WEBVTT 1 00:00:06.547 --> 00:00:09.904 Game Basics SNG Game Play and System Planning 2 00:00:27.238 --> 00:00:28.096 Hello 3 00:00:28.096 --> 00:00:30.947 This is SNG game designer Park Hyeong-Seon 4 00:00:30.947 --> 00:00:32.388 I'm here to tell you about SNG gameplay 5 00:00:32.388 --> 00:00:36.119 and the process of system design 6 00:00:36.119 --> 00:00:38.766 I will explain step by step 7 00:00:38.766 --> 00:00:40.371 how you make a system design plan 8 00:00:40.371 --> 00:00:42.949 as a systems designer 9 00:00:42.949 --> 00:00:44.679 with some actual examples 10 00:00:44.679 --> 00:00:46.529 and reviewing those plans 11 00:00:46.529 --> 00:00:48.528 step by step 12 00:00:48.528 --> 00:00:50.516 Through this process 13 00:00:50.516 --> 00:00:52.306 I want you to imagine yourself 14 00:00:52.306 --> 00:00:56.238 as a game systems designer 15 00:00:56.238 --> 00:00:58.803 and that you are looking at an actual game design plan 16 00:00:58.803 --> 00:01:00.976 and think of what you would have done 17 00:01:01.655 --> 00:01:05.169 Game Overview and Gameplay Screen 18 00:01:05.619 --> 00:01:10.335 First, let me go over the full plan document 19 00:01:10.335 --> 00:01:13.433 A full plan is the detailed plan 20 00:01:13.433 --> 00:01:16.138 for the entire game's system 21 00:01:16.138 --> 00:01:18.943 It will first and foremost need a short description of the game 22 00:01:18.943 --> 00:01:20.932 So it needs to describe 23 00:01:20.932 --> 00:01:22.699 what this game is about 24 00:01:22.699 --> 00:01:26.337 In this game, you are a villager in a farming village 25 00:01:26.337 --> 00:01:28.314 and as you grow crops and sell them to make profit 26 00:01:28.314 --> 00:01:31.759 the village will grow 27 00:01:31.759 --> 00:01:36.051 Next is a flow chart of the game's major gameplay flow 28 00:01:36.051 --> 00:01:38.907 and the elements of the game 29 00:01:38.907 --> 00:01:43.615 You spend gold to install buildings, grow crops in the field 30 00:01:43.615 --> 00:01:47.810 create products in facilities, make profit from customers and orders 31 00:01:47.810 --> 00:01:51.257 then spend crops and products, earn gold 32 00:01:51.257 --> 00:01:54.227 That is the major gameplay flow 33 00:01:54.227 --> 00:01:57.474 The reason gold is spent in the beginning 34 00:01:57.474 --> 00:01:59.734 is because there are no buildings to begin with 35 00:01:59.734 --> 00:02:02.158 and you have to pay to build them 36 00:02:02.158 --> 00:02:05.253 Which is why at the beginning of the game 37 00:02:05.253 --> 00:02:07.468 the player has to have some gold to begin with 38 00:02:07.468 --> 00:02:10.057 Otherwise the gameplay flow can't begin 39 00:02:10.057 --> 00:02:12.809 The core elements of this game 40 00:02:12.809 --> 00:02:16.108 is harvesting crops, producing products, and making profit 41 00:02:16.108 --> 00:02:18.562 Here are the descriptions of these elements 42 00:02:18.562 --> 00:02:21.998 You plant crops in the field to grow and harvest them 43 00:02:21.998 --> 00:02:23.419 After you plant a crop 44 00:02:23.419 --> 00:02:25.022 a set amount of time has to pass 45 00:02:25.022 --> 00:02:27.258 for it to grow and be available for harvest 46 00:02:27.258 --> 00:02:30.630 Also, after you get a workshop 47 00:02:30.630 --> 00:02:32.548 these crops can be used as ingredients for crafting 48 00:02:32.548 --> 00:02:35.723 But there are storages to store crops in 49 00:02:35.723 --> 00:02:38.069 and storage space is limited 50 00:02:38.069 --> 00:02:39.767 so storages also have to be expanded 51 00:02:39.767 --> 00:02:41.308 that is a problem for the player to solve 52 00:02:41.308 --> 00:02:43.206 So the system is made 53 00:02:43.206 --> 00:02:44.818 so that there is a limit to storage space 54 00:02:44.818 --> 00:02:46.214 in order to persuade the player 55 00:02:46.214 --> 00:02:48.969 to make an in-game purchase 56 00:02:48.969 --> 00:02:50.674 And as for the creating profit element 57 00:02:50.674 --> 00:02:52.410 As the player's level increases 58 00:02:52.410 --> 00:02:54.307 orders will be unlocked 59 00:02:54.307 --> 00:02:57.763 and the player can fulfill NPCs' orders 60 00:02:57.763 --> 00:03:00.568 to obtain EXP and gold 61 00:03:00.568 --> 00:03:02.443 There will also be visitors 62 00:03:02.443 --> 00:03:04.063 that buy whatever the player sells 63 00:03:04.063 --> 00:03:05.658 So that's another way to get gold 64 00:03:05.658 --> 00:03:08.435 Leveling up will also unlock the roadside shop 65 00:03:08.435 --> 00:03:10.568 where you can sell items to other players 66 00:03:10.568 --> 00:03:12.427 By selling products and crops 67 00:03:12.427 --> 00:03:13.782 to other players 68 00:03:13.782 --> 00:03:16.248 players can obtain gold 69 00:03:16.248 --> 00:03:19.103 All of this gameplay content 70 00:03:19.103 --> 00:03:21.059 also has to be made into a flow chart 71 00:03:21.059 --> 00:03:23.340 When you plant crops in a field 72 00:03:23.340 --> 00:03:26.028 the crop will grow and eventually be harvested 73 00:03:26.028 --> 00:03:30.969 Those crops go in production buildings to be processed 74 00:03:30.969 --> 00:03:34.779 You can try making this flow chart yourself 75 00:03:34.779 --> 00:03:38.327 And as for the order board and roadside shop 76 00:03:38.327 --> 00:03:39.837 That is where players can sell 77 00:03:39.837 --> 00:03:43.018 their products to make a profit 78 00:03:43.018 --> 00:03:44.671 But these exist 79 00:03:44.671 --> 00:03:47.059 as objects and UIs 80 00:03:47.059 --> 00:03:51.089 So the system works 81 00:03:51.089 --> 00:03:53.308 by the player selecting them 82 00:03:53.308 --> 00:03:57.158 to upload products or sell them 83 00:03:57.158 --> 00:04:01.118 Or if a certain product is being requested 84 00:04:01.118 --> 00:04:02.994 You have to deliver 85 00:04:02.994 --> 00:04:04.644 the exact item in the requested number 86 00:04:04.644 --> 00:04:06.359 to gain gold and experience points 87 00:04:06.359 --> 00:04:08.316 There is also a social aspect to this game 88 00:04:08.316 --> 00:04:11.769 You can visit friends' farms from your friend list 89 00:04:11.769 --> 00:04:14.748 and help them out 90 00:04:14.748 --> 00:04:17.769 This system exists to increase player retention 91 00:04:17.769 --> 00:04:20.311 Retention means the percentage 92 00:04:20.311 --> 00:04:23.499 of days that the player returns to the game 93 00:04:23.499 --> 00:04:26.420 Because in order for the player to stay longer 94 00:04:26.420 --> 00:04:27.737 they should have friends in the game 95 00:04:27.737 --> 00:04:29.787 The social function exists 96 00:04:29.787 --> 00:04:31.949 so that friends can communicate 97 00:04:31.949 --> 00:04:33.849 such as asking each other for help 98 00:04:33.849 --> 00:04:35.967 and visiting others' farms 99 00:04:35.967 --> 00:04:39.718 Now, in order to design the overall game 100 00:04:39.718 --> 00:04:42.869 you have to start from the gameplay screen 101 00:04:42.869 --> 00:04:44.608 When you first turn on the game 102 00:04:44.608 --> 00:04:46.347 After some notices pop up 103 00:04:46.347 --> 00:04:49.589 you will see the default screen of the game 104 00:04:49.589 --> 00:04:53.398 There are trees and fields 105 00:04:53.398 --> 00:04:58.428 cows, pigs, chickens and so on 106 00:04:58.428 --> 00:04:59.798 You can get eggs 107 00:04:59.798 --> 00:05:01.220 