The Quest and the Spotlight.


As you probably read in the description of the first prototype , for this new project I would like to take a more agile and user-based development strategy: here the goal is not the game, but the process!

On the other hand, there is a main quest too, "My Main Quest" to be exact! The mission is simple and the purpose is to build an always stronger path that could help me , one day , to gain a job role in the videogame industry... but there is still a long road ahead of me!

So, whithout further ado in this specific post I want to talk you about the first version of my GDD  that you can find here
It helped me to clearify the main idea and to cut away all the unnecessary stuff. This is a really important practice that help you to focus only on the important things. 

If you are a traditional Game Designer, you probably found my GDD a little bit strange and particularly short.  Well, first of all, i think that there isn't a really standard template for GDDs but only a list of must have elements. Furthermore, in my opinion  every game has a specific structure for the GDD that is based on several factors

In this specific case, this is a GDD designed to be written and read from the same person which brings it to be more like a features and ideas organizer then a traditional GDD ! But let's put "Nux" under the spotlight!

First and foremost, nux is a latin word that means walnut. It refers to a social game played by the young people in the XX century or even before . It was basically the ancestor of the more recent marble games. So, I tought to create a game inspired by all these old games based on this interesting and primordial human passion for the combination : ability + spheric randomness.
As you read in the gdd, there is a section called risk analysis. This is probably my favorite chapter of the document because is where the Pandora's box opens! 

Here, the designer has the opportunity to join a self-reflecting experience, where questions born with the hope to meet meaningful answers! Is here the moment when the versions of a project could connect to each others in the better possible way. And what are the magic elements that brings this better possible way? 

FEEDBACK!

Feedback represent the most precious viable source of any designer! The quality of this ethereal matter lies in its heterogeneous and pure nature. True feedback are the only things that can help you to get away from the workbench of your project and led you in a place that is far enough to have a more objective point of view

This is one of the main reasons that has brought me to take this new methodology. I want this game to be not a game that I made, but an experience that I built for the others

So in conclusion, if you are a gamer, a game developer or just a curious passer-by, feel free to leave me a feedback in any form you wish: you can write a comment, send me a pm to any social network personal pages or even an email if you want. Don't be shy! Remember, there are no bad feedback but only incredible opportunities! 

F.A. from 55 Hp Games.


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