LJ:
what did we do?
how did we do it?
why did we do it? what led us to make these decisions?
NOTES:
Gameplay pillars - the recurring elements of a game; can be mechanics or game aesthetics/feel
E.g. BotW = exploration is the pillar, navigation mechanics facilitate that; narrative, a dialogue/quest system to drive players through the story
Activity
M - weapon switching, recharging health bar
D - strategic use of different weapons to destroy different types of enemies,
A - chased, a little bit frantic,
Brief 2 GDD Headings (rough draft):
rules of play
gameplay guides (e.g. step-by-step of one round of play)
gameplay pillars (core priorities/moods)
required elements
no. of players
core mechanics
no. of cards
aesthetics
proposed game balance
changelog