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| Document Type | Purpose | Typical Length |
|---|---|---|
| Creative Brief | Vision, pillars, target audience | 2-5 pages |
| GDD (Game Design Document) | Complete game specification | 20-100+ pages |
| System Design Doc | Single system deep-dive | 5-20 pages |
| Feature Brief | Individual feature specification | 2-8 pages |
| Technical Design Doc | Implementation specifications | 10-30 pages |
| 文档类型 | 用途 | 典型篇幅 |
|---|---|---|
| 创意简报 | 愿景、核心支柱、目标受众 | 2-5页 |
| GDD(游戏设计文档) | 完整的游戏规格说明 | 20-100+页 |
| 系统设计文档 | 单一系统深度解析 | 5-20页 |
| 功能简报 | 单个功能的规格说明 | 2-8页 |
| 技术设计文档 | 实现规格说明 | 10-30页 |
1. OVERVIEW
- System Name & Codename
- Design Pillars (3-5 guiding principles)
- Player Fantasy (what experience this delivers)
- Dependencies (other systems this touches)
2. CORE LOOP
- Primary loop diagram (Mermaid or ASCII)
- Session flow with timing
- Win/loss states and triggers
3. MECHANICS SPECIFICATION
- Input mechanics (player actions)
- Processing mechanics (game calculations)
- Output mechanics (feedback/rewards)
- Edge cases and failure states
4. ECONOMY INTEGRATION
- Currency inputs (what players spend)
- Currency outputs (what players earn)
- Sink/faucet balance
- Cross-system influence maps
5. PROGRESSION
- Unlock conditions
- Difficulty scaling
- Mastery indicators
6. UI/UX REQUIREMENTS
- Screen inventory
- Key interactions
- Animation requirements
- Audio cues
7. TECHNICAL NOTES
- Data structures
- State management
- API endpoints needed
- Performance considerations
8. METRICS & ANALYTICS
- KPIs to track
- A/B test opportunities
- Balancing levers
9. APPENDICES
- Probability tables
- Payout matrices
- Reference materials1. 概述
- 系统名称及代号
- 设计支柱(3-5条指导原则)
- 玩家体验预期(该系统提供的体验)
- 依赖关系(涉及的其他系统)
2. 核心循环
- 主循环图(Mermaid或ASCII格式)
- 带时间节点的会话流程
- 胜负状态及触发条件
3. 机制规格说明
- 输入机制(玩家操作)
- 处理机制(游戏计算)
- 输出机制(反馈/奖励)
- 边缘情况及失败状态
4. 经济系统集成
- 货币输入(玩家消耗的资源)
- 货币输出(玩家获得的资源)
- 消耗/产出平衡
- 跨系统影响图谱
5. 进度系统
- 解锁条件
- 难度缩放规则
- 熟练度标识
6. UI/UX要求
- 界面清单
- 关键交互方式
- 动画要求
- 音频提示
7. 技术说明
- 数据结构
- 状态管理
- 所需API端点
- 性能考量
8. 指标与分析
- 需追踪的KPI
- A/B测试机会
- 平衡调节点
9. 附录
- 概率表
- 赔付矩阵
- 参考资料FEATURE: [Name]
STATUS: [Concept | In Design | Ready for Dev | In Development]
OWNER: [Designer name]
VERSION: [X.X]
PROBLEM STATEMENT
What player need does this address?
SOLUTION OVERVIEW
High-level description (2-3 sentences)
SUCCESS CRITERIA
- Metric 1: [target]
- Metric 2: [target]
SCOPE
In Scope:
- Item 1
- Item 2
Out of Scope:
- Item 1
DEPENDENCIES
- System/Feature it requires
- System/Feature it affects
DETAILED SPECIFICATION
[Body of the feature design]
OPEN QUESTIONS
- [ ] Question 1
- [ ] Question 2功能:[名称]
状态:[概念阶段 | 设计中 | 待开发 | 开发中]
负责人:[设计师姓名]
版本:[X.X]
问题陈述
该功能解决了玩家的哪些需求?
解决方案概述
高层描述(2-3句话)
成功标准
- 指标1:[目标值]
- 指标2:[目标值]
范围
包含内容:
- 项1
- 项2
排除内容:
- 项1
依赖关系
- 所需的系统/功能
- 受影响的系统/功能
详细规格说明
[功能设计主体内容]
待解决问题
- [ ] 问题1
- [ ] 问题2SYS-[ABBREV]-[NUM]SYS-TULIP-001FEAT-[ABBREV]-[NUM]FEAT-WAGER-012MECH-[ABBREV]-[NUM]MECH-CARD-003UI-[ABBREV]-[NUM]UI-HUD-007[See SYS-TULIP-001][Ref: FEAT-WAGER-012]SYS-[缩写]-[编号]SYS-TULIP-001FEAT-[缩写]-[编号]FEAT-WAGER-012MECH-[缩写]-[编号]MECH-CARD-003UI-[缩写]-[编号]UI-HUD-007[参见 SYS-TULIP-001][参考:FEAT-WAGER-012]graph TD
A[Session Start] --> B[Place Wager]
B --> C[Deal Cards]
C --> D{Player Decision}
D -->|Hit| C
D -->|Stand| E[Dealer Plays]
E --> F{Outcome}
F -->|Win| G[Payout + Farm Bonus]
F -->|Lose| H[Consolation Mechanic]
G --> I[Session End]
H --> Igraph TD
A[Session Start] --> B[Place Wager]
B --> C[Deal Cards]
C --> D{Player Decision}
D -->|Hit| C
D -->|Stand| E[Dealer Plays]
E --> F{Outcome}
F -->|Win| G[Payout + Farm Bonus]
F -->|Lose| H[Consolation Mechanic]
G --> I[Session End]
H --> I| Outcome | Probability | Payout | House Edge | RTP |
|---|---|---|---|---|
| [name] | X.XX% | X:1 | X.XX% | XX% |
| 结果 | 概率 | 赔付 | 庄家优势 | RTP |
|---|---|---|---|---|
| [名称] | X.XX% | X:1 | X.XX% | XX% |
Day X of [Season][Function]-[Generation]INFLUENCE-[ID][季节]第X天[功能]-[代际]INFLUENCE-[编号]references/templates.mdreferences/templates.md