or pork and beef from the animals 108 00:05:01.220 --> 00:05:02.065 You could also get milk 109 00:05:02.065 --> 00:05:03.978 So you can see where resources are made 110 00:05:03.978 --> 00:05:05.520 Also on the screen 111 00:05:05.520 --> 00:05:07.479 is a production building where you can put those resources through 112 00:05:07.479 --> 00:05:09.818 If you press the friends button, you will see your friend list 113 00:05:09.818 --> 00:05:12.078 If you press the store button, the store pops up 114 00:05:12.078 --> 00:05:13.462 Let's look at 115 00:05:13.462 --> 00:05:17.559 the composition of the initial gameplay screen 116 00:05:17.559 --> 00:05:21.289 When you first begin the game 117 00:05:21.289 --> 00:05:23.820 Not all of the areas will be open 118 00:05:23.820 --> 00:05:27.708 For example, there will be 9 areas in total 119 00:05:27.708 --> 00:05:30.779 and only the center will be open to begin with 120 00:05:30.779 --> 00:05:33.349 Because if all of them are unlocked by default 121 00:05:33.349 --> 00:05:35.019 that means all of the content is accessible from the beginning 122 00:05:35.019 --> 00:05:37.990 Which will decrease players' retention 123 00:05:37.990 --> 00:05:39.516 So you have to plan in detail 124 00:05:39.516 --> 00:05:42.448 which areas will be open by default 125 00:05:42.448 --> 00:05:44.579 and what the overall landscape 126 00:05:44.579 --> 00:05:49.548 is structured like 127 00:05:49.548 --> 00:05:52.369 in order for the artist to make illustrations based on that 128 00:05:52.369 --> 00:05:54.759 and for the programmer to render the features 129 00:05:54.759 --> 00:05:57.879 And as for the locked areas 130 00:05:57.879 --> 00:06:00.199 usually if you select them, you will get a message 131 00:06:00.199 --> 00:06:03.458 and you can unlock them 132 00:06:03.458 --> 00:06:06.180 by leveling up or meeting certain requirements 133 00:06:06.180 --> 00:06:08.099 then paying a certain amount of gold 134 00:06:08.099 --> 00:06:10.251 Now you have to set 135 00:06:10.251 --> 00:06:12.779 the initial building environment 136 00:06:12.779 --> 00:06:15.550 This is a 30x30 field, for example 137 00:06:15.550 --> 00:06:17.091 What does this mean? 138 00:06:17.091 --> 00:06:19.109 You can see that the landscape is in a grid 139 00:06:19.109 --> 00:06:22.449 A grid will have multiple cells 140 00:06:22.449 --> 00:06:24.643 and it will have an X-axis and a Y-axis 141 00:06:24.643 --> 00:06:28.489 30x30 means that it is 30 cells long, on both axes 142 00:06:28.489 --> 00:06:31.438 Each building has a specific size as well 143 00:06:31.438 --> 00:06:33.725 For example, the house is 3x4 144 00:06:33.725 --> 00:06:39.128 so 3 cells on the X axis, and 4 on the Y axis 145 00:06:39.128 --> 00:06:42.428 A tree will be 1x1 or 2x2 146 00:06:42.428 --> 00:06:46.290 So you have to design 147 00:06:46.290 --> 00:06:47.949 how large each building is 148 00:06:47.949 --> 00:06:51.557 and also the size of the field 149 00:06:51.557 --> 00:06:52.948 and all of the buildings 150 00:06:52.948 --> 00:06:55.374 You also need to make an initial setup 151 00:06:55.374 --> 00:06:58.829 of the buildings for the start of the game 152 00:06:58.829 --> 00:07:00.264 Now then, let's set up the 153 00:07:00.264 --> 00:07:02.899 zoom in & out options of the game 154 00:07:02.899 --> 00:07:07.269 If this is a mobile game, for example 155 00:07:07.269 --> 00:07:10.299 the game will initially begin 156 00:07:10.299 --> 00:07:13.937 with the screen zoomed in 157 00:07:13.937 --> 00:07:17.428 But that makes each of the buildings too large 158 00:07:17.428 --> 00:07:19.968 and the player may want to see more things at once 159 00:07:19.968 --> 00:07:23.519 To do that, you take two fingers 160 00:07:23.519 --> 00:07:25.339 and pinch them to zoom out 161 00:07:25.339 --> 00:07:27.439 That makes the screen look like the right image 162 00:07:27.439 --> 00:07:29.639 But in order to implement this 163 00:07:29.639 --> 00:07:31.849 you need to set up 164 00:07:31.849 --> 00:07:33.708 how much the maximum zoom in 165 00:07:33.708 --> 00:07:35.548 and maximum zoom out is 166 00:07:35.548 --> 00:07:39.428 Once that's set up 167 00:07:39.428 --> 00:07:44.158 you can send that to the client programmer 168 00:07:44.158 --> 00:07:46.626 They will define between the phone screen 169 00:07:46.626 --> 00:07:48.700 and the buildable area 170 00:07:48.700 --> 00:07:52.008 and set the details of how much we can move the camera 171 00:07:52.008 --> 00:07:54.980 in either Unity 172 00:07:54.980 --> 00:07:58.519 or Unreal Engine 173 00:07:58.519 --> 00:08:00.360 There has to be details 174 00:08:00.360 --> 00:08:02.558 for all of the possible cases 175 00:08:02.558 --> 00:08:05.688 such as maximum zoom out 176 00:08:05.688 --> 00:08:09.099 and maximum zoom in 177 00:08:09.099 --> 00:08:10.951 such as camera placement 178 00:08:10.951 --> 00:08:13.359 and the X and Y coordinates 179 00:08:13.359 --> 00:08:16.260 By setting the camera 180 00:08:16.260 --> 00:08:17.449 based on how the phone screen would look 181 00:08:17.449 --> 00:08:18.990 at maximum zoom 182 00:08:18.990 --> 00:08:20.495 you can set standards 183 00:08:20.495 --> 00:08:23.220 for the actual rendered camera 184 00:08:23.220 --> 00:08:24.979 A common menu has to be set 185 00:08:24.979 --> 00:08:26.599 for the gameplay screen 186 00:08:26.599 --> 00:08:29.445 On the top, there would be 187 00:08:29.445 --> 00:08:33.618 basic player information 188 00:08:33.618 --> 00:08:38.032 player level, experience points 189 00:08:38.032 --> 00:08:39.278 building limit, gold 190 00:08:39.278 --> 00:08:41.550 crystals, and the option button 191 00:08:41.550 --> 00:08:44.858 Most games will have 192 00:08:44.858 --> 00:08:46.665 a building limit 193 00:08:46.665 --> 00:08:47.958 which decides how many buildings you can have 194 00:08:47.958 --> 00:08:52.149 So you can build up to a certain number 195 00:08:52.149 --> 00:08:53.579 and in order to increase this number 196 00:08:53.579 --> 00:08:55.258 you can build a special building 197 00:08:55.258 --> 00:08:57.748 So building limits are a way 198 00:08:57.748 --> 00:08:59.750 to put a limit on content 199 00:08:59.750 --> 00:09:02.538 Crystals or gems are currencies 200 00:09:02.538 --> 00:09:03.288 that require in-app purchases 201 00:09:03.288 --> 00:09:07.148 They can be bought directly with cash 202 00:09:07.148 --> 00:09:10.979 and are used to instantly complete things 203 00:09:10.979 --> 00:09:14.829 In order for the player to gain experience 204 00:09:14.829 --> 00:09:17.187 they can grow crops 205 00:09:17.187 --> 00:09:19.348 make products, ship them to customers 206 00:09:19.348 --> 00:09:21.029 and build buildings 207 00:09:21.029 --> 00:09:22.422 By earning experience 208 00:09:22.422 --> 00:09:24.658 the experience gauge will change from the before image to the after 209 00:09:24.658 --> 00:09:27.059 These also have to be defined by the designer 210 00:09:27.059 --> 00:09:30.298 You can design them using visuals and text 211 00:09:30.298 --> 00:09:32.506 When the player levels up 212 00:09:32.506 --> 00:09:34.408 the experience requirement changes 213 00:09:34.408 --> 00:09:35.658 and some states of the player change 214 00:09:35.658 --> 00:09:38.318 New content may be unlocked as well 215 00:09:38.318 --> 