd tier)
There are two kinds of projectiles
Plane and Chopper Bombs
Zeppelin Bombs
Points per objective/enemy
Each time the players missile hits any enemy, the player gets 50 points.
Physics of the game
The player has to defend his base and his nuclear stock pile.
The number of nuclear stockpiles to defend are 10 in number
The nuclear stockpiles does not have any HP and can explode on being hit by a 1st tier or a 2nd tier enemy.
The base has a HP of 100
If the base is hit by a 1st tier enemy, it loses 10HP
If the base is hit be a 2nd tier ebemy, it loses 20HP
There are two ways a player can lose the game
When the player loses all the nuclear stockpile
when the hp of the player falls below 10HP.
Enemies:
Chopper (1st tier) : One hit to explodePlane (1st tier) : Two hits to explodeZeppelin (2nd tier) : Immortal. Plane and Chopper Bombs: One hit to explodeZeppelin Bombs
User Interface
Splash screen:
Title of the game
Buttons namely : Play and Instructions
Credits
Instructions screen:
Instructions
Buttons namely : Menu and Instructions
Game Over screen
Text
Score
Buttons namely : Menu and Instructions
Cut Scene Animation.
Transition on 'Splash' and 'Game Over' screen
Base exploding
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Feel free to modify and contribute.
Cheers
Ajay