game-systems-doc

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Game Systems Documentation

游戏系统文档

Create professional AAA-quality game design documents with consistent structure, cross-referencing, and implementation-ready specifications.
创建具有统一结构、交叉引用和可直接用于开发的规格说明的专业AAA级游戏设计文档。

Document Hierarchy

文档层级

Document TypePurposeTypical Length
Creative BriefVision, pillars, target audience2-5 pages
GDD (Game Design Document)Complete game specification20-100+ pages
System Design DocSingle system deep-dive5-20 pages
Feature BriefIndividual feature specification2-8 pages
Technical Design DocImplementation specifications10-30 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

Required Sections by Document Type

各文档类型的必填章节

System Design Document (Minigames, Core Loops)

系统设计文档(小游戏、核心循环)

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 materials
1. 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 Brief Template

功能简报模板

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2

Cross-Reference Standards

交叉引用标准

Use consistent ID formatting for traceability:
  • Systems:
    SYS-[ABBREV]-[NUM]
    (e.g.,
    SYS-TULIP-001
    )
  • Features:
    FEAT-[ABBREV]-[NUM]
    (e.g.,
    FEAT-WAGER-012
    )
  • Mechanics:
    MECH-[ABBREV]-[NUM]
    (e.g.,
    MECH-CARD-003
    )
  • UI Screens:
    UI-[ABBREV]-[NUM]
    (e.g.,
    UI-HUD-007
    )
Reference format in documents:
[See SYS-TULIP-001]
or
[Ref: FEAT-WAGER-012]
使用统一的ID格式以确保可追溯性:
  • 系统:
    SYS-[缩写]-[编号]
    (例如:
    SYS-TULIP-001
  • 功能:
    FEAT-[缩写]-[编号]
    (例如:
    FEAT-WAGER-012
  • 机制:
    MECH-[缩写]-[编号]
    (例如:
    MECH-CARD-003
  • UI界面:
    UI-[缩写]-[编号]
    (例如:
    UI-HUD-007
文档中的引用格式:
[参见 SYS-TULIP-001]
[参考:FEAT-WAGER-012]

Diagram Standards

图表标准

Use Mermaid for:
  • Flow diagrams (game loops, player journeys)
  • State machines (game states, UI states)
  • Sequence diagrams (multiplayer interactions, API calls)
  • Entity relationship diagrams (data models)
Example loop diagram:
mermaid
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 --> I
使用Mermaid绘制以下图表:
  • 流程图(游戏循环、玩家旅程)
  • 状态机(游戏状态、UI状态)
  • 时序图(多人交互、API调用)
  • 实体关系图(数据模型)
示例循环图:
mermaid
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 --> I

Probability & Payout Tables

概率与赔付表

Format all gambling mechanics with:
OutcomeProbabilityPayoutHouse EdgeRTP
[name]X.XX%X:1X.XX%XX%
Always include:
  • Theoretical RTP (Return to Player)
  • House edge calculation
  • Variance classification (Low/Medium/High)
  • Hit frequency
所有博彩机制需按以下格式呈现:
结果概率赔付庄家优势RTP
[名称]X.XX%X:1X.XX%XX%
需始终包含:
  • 理论RTP(玩家回报率)
  • 庄家优势计算
  • 方差分类(低/中/高)
  • 命中频率

Writing Standards

写作标准

  • Use active voice and imperative mood
  • Present tense for mechanics ("Player taps to confirm")
  • Future tense for implementation notes ("System will validate...")
  • Specific numbers over vague terms ("3 seconds" not "a few seconds")
  • Define all jargon on first use
  • 使用主动语态和祈使语气
  • 机制描述使用一般现在时(例如:“玩家点击确认”)
  • 实现说明使用一般将来时(例如:“系统将验证……”)
  • 用具体数字替代模糊表述(例如:“3秒”而非“几秒”)
  • 首次使用的行话需定义

Farming in Purria Conventions

《Purria》农场系统惯例

Project-specific standards:
  • Seasons: 42-day cycles, reference as
    Day X of [Season]
  • Currency tiers: Petals (soft) → Seeds (premium) → Bulbs (ultra-rare)
  • Simulin naming:
    [Function]-[Generation]
    (e.g., Harvester-Mk3)
  • Card sessions: Always specify table (Tulip Hold'em, Hexfield Fortune, etc.)
  • Influence mapping: Document card→farm effects with
    INFLUENCE-[ID]
项目专属标准:
  • 季节:42天周期,格式为
    [季节]第X天
  • 货币层级:花瓣(软通货)→ 种子(高级通货)→ 球茎(超稀有通货)
  • Simulin命名规则:
    [功能]-[代际]
    (例如:Harvester-Mk3)
  • 卡牌场次:需明确指定牌桌类型(如郁金香德州扑克、六边形运势牌桌等)
  • 影响图谱:使用
    INFLUENCE-[编号]
    记录卡牌→农场的影响关系

Quality Checklist

质量检查表

Before finalizing any document:
  • All sections have content (no TBDs in shipped docs)
  • Cross-references resolve to existing documents
  • Numbers are specific and justified
  • Diagrams render correctly
  • Economy math is validated
  • Edge cases are addressed
  • Implementation notes are actionable
  • Version number is updated
For detailed templates, see
references/templates.md
在最终确定任何文档前,需完成以下检查:
  • 所有章节均有内容(交付文档中无待填充项)
  • 交叉引用指向现有文档
  • 数字具体且合理
  • 图表渲染正常
  • 经济系统计算已验证
  • 边缘情况已覆盖
  • 实现说明具备可操作性
  • 版本号已更新
如需详细模板,请查看
references/templates.md