00:09:42.136 These should go in a data table 216 00:09:42.136 --> 00:09:43.690 Once the level increases 217 00:09:43.690 --> 00:09:46.019 a pop-up will show the level up rewards 218 00:09:46.019 --> 00:09:49.112 It should contain a message showing the gold and crystals 219 00:09:49.112 --> 00:09:50.750 the player obtained 220 00:09:50.750 --> 00:09:53.608 If there are none obtained, there shouldn't be a relevant message 221 00:09:53.608 --> 00:09:56.669 If there is some content unlocked by leveling up 222 00:09:56.669 --> 00:09:58.708 once the rewards pop-up is closed 223 00:09:58.708 --> 00:10:02.068 there will be a pop-up of the unlocked content 224 00:10:02.068 --> 00:10:03.864 It will show content the player can now access 225 00:10:03.864 --> 00:10:04.950 such as new buildings 226 00:10:04.950 --> 00:10:07.748 Leveling up also has the effect of making the player feel good 227 00:10:07.748 --> 00:10:09.229 Hopefully then they will keep visiting the game 228 00:10:09.229 --> 00:10:11.808 That is why buildings are unlocked one at a time 229 00:10:11.808 --> 00:10:14.999 and leveling up provides rewards 230 00:10:14.999 --> 00:10:18.138 But leveling up requires experience 231 00:10:18.138 --> 00:10:20.409 There has to be information 232 00:10:20.409 --> 00:10:22.849 on how much experience is required to reach each level 233 00:10:22.849 --> 00:10:25.228 So now you have to design 234 00:10:25.228 --> 00:10:27.698 a table of the required experience per level 235 00:10:27.698 --> 00:10:30.549 The higher the player level gets, the higher the required experience 236 00:10:30.549 --> 00:10:32.891 And so to the rewards 237 00:10:32.891 --> 00:10:35.500 such as the amount of gold 238 00:10:35.500 --> 00:10:39.299 You also need to plan out in detail the building limit 239 00:10:39.299 --> 00:10:41.411 You can see on the top 240 00:10:41.411 --> 00:10:44.019 there is a four leaf clover symbol 241 00:10:44.019 --> 00:10:47.550 When you place a decoration, the gauge increases 242 00:10:47.550 --> 00:10:51.070 and placing other types of buildings decreases the gauge 243 00:10:51.070 --> 00:10:53.308 So you will have to figure out 244 00:10:53.308 --> 00:10:54.699 the maximum building limit 245 00:10:54.699 --> 00:10:58.830 and how to show that on the screen relative to the current limit 246 00:10:58.830 --> 00:11:03.358 If you select the + button on the right of the building limit gauge 247 00:11:03.358 --> 00:11:07.088 you will move to the decor store 248 00:11:07.088 --> 00:11:09.549 You can see the UI on the screen 249 00:11:09.549 --> 00:11:12.298 The store UI consists of multiple tabs 250 00:11:12.298 --> 00:11:14.329 and if you tap on one, you get a list 251 00:11:14.329 --> 00:11:16.927 So that's how to design a store 252 00:11:16.927 --> 00:11:19.179 Next is resource UIs 253 00:11:19.179 --> 00:11:22.958 If we want to get more gold 254 00:11:22.958 --> 00:11:27.218 pressing the + button here will get us to the gold popup 255 00:11:27.218 --> 00:11:29.413 You can get gold here 256 00:11:29.413 --> 00:11:32.858 by buying them with paid currency 257 00:11:32.858 --> 00:11:34.239 for example, crystals 258 00:11:34.239 --> 00:11:37.858 So now we have the gold store 259 00:11:37.858 --> 00:11:40.718 You also have to display the maximum amount of gold 260 00:11:40.718 --> 00:11:44.988 In UIs such as this, you have to show the player 261 00:11:44.988 --> 00:11:47.599 how much of the currency they can have at a time 262 00:11:47.599 --> 00:11:50.755 Usually hundreds of millions 263 00:11:50.755 --> 00:11:53.099 or billions is okay 264 00:11:53.099 --> 00:11:57.896 You can display the maximum with nines like this 265 00:11:57.896 --> 00:12:01.619 Next let's go over the options 266 00:12:01.619 --> 00:12:04.089 When we are playing a game 267 00:12:04.089 --> 00:12:07.690 we will sometimes open the options 268 00:12:07.690 --> 00:12:09.619 to configure things related to gameplay 269 00:12:09.619 --> 00:12:13.340 such as turning sound on or off 270 00:12:13.340 --> 00:12:17.950 or just the ambience and sound effects 271 00:12:17.950 --> 00:12:20.909 You can also usually choose from here 272 00:12:20.909 --> 00:12:24.109 whether or not you want push notifications 273 00:12:24.109 --> 00:12:27.249 The log out button can also be here 274 00:12:27.249 --> 00:12:29.164 If there is an option that turns on or off 275 00:12:29.164 --> 00:12:32.099 the button will switch between on and off as well 276 00:12:32.099 --> 00:12:35.689 So for the music settings here 277 00:12:35.689 --> 00:12:40.459 you can tap the button to switch it between on and off 278 00:12:40.459 --> 00:12:41.919 If it's on, background music will be on 279 00:12:41.919 --> 00:12:43.598 and if it's off, so is the BGM 280 00:12:43.598 --> 00:12:46.388 The same is for sound effects 281 00:12:46.388 --> 00:12:49.139 Push notifications can also be turned on 282 00:12:49.139 --> 00:12:50.711 or off to block all messages 283 00:12:50.711 --> 00:12:52.828 It seems simple when you see it like this 284 00:12:52.828 --> 00:12:55.759 But if you were trying to plan in more detail 285 00:12:55.759 --> 00:12:57.820 there are different types of notifications 286 00:12:57.820 --> 00:13:02.009 For example, when crops are ready to harvest 287 00:13:02.009 --> 00:13:05.059 or when a friend request has arrived 288 00:13:05.059 --> 00:13:07.348 You first have to decide 289 00:13:07.348 --> 00:13:09.539 what type each notification is 290 00:13:09.539 --> 00:13:12.539 and how many types of notifications there are 291 00:13:12.539 --> 00:13:16.140 Then you can decide if you will have one on/off button for all of them 292 00:13:16.140 --> 00:13:19.303 or if you want them separate 293 00:13:19.303 --> 00:13:21.059 when designing the game 294 00:13:21.059 --> 00:13:23.350 The support button 295 00:13:23.350 --> 00:13:25.839 will move you to the support web page when tapped 296 00:13:25.839 --> 00:13:29.380 so when you have a problem 297 00:13:29.380 --> 00:13:32.310 you can look at the FAQ 298 00:13:32.310 --> 00:13:33.359 or talk to someone 299 00:13:33.359 --> 00:13:37.439 So they often have a URL link attached to them 300 00:13:37.439 --> 00:13:38.855 The credits button 301 00:13:38.855 --> 00:13:41.500 is where you can see who the developers are 302 00:13:41.500 --> 00:13:46.048 The terms & conditions button will get you to the terms & conditions page 303 00:13:46.048 --> 00:13:48.316 When you create an account 304 00:13:48.316 --> 00:13:50.048 or log in to the game 305 00:13:50.048 --> 00:13:53.498 you will have to agree 306 00:13:53.498 --> 00:13:56.990 to the terms & conditions and privacy policy to play 307 00:13:56.990 --> 00:14:00.259 The help button will get you to the in-game help menu 308 00:14:00.259 --> 00:14:02.415 The official community button 309 00:14:02.415 --> 00:14:03.869 obviously moves you to the online community 310 00:14:03.869 --> 00:14:06.720 So though we're just skimming over it now 311 00:14:06.720 --> 00:14:10.611 because it is not the core part of the game 312 00:14:10.611 --> 00:14:12.469 this is a necessary part of it 313 00:14:12.469 --> 00:14:16.276 and you have to plan it in detail as well 314 00:14:16.276 --> 00:14:18.805 Now we have to create a UI link 315 00:14:18.805 --> 00:14:21.158 that moves the player from the