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