The very beginning of my forever game project, starting as a "simple" roguelike.

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  1. * 2016-09-29 gameplay design doc (0d0919529a96c4c3d81384251aac1864bf55ddcc)
  2. - There's too much 'maybe' in there, and it just looks like just about any game of the sort
  3. (too general). I suggest you actually write about what will make the game fun, what will
  4. make it re-playable, what is unique about it, etc, along with an actual detailed description
  5. of the world, the setting, the conflicts, etc. you need to pretend this world really exists
  6. to entice anyone to want to play it, or other developers to jump aboard.
  7. - Having a very clear goal is a good way to get attention and stay focused, rather than
  8. tweaking core features forever....then again, it is a forever project
  9. - overall comment: i would simplify the complex world design as much as possible, and start with
  10. a smaller prototype where you develop the combat/movement ideas first----in a smaller
  11. world. then, after that's solid, build out more of the complex time-consuming stuff like civ
  12. generation, etc. ------- i think you will be more successful if you relentlessly prioritize
  13. actual player activity/combat in the short term.
  14. - for example you could develop the smaller version around a single town with a procgen
  15. countryside, some dungeons etc.
  16. - Yes, I recommend an org document with nested TODOs. start simple and build upon it
  17. - https://itch.io/jam/january-2016-lisp-game-jam/topic/12836/my-collected-notes-on-keeping-game-designs-simple-and-accessible
  18. - simplify relentlessly and don't be afraid to postpone more complex stuff
  19. - i'm not sure a Forever Project is really the right mindset. the cost of designing
  20. something the wrong way early on is ... infinite i guess. so there's possibly a sense of
  21. paralysis in decision making / class diagramming that is completely separate from the "too
  22. much work" problem.
  23. - multiply this by the need to reflect such designs in your client/server design etc
  24. the cost of changes is even higher
  25. - I wouldn't keep telling yourself it is a forever project. You should prioritize the
  26. components of it, to get something completed as soon as possible, and build upon
  27. that. Having a clear design document/goals is crucial for a large project
  28. Else you'll spend way too much time designing things the wrong way and going back to square
  29. one. Happened to me countless times
  30. - view your whole gamedesign career as the Forever Project, and set smaller milestones (such as
  31. a combat-gameplay-focused smaller game first)
  32. - then in the 2nd version you can say "i designed this and that incorrectly in the first game,
  33. now i'll do it better (possibly reusing code etc)
  34. instead of being stuck, hopefully
  35. - It's important to stick to your decisions and not modify them too. If anything, add on to
  36. your design document with low priority, and if it can be done at a later time, great. Don't
  37. keep coming up with new ideas and spending time on them, or you'll corrupt your original
  38. ideas/code. This is why it's important to be extremely detailed about everything before you
  39. begin a huge project. It allows you to focus on the important things and not get distracted.
  40. - This is not always possible for everything you'll encounter, but it's a good rule of thumb,
  41. and rules are meant to be broken :)