gameplay screen 316 00:14:21.158 --> 00:14:26.158 to the shop UI 317 00:14:26.158 --> 00:14:28.104 When you click on the shop button 318 00:14:28.104 --> 00:14:29.389 you are moved to the shop 319 00:14:29.389 --> 00:14:32.496 When you first arrive, the store 320 00:14:32.496 --> 00:14:35.159 should be in its default state 321 00:14:35.159 --> 00:14:38.073 and detailed descriptions about the things on sale 322 00:14:38.073 --> 00:14:39.940 should be a separate function 323 00:14:39.940 --> 00:14:43.469 There is also a friends button on the main screen 324 00:14:43.469 --> 00:14:45.461 through which you can access 325 00:14:45.461 --> 00:14:47.989 the friends UI 326 00:14:47.989 --> 00:14:50.478 You can see your friend list and add new friends 327 00:14:50.478 --> 00:14:52.868 You can make the game so that it displays people 328 00:14:52.868 --> 00:14:56.318 by category, such as friends, visitors, and people who helped you 329 00:14:56.318 --> 00:14:58.718 There are multiple ways of implementing this 330 00:14:58.718 --> 00:15:01.774 We could use an API 331 00:15:01.774 --> 00:15:04.169 such as Facebook or Kakao 332 00:15:04.169 --> 00:15:06.758 to add friends through them 333 00:15:06.758 --> 00:15:09.982 Or we can use a social network service API 334 00:15:09.982 --> 00:15:12.218 such as LINE 335 00:15:12.218 --> 00:15:15.327 Or you can recommend people in the game 336 00:15:15.327 --> 00:15:16.288 to other players 337 00:15:16.288 --> 00:15:18.609 so they can make friends directly in the game 338 00:15:18.609 --> 00:15:20.364 Each game takes a different approach 339 00:15:20.364 --> 00:15:23.268 so you can choose your own policy 340 00:15:23.268 --> 00:15:25.704 And what you have to decide next 341 00:15:25.704 --> 00:15:27.229 is how to display friends on the UI 342 00:15:27.229 --> 00:15:32.068 You can show human-like characters, or players' profile pictures 343 00:15:32.068 --> 00:15:33.546 Or you can show images of other characters 344 00:15:33.546 --> 00:15:35.727 by random, that's up to your choice 345 00:15:35.727 --> 00:15:38.777 You also have to decide how much information 346 00:15:38.777 --> 00:15:40.539 that friends will know about each other 347 00:15:40.539 --> 00:15:43.336 You can show on the UI 348 00:15:43.336 --> 00:15:45.608 the friend list, the list of visitors 349 00:15:45.608 --> 00:15:47.357 and the list of people who helped this player 350 00:15:47.357 --> 00:15:48.829 The reason I made the example this way 351 00:15:48.829 --> 00:15:51.039 is just to make it visually tidy 352 00:15:51.039 --> 00:15:52.896 You can make the friend profiles 353 00:15:52.896 --> 00:15:54.358 so that if you click on one 354 00:15:54.358 --> 00:15:57.109 you will go to their farm 355 00:15:57.109 --> 00:16:00.139 That is a very common implementation 356 00:16:00.139 --> 00:16:03.657 Now if you want to visit another player 357 00:16:03.657 --> 00:16:06.253 to give them help 358 00:16:06.253 --> 00:16:09.979 you can revive their wilted crops 359 00:16:09.979 --> 00:16:11.373 or give them gifts, such as seeds 360 00:16:11.373 --> 00:16:13.629 So through this social system 361 00:16:13.629 --> 00:16:14.758 using a friend list 362 00:16:14.758 --> 00:16:17.879 you can make players help each other out 363 00:16:17.879 --> 00:16:20.406 and raise the retention rate 364 00:16:20.406 --> 00:16:22.377 to a very very high level 365 00:16:22.377 --> 00:16:23.858 The screen will move 366 00:16:23.858 --> 00:16:27.658 from the player's farm to their friend's 367 00:16:27.658 --> 00:16:29.775 When moving to another player's screen 368 00:16:29.775 --> 00:16:33.359 the UI has to be different from yours 369 00:16:33.359 --> 00:16:35.486 Because you are not playing like your home 370 00:16:35.486 --> 00:16:37.178 but viewing your friends' 371 00:16:37.178 --> 00:16:39.186 There are two meanings 372 00:16:39.186 --> 00:16:40.889 to being able to view friends' homes 373 00:16:40.889 --> 00:16:43.738 Firstly, there is an actual function 374 00:16:43.738 --> 00:16:46.852 where you can help friends using the social function 375 00:16:46.852 --> 00:16:48.948 such as giving them gold 376 00:16:48.948 --> 00:16:50.574 and being of help to them 377 00:16:50.574 --> 00:16:53.548 And the opposite as well 378 00:16:53.548 --> 00:16:56.162 Your friend may help you 379 00:16:56.162 --> 00:16:59.658 and appear on the helpers list 380 00:16:59.658 --> 00:17:00.798 which makes you want to help them back 381 00:17:00.798 --> 00:17:02.099 As a result 382 00:17:02.099 --> 00:17:03.684 you will end up helping each other 383 00:17:03.684 --> 00:17:05.143 making the two closer friends 384 00:17:05.143 --> 00:17:06.458 You can leave a message on their visitor log 385 00:17:06.458 --> 00:17:08.055 or chat together online 386 00:17:08.055 --> 00:17:09.230 You might end up becoming friends 387 00:17:09.230 --> 00:17:11.758 with someone you don't know in real life 388 00:17:11.758 --> 00:17:15.219 But the second meaning is when you visit a friend 389 00:17:15.219 --> 00:17:16.948 and you see that their farm 390 00:17:16.948 --> 00:17:18.327 is much well decorated than yours 391 00:17:18.327 --> 00:17:19.955 you become conscious of that 392 00:17:19.955 --> 00:17:21.926 If your farm doesn't look nearly as nice 393 00:17:21.926 --> 00:17:24.099 as your friend's 394 00:17:24.099 --> 00:17:26.396 and you become jealous of their progress 395 00:17:26.396 --> 00:17:28.099 you will start to wonder 396 00:17:28.099 --> 00:17:29.955 how your friend got their farm to look so nice 397 00:17:29.955 --> 00:17:33.582 so you will take a closer look 398 00:17:33.582 --> 00:17:35.158 to get some ideas 399 00:17:35.158 --> 00:17:38.028 By exploring your friend's farm 400 00:17:38.028 --> 00:17:39.038 you will get some hints for a better looking farm 401 00:17:39.038 --> 00:17:41.200 and your farm will progress as well 402 00:17:41.200 --> 00:17:44.638 The charm of social network games 403 00:17:44.638 --> 00:17:47.558 is that the buildings don't just have functions 404 00:17:47.558 --> 00:17:50.868 but they can be decorated 405 00:17:50.868 --> 00:17:52.768 by changing their color and such 406 00:17:52.768 --> 00:17:54.418 If you visit your friend 407 00:17:54.418 --> 00:17:56.099 and see how their decorations are placed 408 00:17:56.099 --> 00:17:59.669 you can gain insight on how to decorate 409 00:17:59.669 --> 00:18:01.419 and there is also a high freedom of placement 410 00:18:01.419 --> 00:18:05.289 Social network games are fun 411 00:18:05.289 --> 00:18:07.958 because you play them with friends 412 00:18:07.958 --> 00:18:12.399 Anyway, when you move to another player's home 413 00:18:12.399 --> 00:18:15.759 you can see the shop button is replaced with a 'my home' button 414 00:18:15.759 --> 00:18:18.279 When you tap on it 415 00:18:18.279 --> 00:18:20.519 you will return to your farm 416 00:18:20.519 --> 00:18:24.029 So the designer has to get rid of the shop button that was there 417 00:18:24.029 --> 00:18:27.588 and add a my home button 418 00:18:27.588 --> 00:18:30.928 And if you want to make the social aspect a bit stronger 419 00:18:30.938 --> 00:18:35.058 You can show players which friends visited your farm 420 00:18:35.058 --> 00:18:37.639 and have a separate list 421 00:18:37.639 --> 00:18:39.489 of visitors and friends