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game-planner

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Updated 10-16 01:15

About this skill

Game Planner

Professional game planning framework — produces industry-standard game design documents (GDD)

Applicable Scenarios

  • GDD initialization and architecture design
  • Integration of scattered design documents
  • GDD completeness audit
  • Feature Document writing
  • Numerical balance design framework

Quick Commands

/game-planner gdd init          # 初始化新專案 GDD
/game-planner gdd audit         # 審計現有 GDD 完整性
/game-planner gdd consolidate   # 整合散落的設計文件為單一 GDD
/game-planner feature [名稱]    # 生成 Feature Document
/game-planner mechanic [名稱]   # 設計遊戲機制
/game-planner balance [系統]    # 數值平衡分析

Core Philosophy

The Modern Philosophy of GDD

Industry consensus:There is no single standard format, but there are common principles:

Principle Description
Living Document A living document that is continuously updated, not a one-time product
Agile & Lightweight Agile and lightweight, avoiding hundreds of pages that no one reads
Findable Information can be found quickly
Visual Games are a visual medium, and documents should also be visualized

Two-Layer Architecture Design

┌─────────────────────────────────────────────────────────────┐
│  Master Document (主文件)                                    │
│  ├── 執行摘要、願景、設計支柱                                │
│  ├── 核心玩法概覽                                           │
│  └── 連結到各 Feature Documents                             │
└─────────────────────────────────────────────────────────────┘
                              ↓
┌─────────────────────────────────────────────────────────────┐
│  Feature Documents (功能文件)                                │
│  ├── 戰鬥系統                                               │
│  ├── 角色系統                                               │
│  ├── 經濟系統                                               │
│  └── ...                                                    │
└─────────────────────────────────────────────────────────────┘

GDD Standard Structure

Required Sections of the Master Document

Section Content Priority
1. Executive Summary One-page overview: game name, genre, platform, target audience, elevator pitch P0 Required
2. Design Pillars 3-5 core design principles, the basis for all decisions P0 Required
3. Core Gameplay Gameplay loop, win/loss conditions, controls P0 Required
4. Game Mechanics Overview of each system (linked to Feature Doc) P0 Required
5. Narrative and Worldview Story outline, setting summary P1 Important
6. Character Design Overview of main characters P1 Important
7. Level Design Level structure, progression design P1 Important
8. UI/UX Design Interface flow, HUD design P1 Important
9. Music and Sound Effects Audio style guidelines P2 Supporting
10. Business Model Pricing, monetization strategy P1 Important
11. Development Plan Milestones, schedule P1 Important
12. Risk Assessment Potential risks and responses P2 Supporting

Feature Document Template

# [系統名稱] Feature Document

## 設計目標
> 這個系統要解決什麼問題?帶來什麼體驗?

## 核心機制
### 基礎規則
### 數值設計
### 特殊情況

## 玩家體驗
### 預期感受
### 風險與負面體驗

## 與其他系統的關係
### 依賴系統
### 影響系統

## 實作優先級 (LoQ)
| 層級 | 內容 | 狀態 |
|------|------|------|
| Core | 最小可玩版本 | |
| Expected | 玩家預期功能 | |
| Desired | 加分功能 | |
| Aspirational | 理想狀態 | |

## 變更記錄
| 版本 | 日期 | 變更 |
|------|------|------|

GDD Audit Checklist

┌─────────────────────────────────────────────────────────────┐
│  GDD 審計清單                                                │
├─────────────────────────────────────────────────────────────┤
│                                                             │
│  ▣ 執行摘要                                                 │
│    □ 遊戲名稱與標語                                         │
│    □ 類型明確定義                                           │
│    □ 目標平台                                               │
│    □ 目標受眾                                               │
│    □ 電梯簡報(30秒版本)                                   │
│    □ 獨特賣點 (USP)                                         │
│                                                             │
│  ▣ 設計支柱                                                 │
│    □ 3-5 個核心設計原則                                     │
│    □ 每個支柱有清楚的「做/不做」範例                        │
│                                                             │
│  ▣ 核心玩法                                                 │
│    □ 玩法循環圖                                             │
│    □ 勝利/失敗條件                                          │
│    □ 操作方式(每平台)                                     │
│    □ 目標遊戲時長                                           │
│                                                             │
│  ▣ 遊戲機制                                                 │
│    □ 每個核心系統有 Feature Document                        │
│    □ 系統間的依賴關係明確                                   │
│    □ 數值設計有理論基礎                                     │
│                                                             │
│  ▣ 一致性檢查                                               │
│    □ 術語統一(術語表存在)                                 │
│    □ 版本號一致                                             │
│    □ 無相互矛盾的描述                                       │
│    □ 所有連結有效                                           │
│                                                             │
└─────────────────────────────────────────────────────────────┘

Design Pillar Examples

What Are Design Pillars?

Design pillars are 3-5 core principles used to guide all design decisions.

Characteristics of Good Design Pillars:

  • ✅ Can be used to reject features that do not fit
  • ✅ All team members can use them to make decisions
  • ✅ Unique to this project (not platitudes)

Bad Design Pillars:

  • ❌ "It should be fun" — platitude
  • ❌ "The visuals should be beautiful" — not measurable
  • ❌ "Players will like it" — not actionable

