The proposal document for Pyramind (now the working title) can be found here
To be honest, although it is necessary practice for a well rounded background in "game design" in general, I don't plan on being a game designer as it is conceptualized. So alot of the chunks were just because it needed something to go there. I'm therefore not too worried about how well I can actually sell a game idea because I'm not good at forming them from nothing; but I hope it reads well enough for you guys.
I think the use of some of those charts and diagrams does a great job of streamlining the information we need to know...my only complaints are with the comparison table. Civilization doesn't have historical context or multiplayer? That got me a little confused. In any case, regardless of what field you go into, details in your design docs are important. The more clear cut your design is, the less time is wasted when other teams ask questions about how to implement it or deal with edge cases. There is always room for iteration, but it is better to iterate on a finished idea than an incomplete one.
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