who helped on the farm 422 00:18:39.489 --> 00:18:41.568 Then the player will visit them back 423 00:18:41.568 --> 00:18:43.319 and the social aspect is strengthened 424 00:18:43.982 --> 00:18:47.784 Building Buildings and the Production System 425 00:18:48.774 --> 00:18:52.383 Now let's learn about 426 00:18:52.383 --> 00:18:53.958 the building system 427 00:18:53.958 --> 00:18:57.708 The building system is the most basic of SNGs 428 00:18:57.708 --> 00:19:01.838 Because in order to plant crops 429 00:19:01.838 --> 00:19:03.269 and make progress 430 00:19:03.269 --> 00:19:05.878 you need to build production facilities 431 00:19:05.878 --> 00:19:07.829 and put resources into them 432 00:19:07.829 --> 00:19:10.019 to make more processed products 433 00:19:10.019 --> 00:19:13.458 So buildings either have function or are decorations 434 00:19:13.458 --> 00:19:17.219 and they exist in the same building system 435 00:19:17.219 --> 00:19:20.018 First you buy a building from the shop 436 00:19:20.018 --> 00:19:23.349 then you place it wherever on the buildable area you want 437 00:19:23.349 --> 00:19:25.779 The building is bought as you confirm your placement 438 00:19:25.779 --> 00:19:28.070 and the building is now being built 439 00:19:28.070 --> 00:19:29.289 After you place the building 440 00:19:29.289 --> 00:19:30.888 a set amount of time will pass 441 00:19:30.888 --> 00:19:32.597 before the building is complete 442 00:19:32.597 --> 00:19:34.129 and you gain experience points 443 00:19:34.129 --> 00:19:37.380 So you buy it from the shop, place and confirm 444 00:19:37.380 --> 00:19:38.869 then time passes 445 00:19:38.869 --> 00:19:42.229 and when the wait is over, you tap to complete 446 00:19:42.229 --> 00:19:45.489 But you can alternatively spend crystals 447 00:19:45.489 --> 00:19:46.928 to finish the building instantly 448 00:19:46.928 --> 00:19:50.058 So instant completion 449 00:19:50.058 --> 00:19:51.430 is often used to make building quicker 450 00:19:51.430 --> 00:19:55.119 70 to 80 percent of profit from SNGs 451 00:19:55.119 --> 00:19:58.629 come from players 452 00:19:58.629 --> 00:20:01.100 who want to shorten their wait 453 00:20:01.100 --> 00:20:03.808 I'll also go over moving buildings 454 00:20:03.808 --> 00:20:07.119 If you want to move your building 455 00:20:07.119 --> 00:20:08.459 after you have built it 456 00:20:08.459 --> 00:20:09.829 You might want 457 00:20:09.829 --> 00:20:11.859 to rotate the building 458 00:20:11.859 --> 00:20:13.068 and/or move it around 459 00:20:13.068 --> 00:20:15.418 So you also have to design buildings 460 00:20:15.418 --> 00:20:16.718 so they can be selected and moved around 461 00:20:16.718 --> 00:20:18.399 If you drag one over 462 00:20:18.399 --> 00:20:22.649 and press the green check mark 463 00:20:22.649 --> 00:20:25.555 it will be built there, or you can press the X button to cancel 464 00:20:25.555 --> 00:20:29.557 and press the rotate button to rotate 465 00:20:29.557 --> 00:20:31.058 Select building from the shop 466 00:20:31.058 --> 00:20:32.428 move to the gameplay screen 467 00:20:32.428 --> 00:20:34.079 place it where you want 468 00:20:34.079 --> 00:20:35.379 and press confirm 469 00:20:35.379 --> 00:20:36.879 That also confirms your purchase 470 00:20:36.879 --> 00:20:38.488 And as time goes on 471 00:20:38.488 --> 00:20:40.068 this gauge will fill up 472 00:20:40.068 --> 00:20:42.629 and the building looks different according to progress 473 00:20:42.629 --> 00:20:45.178 At first there's nothing but rocks and dirt 474 00:20:45.178 --> 00:20:48.967 But then the middle stage looks like it's taking shape 475 00:20:48.967 --> 00:20:50.728 Then there's the final building 476 00:20:50.728 --> 00:20:52.879 One thing to take note of here 477 00:20:52.879 --> 00:20:55.079 is that you will have to design 478 00:20:55.079 --> 00:20:57.778 assuming your game is an SNG 479 00:20:57.778 --> 00:20:59.938 a hundred, or even hundreds 480 00:20:59.938 --> 00:21:01.179 of buildings 481 00:21:01.179 --> 00:21:03.088 When designing a game 482 00:21:03.088 --> 00:21:06.899 you also have to think of how to optimize visual resources 483 00:21:06.899 --> 00:21:10.089 If you make every single stage 484 00:21:10.089 --> 00:21:12.319 of every building different 485 00:21:12.319 --> 00:21:14.619 if you have 100 buildings planned 486 00:21:14.619 --> 00:21:16.938 there has to be 300 illustrations 487 00:21:16.938 --> 00:21:20.369 Then it also takes thrice the time 488 00:21:20.369 --> 00:21:21.428 and human resources 489 00:21:21.428 --> 00:21:23.119 it will be a huge hassle 490 00:21:23.119 --> 00:21:26.958 Which is why except for the final stage 491 00:21:26.958 --> 00:21:30.248 it's better to use a shard image resource 492 00:21:30.248 --> 00:21:31.978 When planning a game 493 00:21:31.978 --> 00:21:33.590 you have to put costs into consideration as well 494 00:21:33.590 --> 00:21:35.809 such as the cost of illustrations 495 00:21:35.809 --> 00:21:38.969 If you use some assets as shared ones 496 00:21:38.969 --> 00:21:40.708 the production cost will be reduced 497 00:21:40.708 --> 00:21:42.659 and the player won't really care 498 00:21:42.659 --> 00:21:44.598 So that is something you have to consider 499 00:21:44.598 --> 00:21:48.026 when planning out the game 500 00:21:48.026 --> 00:21:50.100 So after building begins 501 00:21:50.100 --> 00:21:52.368 and the gauge is filled 502 00:21:52.368 --> 00:21:55.426 you can press a button to gain experience 503 00:21:55.426 --> 00:21:58.998 and the building will be completed with a satisfying sound effect 504 00:21:58.998 --> 00:22:00.189 Once you gain experience 505 00:22:00.189 --> 00:22:02.538 the experience gauge will fill up immediately 506 00:22:02.538 --> 00:22:04.678 That also has to be designed in advance 507 00:22:04.678 --> 00:22:07.339 so the art team can make the resources 508 00:22:07.339 --> 00:22:09.338 and the client server 509 00:22:09.338 --> 00:22:11.349 can implement that system 510 00:22:11.349 --> 00:22:12.778 And you can also 511 00:22:12.778 --> 00:22:14.068 instantly complete using crystals 512 00:22:14.068 --> 00:22:16.019 By using paid items 513 00:22:16.019 --> 00:22:18.350 such as crystals or whatever they are called 514 00:22:18.350 --> 00:22:22.409 you don't have to wait 515 00:22:22.409 --> 00:22:25.858 and as soon as the crystals are spent 516 00:22:25.858 --> 00:22:28.169 the building will be complete 517 00:22:28.169 --> 00:22:30.349 Though you need to balance the game a bit here 518 00:22:30.349 --> 00:22:33.259 For example, if you are skipping 30 minutes 519 00:22:33.259 --> 00:22:34.869 then you pay 1 crystal 520 00:22:34.869 --> 00:22:36.580 you have to decide 521 00:22:36.580 --> 00:22:38.799 the balance of time and currency 522 00:22:38.799 --> 00:22:40.948 If you want to spend crystals to instant complete a building 523 00:22:40.948 --> 00:22:42.728 and you don't have enough crystals 524 00:22:42.728 --> 00:22:45.848 there should be a pop-up 525 00:22:45.848 --> 00:22:47.181 that asks you if you want to get extra crystals 526 00:22:47.181 --> 00:22:49.149 and moves you to the crystal shop 527 00:22:49.149 --> 00:22:50.889 If you tap on a building that is being built 528 00:22:50.889 --> 00:22:53.678 related information will pop up above it 529 