This week, I completed the draft of my Game Design Document (GDD), setting out all my current ideas for this game. However, as I have not yet delved deeper into the game’s development, I have not yet formulated detailed concepts for the sections highlighted in yellow within the GDD.
My draft Game Design Document (GDD) screen shoot:






During Monday’s one-to-one tutorial, I discussed my Game Design Document (GDD) with Vanissa. She offered suggestions regarding my game concept and GDD, encouraging me to enhance the overall quality of my game.
My Major: Game Design
My Minor: Technical Design
Q&A:
Suggestion: Check systems design as your game has a lot of this – and design them well, using Venny’s approachAdd a loop about the consequence on the relationship (player agency section)
Q: Add a loop about the consequence on relationships (player agency section)
A: Player Agency
Players can customise their character’s appearance.
As a supplement: Players may customise their characters, though the game will feature a fixed selection of animal species for players to choose from.
Each species possesses its own specialised domain, and these strengths prove advantageous in certain aspects of gameplay. A player’s choice of character influences the efficiency and outcomes of cooking, gathering, and decorating activities. (For instance, selecting the duck species grants a higher success rate and faster gathering speed for ingredients in rivers or other bodies of water compared to other species.)
Players can decorate their houses themselves and customise their house locations. (It has no bearing whatsoever on subsequent gameplay.)
Players may freely choose their community.
This impacts the selection of teammates within the game; choosing a community is equivalent to selecting your in-game squad, with players from the same community required to complete tasks together. The choice of community influences the overall gaming experience.
Players may freely choose how to participate in festival preparations (cooking, gathering ingredients, decorating the community).
The selection of game segments corresponds to the initial choice of player character. Players selecting segments where their character excels will accelerate task completion efficiency, whilst choosing segments where they lack proficiency will reduce task efficiency and consequently increase the failure rate. (Note: Players may freely select their preferred segments; the system will not prevent player choices based on mismatches between character traits and selected segments.)
This will affect the relationships between characters, the theme of the festival, and the outcome of the celebrations.
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