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Doing this the right way!

by Isaac Dutton · 11/14/2008 (12:06 am) · 4 comments

Ok, so at first I was overly exicted about resources and the start of the project, and almost went and did what I feel is a big mistake, and thats throwing a whole bunch of resources together into the engine, for your game.

I think this is the first step to feature creep! So I pulled away for a moment and said to my self "What does my game really need to function and be fun!". With that I smiled and made a least of "Needs" and a list of "wants" and this is what I came up with!

Needs:

1.) Team system

2.) Capture the flag system

3.) Tank system

4.) Radar system

5.) Basic system to outfit said tank. Nothing special just functional

6.) A basic system to capture "outposts", where enemy outposts take a players energy and allied ones recharge it when a player is so close to an outpost.

6.) Win conditions

Wants:

1.) Cool effects using AFX

2.) Nice artwork

3.) Lots of "extra" tank modules that really only serve a secondary purpose to the design

4.) Voice chat

5.) Ranking system


I really think, that alot of designers could benifit from making a list like this before they start prototyping their game. They should also relise that the longer the "Needs" list then the harder their game is to prototype.

I am very happy with my needs list for the simple fact that most of it is easly done, and there are alot of resources that cover these areas. So customizing them to fit my game will be alot less time consuming then coding them from scratch.... I hope!

Thanks for those that are reading this, leave your comments if you think I forgot something or have ideas!

I will post again later with more progress and hopefully after my "Needs" gets a few check marks on it, I will have some not so great screen shots for you guys!

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#1
11/14/2008 (5:39 am)
This is a good start, This is called drafting a Game Design Document. most designers do benefit from making a list, so your at the right path. I recommend you look one up and read through a sample. There are a few around. But this is a good idea, keep it up. This is how you start a project properly.
#2
11/14/2008 (7:46 am)
Thanks dude for your support!

I am glad to see I am going about this the right way!
#3
11/14/2008 (10:47 am)
Reminds me of a conversation I had once:

Him: "I think I know how to design a game but how do I *make* a game?"

Me: "You make a list of tasks and then you start finishing them =)"
#4
11/14/2008 (11:12 am)
Matt FairFax, at my blog... wow I am honored indeed :P

Haha, I really think that the next book GG needs to put out needs to be something like "How to make your project succeed before you even open up torque"