00:22:53.678 --> 00:22:55.646 The UI elements will show 530 00:22:55.646 --> 00:22:58.639 a 'complete now' button, along with 531 00:22:58.639 --> 00:23:01.350 how many crystals it will cost 532 00:23:01.350 --> 00:23:04.279 So you should number the UI elements in the plan 533 00:23:04.279 --> 00:23:06.829 with descriptions of what they are 534 00:23:06.829 --> 00:23:08.900 Now let’s learn the details 535 00:23:08.900 --> 00:23:11.737 of designing 536 00:23:11.737 --> 00:23:13.959 the building moving menu 537 00:23:13.959 --> 00:23:17.067 This is a buillding named a field 538 00:23:17.067 --> 00:23:21.008 When you want to move it 539 00:23:21.008 --> 00:23:23.229 you would usually have to long tap on it 540 00:23:23.229 --> 00:23:25.489 Then an arrow-shaped gauge will appear 541 00:23:25.489 --> 00:23:26.658 and it will fill up as you hold 542 00:23:26.658 --> 00:23:29.269 Once the gauge is filled 543 00:23:29.269 --> 00:23:32.149 there will be a check mark, X, and rotation mark that pops up 544 00:23:32.149 --> 00:23:34.538 and you cna move the building 545 00:23:34.538 --> 00:23:36.813 You have to plan the system 546 00:23:36.813 --> 00:23:38.139 in detail in order for 547 00:23:38.139 --> 00:23:39.979 building movement to be implemented 548 00:23:39.979 --> 00:23:42.619 Now let’s move it 549 00:23:42.619 --> 00:23:44.888 Tap the building in movement mode 550 00:23:44.888 --> 00:23:48.066 and drag it to the place you want 551 00:23:48.066 --> 00:23:51.659 and the building will move in that direction 552 00:23:51.659 --> 00:23:53.109 once it’s in the position you want 553 00:23:53.109 --> 00:23:54.328 and tap on the check mark 554 00:23:54.328 --> 00:23:55.492 movement mode will be disabled 555 00:23:55.492 --> 00:23:57.538 and the building will move to a new position 556 00:23:57.538 --> 00:23:59.930 So that’s how you should design the gameplay flow 557 00:23:59.930 --> 00:24:02.828 Rotating the building is easy 558 00:24:02.828 --> 00:24:06.289 You press on the rotation button 559 00:24:06.289 --> 00:24:12.348 and it rotates in one direction 560 00:24:12.348 --> 00:24:16.398 So you just have to add a description 561 00:24:16.398 --> 00:24:20.060 in the gameplay flow about rotation 562 00:24:20.060 --> 00:24:23.499 Tapping the cancel button 563 00:24:23.499 --> 00:24:26.509 will cancel movement and put the building back where it was 564 00:24:26.509 --> 00:24:30.089 A building should not be moved 565 00:24:30.089 --> 00:24:34.319 to a place where there’s already another building 566 00:24:34.319 --> 00:24:39.339 To account for a situation like this 567 00:24:39.339 --> 00:24:43.029 the building will be highlighted green 568 00:24:43.029 --> 00:24:45.368 when its new position is viable 569 00:24:45.368 --> 00:24:48.379 But when it isn’t, it will be highlighted red 570 00:24:48.379 --> 00:24:50.219 and tapping the check mark won’t do anything 571 00:24:50.219 --> 00:24:53.849 You can put descriptions for that 572 00:24:53.849 --> 00:24:57.647 along with the UI, UX and gameplay flow 573 00:24:57.647 --> 00:25:01.236 Next I will explain to you about 574 00:25:01.236 --> 00:25:02.660 the production system 575 00:25:02.660 --> 00:25:04.999 Product producing using animals 576 00:25:04.999 --> 00:25:07.554 If you select a field 577 00:25:07.554 --> 00:25:09.238 and a hungry farm animal 578 00:25:09.238 --> 00:25:11.855 choose the type of feed to spend 579 00:25:11.855 --> 00:25:13.948 and give it to the animal 580 00:25:13.948 --> 00:25:16.568 then the animal will yield a product 581 00:25:16.568 --> 00:25:20.169 First we have to desrcribe the gameplay flow 582 00:25:20.169 --> 00:25:24.048 of getting a product, using a flow chart 583 00:25:24.048 --> 00:25:25.880 The player taps on a pen with animals in it 584 00:25:25.880 --> 00:25:28.188 or on a hungry animal 585 00:25:28.188 --> 00:25:31.728 and give it feed to get products 586 00:25:31.728 --> 00:25:34.693 Feeding an animal 587 00:25:34.693 --> 00:25:36.769 is done by tapping and dragging 588 00:25:36.769 --> 00:25:39.869 a hungry animal 589 00:25:39.869 --> 00:25:42.915 So if there’s a hungry chicken 590 00:25:42.915 --> 00:25:45.301 you need an icon to indicate 591 00:25:45.301 --> 00:25:46.979 that it’s in a hungry state 592 00:25:46.979 --> 00:25:48.367 So you have to put in the design plan 593 00:25:48.367 --> 00:25:51.420 a request for illustrations that indicate that 594 00:25:51.420 --> 00:25:55.437 Then you can see a hungry animal 595 00:25:55.437 --> 00:25:59.599 and select and feed it 596 00:25:59.599 --> 00:26:02.406 The play flow should explain 597 00:26:02.406 --> 00:26:04.818 that feeding an animal by tapping or dragging 598 00:26:04.818 --> 00:26:06.592 feed from the UI 599 00:26:06.592 --> 00:26:09.199 will make it a nourished state 600 00:26:09.199 --> 00:26:13.129 An animal cannot be fed if it’s full 601 00:26:13.129 --> 00:26:15.838 So you can’t give it feed 602 00:26:15.838 --> 00:26:18.538 So you also have to add exceptions 603 00:26:18.538 --> 00:26:20.339 Now the animal is fed 604 00:26:20.339 --> 00:26:22.146 what happens is that 605 00:26:22.146 --> 00:26:25.300 in the chicken’s case it will produce eggs 606 00:26:25.300 --> 00:26:28.092 So you can feed a chicken 607 00:26:28.092 --> 00:26:31.459 to get eggs after some time 608 00:26:31.459 --> 00:26:32.898 And after the eggs are collected 609 00:26:32.898 --> 00:26:34.498 the chicken will get tired again 610 00:26:34.498 --> 00:26:36.229 and become hungry 611 00:26:36.229 --> 00:26:39.788 So the chicken has a hungry and full state 612 00:26:39.788 --> 00:26:43.020 You can feed it and wait a while 613 00:26:43.020 --> 00:26:47.420 then tap the chicken to get eggs 614 00:26:47.420 --> 00:26:49.053 So this is another play flow 615 00:26:49.053 --> 00:26:51.278 you have to design 616 00:26:51.278 --> 00:26:52.595 it would be called something like 617 00:26:52.595 --> 00:26:55.439 harvesting from animal 618 00:26:55.439 --> 00:26:58.999 if you press the pail icon there 619 00:26:58.999 --> 00:27:02.739 you can take the chicken’s eggs 620 00:27:02.739 --> 00:27:07.159 It doesn’t seem very nice 621 00:27:07.159 --> 00:27:08.698 The chicken probably doesn’t like it 622 00:27:08.698 --> 00:27:11.269 But anyway, we can get eggs 623 00:27:11.269 --> 00:27:14.219 When you harvest from an animal 624 00:27:14.219 --> 00:27:19.129 so when you drag the bucket icon 625 00:27:19.129 --> 00:27:21.747 you gain experience as well as products 626 00:27:21.747 --> 00:27:23.900 so that has to go in 627 00:27:23.900 --> 00:27:27.289 The icon of the product obtained, in the correct number 628 00:27:27.289 --> 00:27:29.180 so the eggs, have to be displayed 629 00:27:29.180 --> 00:27:31.330 and the experience bar has to increase 630 00:27:31.330 --> 00:27:33.326 Animation effects 631 00:27:33.326 --> 00:27:34.688 also have to be planned 632 00:27:34.688 --> 00:27:38.107 so you have to direct the way the icons move 633 00:27:38.107 --> 00:27:40.569 for it to be rendered in the client 634 00:27:40.569 --> 00:27:43.509 and for the art team to make the asset 635 00:27:43.509 --> 00:27:46.688 And you can also use crystals here 636 00:27:46.688 --> 00:27:50.038 just like when instantly completing buildings 637 00:27:50.038 --> 00:27:52.375 you can instantly complete 638 00:27:52.375 --> 