Games GDD

GDD

Games GDD

The introduction to GDD involved a lot of questions and questioning yourself. I like the way that it is written because it's very thought provoking. In the reading it mentions that throwing a bunch of game elements together can be very hit and miss. When the game is a larger project the stakes are higher because if you end up missing, you've just wasted a lot of peoples time. 

The first article that I read was Design Considerations by Greg Aleknevicus. 
The first thing I did was look at the headings that the author used. I disregarded the introductions and went straight for the bold texts. The reason I did this is because I want to be able to see what I'll be reading about so that I can make short notes for myself.
Here's the topics that I'll be focusing on (Based on the article):
  • Components
The design of components can go a long way in determining how much a game is enjoyed. A good game does not necessarily require good components but they certainly don't hurt.
  • The Box
For the most part, the design of the box has nothing to do with how the game plays but there are still issues to consider. Most first impressions of a game come from the box and so a good design will go a long way to actually selling it.
  • Cards
Does not apply to my game.
  • Themes
Have the theme work with the rules rather than against them.
  • Rules
Complicating matters is the fact that no matter how good a job you do, somewhere, somebody is going to misinterpret them. With this in mind there are some general principles that can help minimise problems.
  • Summary
There are things that a publisher can do to improve a game that does involve spending a money may be worthwhile.



Now, not all of these will relate to my game as I don't have any Cards and my game will not be physical but I did read the article and take into consideration on what I could potentially make the game, if it ends up growing to a bigger scale.

The Design Considerations is also thought-provoking. I love the readings that we are given each week because it helps me understand more about Game Design and do some research myself.

The second article that I read was a GDD users guide that I found myself.
In this article it actually broke down GDD and helped me understand what I was reading.

GDD Description:
The purpose of the General Data Descriptor Library (GDD library) is to fully describe, hold, and manage scalar and array data.

A GDD describes and manages a piece of data using the following information:
  • Application Type (user assigned integer value)
  • Primitive Type (storage type identifier - int/double/short/etc.)
  • Dimension (of array data)
  • Bounds (array data structure information)
  • Destructor (to delete referenced array data)
  • Time Stamp (last time updated)
  • Status (user assign data status field)
  • Reference Count
  • Data Field

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