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What is the Ideal Planning Process for a Game?

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    What is the Ideal Planning Process for a Game?

    So, for planning a game, in what order do you proceed? I know this is a much covered topic, as it's a frequent question. However I'm a little mixed up on the steps:

    There is your Game Design Document, Concept art (for characters, environments, props etc..) and of course the prototype. My instinct is to rush towards a basic prototype just so I can see if the game mechanics are fun. If they are fun, I will proceed to plan the game more in depth. What I want to avoid is wasting time by doing too much planning, only to find that the actual game play isn't fun. I'm giving my self a deadline of one year to finish the game, and all of a sudden that year sounds really short.

    I'm planning a 3rd person action/adventure game for Windows.

    Do you guys have suggestions on the order to proceed?
    Programming today is a race between software engineers striving to build
    bigger and better idiot-proof programs, and the Universe trying to produce
    bigger and better idiots. So far, the Universe is winning. (Rich Cook)

    junfanbl I wanted to create an outline for my game originally. It just evolved so much that the first 10 outlines wouldve gotten trashed. I think a checklist/tasklist would be an awesome pre-game idea tbh. Uses ik. footprint decals, weather cycles, inventories, abilities, etc I'm an un organized person so I try to constantly re organize my project.


      Making the gameplay fun is absolutely the top priority. A game is useless without fun gameplay.


        Hi, I agree a fun gameplay this is the most important thing in a game

        ShowBox Tutuapp Mobdro
        Last edited by nixen.kort; 07-15-2019, 09:59 AM.


          Hi there junfanbl

          I use Google Slides for my Game Design Journal. Its a 'living' document that I dump all my ideas (technical and artistic) into while I'm prototyping. Some ideas will make it into the game, some ideas will not. Although I'm code-centric game dev, I absorb and express concepts with imagery. I use G-Slides for practically all my documentation, they make great Storyboards.

          Pros: Collaborative, Combines Various Media on Front/Notes on the back, Read-only Presentation Mode/GDC Ready, Online Accessibility.

          Example: ExORION GDJ
          ExORION Sci-Fi FTPS: Battle Kaiju, Mutants, Techno-Terrorist in Alien Powered Super Suit...


            Most important thing (or two):
            - keep doing it, do at least one task per day, even if its as small as for eg. improving icon, or fixing some spelling or adding comment. Do ANYTHING in project ever day.
            - do not change gameplay or type of game mid project. That means you keep experimenting and finding what is fun at very beginning, until you are sure do not invest time in "polishing" parts of game like content (maps), character design, etc. Yes those things are fun and less demanding, but doing this too early is almost certain waste of time.