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+* 2016-09-29 gameplay design doc (0d0919529a96c4c3d81384251aac1864bf55ddcc)
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+- There's too much 'maybe' in there, and it just looks like just about any game of the sort
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+ (too general). I suggest you actually write about what will make the game fun, what will
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+ make it re-playable, what is unique about it, etc, along with an actual detailed description
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+ of the world, the setting, the conflicts, etc. you need to pretend this world really exists
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+ to entice anyone to want to play it, or other developers to jump aboard.
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+- Having a very clear goal is a good way to get attention and stay focused, rather than
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+ tweaking core features forever....then again, it is a forever project
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+- overall comment: i would simplify the complex world design as much as possible, and start with
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+ a smaller prototype where you develop the combat/movement ideas first----in a smaller
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+ world. then, after that's solid, build out more of the complex time-consuming stuff like civ
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+ generation, etc. ------- i think you will be more successful if you relentlessly prioritize
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+ actual player activity/combat in the short term.
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+- for example you could develop the smaller version around a single town with a procgen
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+ countryside, some dungeons etc.
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+- Yes, I recommend an org document with nested TODOs. start simple and build upon it
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+- https://itch.io/jam/january-2016-lisp-game-jam/topic/12836/my-collected-notes-on-keeping-game-designs-simple-and-accessible
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+- simplify relentlessly and don't be afraid to postpone more complex stuff
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