00:27:54.058 waiting for the chicken to lay eggs 639 00:27:54.058 --> 00:27:57.639 And if you don’t have enough crystals, there will of course be a pop-up 640 00:27:57.639 --> 00:28:01.539 So you can depict in the flow chart 641 00:28:01.539 --> 00:28:04.958 how a hungry animal is selected 642 00:28:04.958 --> 00:28:09.397 and fed with feed 643 00:28:09.397 --> 00:28:13.439 and after a set time, the eggs can be harvested 644 00:28:13.439 --> 00:28:15.999 There is a conditional here 645 00:28:15.999 --> 00:28:18.728 that branches depending on whether it is true or false 646 00:28:18.728 --> 00:28:20.893 And you can write the flow chart 647 00:28:20.893 --> 00:28:22.268 in a way so that the programmer can understand 648 00:28:22.268 --> 00:28:25.379 how each case should go 649 00:28:25.379 --> 00:28:27.699 You also need a data table 650 00:28:27.699 --> 00:28:31.110 Here is the ID, name, EXP 651 00:28:31.110 --> 00:28:33.900 and crystal cost of each product 652 00:28:33.900 --> 00:28:37.928 And also production time, product yield, base price in gold 653 00:28:37.928 --> 00:28:40.739 minimum price, maximum price, production source, and feed required 654 00:28:40.739 --> 00:28:42.882 You have to write the data table 655 00:28:42.882 --> 00:28:45.777 including these columns 656 00:28:45.777 --> 00:28:49.259 Now let’s learn about producing products in production buildings 657 00:28:49.259 --> 00:28:52.928 These buildings are a very important part of SNGs 658 00:28:52.928 --> 00:28:55.188 You select a building, then the product 659 00:28:55.188 --> 00:28:57.072 and spend the required ingredients 660 00:28:57.072 --> 00:28:59.849 to make a processed product 661 00:28:59.849 --> 00:29:03.209 So you first select a completed production building 662 00:29:03.209 --> 00:29:04.859 and drag the product you want 663 00:29:04.859 --> 00:29:06.479 to the production slot 664 00:29:06.479 --> 00:29:09.459 and spend ingredients to begin production 665 00:29:09.459 --> 00:29:11.859 Let’s take a closer look at the UI 666 00:29:11.859 --> 00:29:14.365 Once you tap the factory 667 00:29:14.365 --> 00:29:18.249 A pop-up for selecting the product shows up left of the building 668 00:29:18.249 --> 00:29:21.418 and below the building is the production slots 669 00:29:21.418 --> 00:29:24.959 Now with the pop-up still up 670 00:29:24.959 --> 00:29:27.759 you can touch the product you want 671 00:29:27.759 --> 00:29:29.172 to lift the icon up 672 00:29:29.172 --> 00:29:32.252 and above that will be a pop-up 673 00:29:32.252 --> 00:29:33.479 of the product information 674 00:29:33.479 --> 00:29:35.057 You can see that the icon 675 00:29:35.057 --> 00:29:36.298 is enlarged with a shadow below it 676 00:29:36.298 --> 00:29:39.026 to make it seem like it’s floating 677 00:29:39.026 --> 00:29:41.438 and now it can be dragged around 678 00:29:41.438 --> 00:29:43.359 and put into the slot 679 00:29:43.359 --> 00:29:47.249 You can select and drag the product to below the building 680 00:29:47.249 --> 00:29:50.619 and the icon can be out in the slot, which will be highlighted 681 00:29:50.619 --> 00:29:52.112 Once the product has been put in 682 00:29:52.112 --> 00:29:54.349 it is then in production 683 00:29:54.349 --> 00:29:58.129 and will be finished in a certain amount of time 684 00:29:58.129 --> 00:30:01.339 Likewise, because it takes time to finish 685 00:30:01.339 --> 00:30:03.121 the player can alternatively spend crystals 686 00:30:03.121 --> 00:30:05.288 to complete it instantly 687 00:30:05.288 --> 00:30:08.288 So you can spend crystals to get products right away 688 00:30:08.288 --> 00:30:12.479 and the production slot must be empty to begin producing 689 00:30:12.479 --> 00:30:17.350 If all the slots are full, production can’t be started 690 00:30:17.350 --> 00:30:19.121 And when the player tries to produce something 691 00:30:19.121 --> 00:30:21.299 there should be effects that indicate that ingredients are spent 692 00:30:21.299 --> 00:30:26.097 These kinds of effects need detailed explanations 693 00:30:26.097 --> 00:30:28.546 provided to the UI designer or animator 694 00:30:28.546 --> 00:30:30.969 in order for them to be created 695 00:30:30.969 --> 00:30:33.120 So you should take care 696 00:30:33.120 --> 00:30:35.380 to put a lot of detail into the effect descriptions 697 00:30:35.380 --> 00:30:37.859 When a product is selected 698 00:30:37.859 --> 00:30:40.568 if a product is already being produced in the first slot 699 00:30:40.568 --> 00:30:43.129 the next slot will be selected 700 00:30:43.129 --> 00:30:47.300 and dragging & releasing will place the product there 701 00:30:47.300 --> 00:30:50.599 I also put in a description here 702 00:30:50.599 --> 00:30:52.959 of how the spending of ingredients is shown as effects 703 00:30:52.959 --> 00:30:54.171 This way 704 00:30:54.171 --> 00:30:55.979 the art team can work on the effects 705 00:30:55.979 --> 00:30:58.619 and so can the client 706 00:30:58.619 --> 00:31:02.380 Let's also look at the details of the production building's pop-up UI 707 00:31:02.380 --> 00:31:05.499 The selection UI plan 708 00:31:05.499 --> 00:31:09.209 has a diagram on the left and descriptions of it on the right 709 00:31:09.209 --> 00:31:13.649 There are each descriptions for 710 00:31:13.649 --> 00:31:16.489 the production slots, queues, and button to add extra slots 711 00:31:16.489 --> 00:31:19.278 A product will be unable to produce at the factory 712 00:31:19.278 --> 00:31:22.210 when there is a missing ingredient 713 00:31:22.210 --> 00:31:24.149 If an ingredient is missing 714 00:31:24.149 --> 00:31:26.298 the game should be programmed so production doesn't happen 715 00:31:26.298 --> 00:31:30.279 And the player should be notified with a pop-up 716 00:31:30.279 --> 00:31:32.708 Ingredients can also be bought with crystals 717 00:31:32.708 --> 00:31:34.229 but the player might not have enough crystals either 718 00:31:34.229 --> 00:31:36.459 You also need a pop-up designed for that 719 00:31:36.459 --> 00:31:39.229 And when the factory has finished producing 720 00:31:39.229 --> 00:31:40.479 because enough time has passed 721 00:31:40.479 --> 00:31:43.798 A small icon will start floating above it 722 00:31:43.798 --> 00:31:47.385 and tapping on it will take you to a UI 723 00:31:47.385 --> 00:31:49.869 so the storage UI 724 00:31:49.869 --> 00:31:53.389 and you will get the item with a special effect 725 00:31:53.389 --> 00:31:56.548 When a product is finished in the production building 726 00:31:56.548 --> 00:31:59.449 the player obtains the product, and the storage UI appears 727 00:31:59.449 --> 00:32:02.048 The number of products in storage will increase and EXP will also be obtained 728 00:32:02.048 --> 00:32:05.629 So you have to design how that is represented 729 00:32:05.629 --> 00:32:07.550 Production can also be instantly completed 730 00:32:07.550 --> 00:32:09.629 using crystals 731 00:32:09.629 --> 00:32:11.909 So you can try creating 732 00:32:11.909 --> 00:32:15.339 an example UI 733 00:32:15.339 --> 00:32:17.245 for when instant completion is used 734 00:32:17.245 --> 00:32:20.369 and crystals are spent 735 00:32:20.369 --> 00:32:22.769 If the player feels 736 00:32:22.769 --> 00:32:25.259 that there aren't enough production slots 737 00:32:25.259 --> 00:32:28.179 they can also spend crystals to add more slots 738 00:32:28.179 --> 00:32:30.259 by pressing on the + button you can see here 739 00:32:30.259 --> 00:32:34.108 and select 'add slot' on the pop-up and a slot will be added 740 00:32:34.108 --> 00:32:35.578 Usually, each time a new slot is added 741 00:32:35.578 --> 00:32:39.149 the crystal cost will increase 742 00:32:39.149 --> 00:32:41.441 As you can see on the example UI 743 00:32:41.441 --> 00:32:44.149 there can be up to eight slots in this game 744 00:32:44.149 --> 00:32:47.359 They can be opened one at a time, using crystals 745 00:32:47.359 --> 00:32:50.058 and each time a slot is opened, the cost increases 746 00:32:50.058 --> 00:32:52.017 These you can also put in a data table 747 00:32:52.017 --> 00:32:53.819 in order to implement 748 00:32:53.819 --> 00:32:55.856 This is a flow chart 749 00:32:55.856 --> 00:32:57.428 of production in the factory 750 00:32:57.428 --> 00:33:02.628 The player selects a building and drags a desired product to a slot 751 00:33:02.628 --> 00:33:05.590 Whether there are enough slots 752 00:33:05.590 --> 00:33:07.179 and whether there are enough ingredients 753 00:33:07.179 --> 00:33:08.501 These conditionals 754 00:33:08.501 --> 00:33:12.199 will have different outcomes depending on whether they are true or false 755 00:33:12.199 --> 00:33:14.839 To create a data table of the products produced from a building 756 00:33:14.839 --> 00:33:17.609 you can make a list of all the possible products 757 00:33:17.609 --> 00:33:20.330 and make them the rows of the table 758 00:33:20.330 --> 00:33:24.609 Now, I'm going to talk about how to define harvesting fruits from trees 759 00:33:24.609 --> 00:33:26.206 This mechanic 760 00:33:26.206 --> 00:33:29.349 is simpler than that of the production building 761 00:33:29.349 --> 00:33:29.964 It's not complicated at all 762 00:33:29.964 --> 00:33:31.809 There are trees that grow fruits 763 00:33:31.809 --> 00:33:34.079 But they are slightly different from fields 764 00:33:34.079 --> 00:33:35.523 First, you should make a flow chart 765 00:33:35.523 --> 00:33:37.839 of the process of harvesting a fruit 766 00:33:37.839 --> 00:33:41.389 starting from placing the tree 767 00:33:41.389 --> 00:33:43.358 Once a tree is placed in the building area 768 00:33:43.358 --> 00:33:45.299 fruits will start to grow 769 00:33:45.299 --> 00:33:47.068 You can grow them instantly for crystals 770 00:33:47.068 --> 00:33:50.043 Once the fruits are ripe and ready to harvest 771 00:33:50.043 --> 00:33:52.140 the player can obtain them 772 00:33:52.140 --> 00:33:53.505 You can see there are fruits like this 773 00:33:53.505 --> 00:33:55.999 Trees can be moved after being planted 774 00:33:55.999 --> 00:34:00.239 Once they are planted, fruits will grow 775 00:34:00.239 --> 00:34:02.819 and tapping the tree will let you harvest them 776 00:34:02.829 --> 00:34:06.430 We have a bucket to harvest them with 777 00:34:06.430 --> 00:34:08.919 So fruits can be harvested from trees 778 00:34:08.919 --> 00:34:11.808 harvesting a fruit will obviously 779 00:34:11.808 --> 00:34:15.389 also get you experience 780 00:34:15.389 --> 00:34:17.729 Once fruits have been harvested 781 00:34:17.729 --> 00:34:20.429 The thing about fruit trees 782 00:34:20.429 --> 00:34:23.498 is that fruits don't grow from them infinitely 783 00:34:23.498 --> 00:34:28.018 They will only grow about three times 784 00:34:28.018 --> 00:34:28.910 before you have to get rid of the tree 785 00:34:28.910 --> 00:34:32.189 And that costs crystals 786 00:34:32.189 --> 00:34:34.820 So this is actually a system 787 00:34:34.820 --> 00:34:36.212 where the tree takes up space 788 00:34:36.212 --> 00:34:38.079 and you will eventually have to get rid of it 789 00:34:38.079 --> 00:34:40.439 This is a system that requires in-app purchases 790 00:34:40.439 --> 00:34:42.689 that revolves around the fact 791 00:34:42.689 --> 00:34:45.870 that trees can only produce three times 792 00:34:45.870 --> 00:34:50.219 So trees exist as a paid gameplay mechanic 793 00:34:50.219 --> 00:34:52.458 Crystals can also be used here 794 00:34:52.458 --> 00:34:54.609 to make the fruits grow instantly 795 00:34:54.609 --> 00:34:56.409 You can also call friends for help 796 00:34:56.409 --> 00:34:58.988 So when a tree is wilted, you can either pay to get rid of it 797 00:34:58.988 --> 00:35:01.649 or use the social function 798 00:35:01.649 --> 00:35:03.468 A friend 799 00:35:03.468 --> 00:35:06.739 can visit your farm and revive the tree 800 00:35:06.739 --> 00:35:08.988 So fruit trees are not just a paid feature 801 00:35:08.988 --> 00:35:11.939 but also a social feature 802 00:35:11.939 --> 00:35:13.231 If you call for help 803 00:35:13.231 --> 00:35:15.079 and a friend responds, it will come to life again 804 00:35:15.079 --> 00:35:16.889 But you can't do this infinitely 805 00:35:16.889 --> 00:35:20.870 so sooner or later, you will have to pay to remove it 806 00:35:20.870 --> 00:35:22.680 So you can revive friends' trees 807 00:35:22.680 --> 00:35:24.818 by tapping on a tree like this 808 00:35:24.818 --> 00:35:27.338 When a friend revives your tree 809 00:35:27.338 --> 00:35:29.150 you can see from the icon 810 00:35:29.150 --> 00:35:31.488 which friend is the one that helped you 811 00:35:31.488 --> 00:35:32.878 And you can also click on it 812 00:35:32.878 --> 00:35:34.562 to instantly move to that friend's farm 813 00:35:34.562 --> 00:35:37.159 So the tree also provides a social feature 814 00:35:37.159 --> 00:35:39.088 Of course, there has to be a flow chart 815 00:35:39.088 --> 00:35:40.828 of the process of reviving a tree 816 00:35:40.828 --> 00:35:42.943 harvesting from it 817 00:35:42.943 --> 00:35:46.139 and the tree wilting again 818 00:35:46.139 --> 00:35:50.129 So you should try creating a flow chart 819 00:35:50.129 --> 00:35:54.209 starting from planting the tree, then harvesting from it 820 00:35:54.209 --> 00:35:58.199 all the way to the tree wilting and being revived 821 00:35:58.199 --> 00:35:59.382 As for the fruit data table 822 00:35:59.382 --> 00:36:01.269 it contains information on apples, strawberries, lemons, grapes, and so on 823 00:36:01.269 --> 00:36:03.140 And the columns will have information 824 00:36:03.140 --> 00:36:04.899 on what type of tree each of them grow from 825 00:36:04.899 --> 00:36:08.419 what level they are unlocked at, and their EXP yield 826 00:36:08.419 --> 00:36:11.169 Those have to be set by the designer 827 00:36:11.169 --> 00:36:11.877 Thank you for listening 828 00:36:11.877 --> 00:36:16.877 Game Overview and Gameplay Screens Game Overview A brief introduction to the game The main progression of the game And a summary of key components Game Content Map Design Data 829 00:36:16.877 --> 00:36:21.906 Gameplay screen Terrain composition Setting range of zoom Configuring upper menu 830 00:36:21.910 --> 00:36:27.660 Building Construction and Product Production System Building Construction System Building Construction and Moving Building Construction Description Building Construction Directly Using Modification Building Movement Description 831 00:36:27.660 --> 00:36:33.405 Production system Producing products using animals Producing products in production buildings Harvest fruit from trees