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Game Design Master Document

Gameplay

  • A single interaction should cause a single action
    • Giving multiple actions to the same interaction will cause confusion
  • Destruction is caused by the player
    • Entities can't break or place blocks
    • A player sets off an explosion, a player presses a button, etc
  • Each biome should have something unique setting it apart from others
    • Plains is flat, forest is dense, ocean is under water, jungle has tall trees, etc
  • Each ore should generally have a unique usage
    • For example, iron is used for tools, copper is used for circuits, coal is used for cooking
  • Interactions should occur in-world
    • When crafting, you place items on the table, rather than opening a GUI
  • Features should build off of each other, not overrule each other
    • Different types of armor protect you from different things
    • If you want to add a new item for a specific feature, try to find an old item that can fit that feature first
  • Don't be afraid to change or throw out things that aren't working or fun
  • Don't strive to be realistic
    • "I've never thought to myself that realism is fun, I go play games to have fun" - Gabe Newell

Art

  • Each set of colors in an image should tend to at most 5 hues/shades
    • 5 hues/shades of brown, 5 hues/shades of green, 5 hues/shades of orange, etc
    • Dithering should be used to make hues/shades blend into one another
  • A texture should use as little color sets as possible
    • A fox texture would have white, black, and orange
  • "Natural" block textures should tesselate discreetly
    • A wall made of a single natural material should not look like it's being tiled