Example: Dead Romance Design Pillars

### 1. 敘事與系統融合
> 玩家不應感覺在「切換遊戲類型」

- ✅ 對話選擇 = 獲得卡牌
- ✅ 羈絆等級 = 解鎖能力
- ❌ 分離的「劇情模式」和「戰鬥模式」

### 2. 短節奏循環
> 保持 Galgame 的敘事節奏

- ✅ 戰鬥 60-90 秒(3-5 回合)
- ✅ 對話節點 10-20 秒
- ❌ 5 分鐘以上的戰鬥

### 3. 選擇有重量
> 每個選擇都影響 Build 和劇情

- ✅ 對話選項有系統效果
- ✅ 選擇影響結局分歧
- ❌ 純裝飾性選項

### 4. 愛是雙面刃
> 世界觀的核心:愛讓你變強也變危險

- ✅ 羈絆越深 → 能力越強 → 敵人越多
- ✅ 情感值高 → 傷害高 → 可能失控
- ❌ 單純的「好感度 = 獎勵」

Numerical Design Framework

Basic Principles of Numerical Balance

Principle Description Example
Symmetry Resource inflow and outflow should be balanced Gain X energy per turn, consume X-Y energy
Predictable Players can estimate outcomes Damage formula is clearly visible
Risk/Reward High risk corresponds to high reward Emotion value 9-10: Damage +50%, may lose control
Growth Curve Avoid being flat or too steep Bond level benefits increase progressively but have a cap

Combat Numerical Template

預期每回合:
├── 資源收入:+X(基礎)+ Y(技能)
├── 資源支出:Z(打出 N 張牌)
├── 傷害輸出:A-B
└── 傷害承受:C-D

預期每場戰鬥(回合數 R):
├── 總傷害輸出:(A-B) × R = ?
├── 總傷害承受:(C-D) × R = ?
└── 淨收益:資源剩餘、卡牌獲得

敵人設計依據:
├── 普通敵群:HP = 輸出 × 2(2 回合清場)
├── 精英單體:HP = 輸出 × 3-4
└── Boss:HP = 輸出 × 5-7(含多階段)

Document Integration Process

From scattered documents to a unified GDD

┌─────────────────────────────────────────────────────────────┐
│  Step 1: 盤點現有文件                                        │
│  ├── 列出所有設計相關文件                                   │
│  ├── 標記每個文件的主題和版本                               │
│  └── 識別重複/矛盾的內容                                    │
├─────────────────────────────────────────────────────────────┤
│  Step 2: 定義權威來源                                        │
│  ├── 每個主題只有一個權威文件                               │
│  ├── 其他文件標記為 deprecated 或合併                       │
│  └── 建立術語對照表                                         │
├─────────────────────────────────────────────────────────────┤
│  Step 3: 建立主文件結構                                      │
│  ├── 創建 Master Document                                   │
│  ├── 將大型系統拆為 Feature Documents                       │
│  └── 建立交叉引用連結                                       │
├─────────────────────────────────────────────────────────────┤
│  Step 4: 內容遷移與整合                                      │
│  ├── 按優先級整合內容                                       │
│  ├── 解決矛盾(優先採用最新/最完整版本)                    │
│  └── 刪除冗餘內容                                           │
├─────────────────────────────────────────────────────────────┤
│  Step 5: 驗證與清理                                          │
│  ├── 執行 GDD 審計清單                                      │
│  ├── 確認版本號一致                                         │
│  └── 更新所有交叉引用                                       │
└─────────────────────────────────────────────────────────────┘

Integration Decision Matrix

When contradictions are found, use this decision process:

發現矛盾內容
    ↓
哪個版本較新?
    ↓
    ├── 版本 A 較新 → 傾向採用 A
    │
    └── 不確定/同時 → 哪個更完整詳細?
                          ↓
                          ├── A 更完整 → 採用 A
                          │
                          └── 都不完整 → 重新設計

Sharp Edges

SE-1: GDD Overdesign

  • Severity: high
  • Scenario: The GDD becomes a hundreds-of-pages document that nobody reads
  • Cause: Trying to define all details before development
  • Symptoms:
    • The team does not read the GDD
    • Implementation is severely disconnected from the document
    • Updating the GDD becomes a burden
  • Solution:
    • Adopt a two-layer structure (Master + Feature)
    • Keep the Master Document to 10-20 pages
    • Only systems in development need detailed Feature Docs
    • Use links instead of copy-pasting

SE-2: Design Contradictions

  • Severity: critical
  • Scenario: The same mechanic has different descriptions in different documents
  • Cause: Documents are scattered, with no authoritative source
  • Symptoms:
    • Developers do not know which version is correct
    • Repeated confirmation is needed during implementation
    • Everyone insists on their own view during discussions
  • Solution:
    • Designate an authoritative document for each topic
    • Establish a glossary to enforce consistency
    • Clearly mark outdated documents as deprecated
    • Regularly audit consistency

SE-3: Lack of Design Pillars

  • Severity: high
  • Scenario: Features pile up but lack direction
  • Cause: Core design principles have not been defined
  • Symptoms:
    • Each feature looks "good" on its own, but the whole lacks focus
    • It is difficult to reject new feature requests
    • Development priorities are difficult to decide
  • Solution:
    • Define 3-5 design pillars
    • Each pillar has "do/don't" examples
    • New features must answer "How does this enhance the core experience?"

Common Issues Checklist

Issue Symptom Solution
Design Contradictions The same mechanic has different descriptions in different documents Designate an authoritative document and unify terminology
Lack of Pillars Features pile up but lack direction Define design pillars and cut features that do not fit
Over-engineering The document is too long and no one reads it Split into Feature Docs and keep the main document concise
Terminology confusion The same concept has multiple names Establish a glossary and enforce consistency
Isolated documents Documents are scattered with no index Establish a main document index

Version control rules

版本號格式:vX.Y

X = 主版本(重大結構變更)
Y = 次版本(內容更新/修正)

更新規則:
- 新增章節/系統 → X +1
- 內容修正/補充 → Y +1
- 術語/格式統一 → Y +1

Reference resources

Related fields

  • [[game-design]] - Game design theory and mechanics
  • [[storytelling]] - Game narrative and script
  • [[ui-ux-design]] - Game UI/UX