Scrap - syddyd/Tree-Platformer GitHub Wiki
About this Section
ℹ The “scrap” section can be an important part of the game development process, though it's not always formally recognized in every GDD. Here's what typically goes into this section:
- Unused Ideas: This is the primary component of the scrap section. It includes concepts, mechanics, story elements, characters, levels, and other game components that were considered during the brainstorming and planning phases but eventually discarded. These can range from minor features to significant gameplay elements.
- Alternate Versions: Different versions of implemented features that didn't make the final cut. For example, an early character design that was later changed, or a level layout that was revised.
- Feedback and Revisions: Notes and comments from team members, testers, or focus groups that led to certain ideas being scrapped. This could include explanations as to why a particular feature didn't work or how it negatively impacted the game experience.
- Prototype Experiments: Information about prototypes or experimental builds that were created to test certain mechanics or concepts, which were not included in the final game.
- Future Considerations: Sometimes, ideas are good but not suitable for the current project due to time constraints, budget, or scope. These ideas are kept in the scrap section for potential use in future projects or as an addition (like in DLCs or sequels).
- Reference Material: Any external materials (like images, videos, articles) that inspired certain ideas but were not directly used or were significantly altered in the final product.
- Design Changes: Documentation of major changes in the game's direction or design philosophy during development, which led to scrapping certain features or aspects.
- Lessons Learned: Insights or lessons the team gained from the scrapped ideas, which can be valuable for future projects or for understanding what doesn't work in the game's context.
Including a scrap section in a GDD is beneficial as it preserves the history of the game’s development process, provides a repository of ideas that might be revisited later, and serves as a learning tool for the team to understand and reflect on their design decisions