Original Post
Hello,
First off, let me say sorry about my last post. It was rather a "retard" question I asked while I was falling asleep at my desk. lol.
Anyway, Im getting rather sick of going about doing work on all of my projects in a unplanned,unorganized way. I want to start doing things as 'professional' as possible.
My 'questions' will reguard project management, developing a small team, desiging a game and desiging a game engine based on the game design document. I feel that this post can help others out as well. I hope to see a lot of feedback on this one, well see.
To start with, a team. I have a few friends that love games. Only one of them however knows anything about programming, and what he knows isn't quite enough. The other three are good with computers but have no clue about the tech of games really. My question on this issue is: How migh one go about managing a team such as this, keep communication clear and make sure that the team is all on the same page?
I quess that the last question pretty much covers my question on project management as well, so on to the next question...
Designing a game I quess can take a long time, or a relatively short period of time depending on, well what genre the game is and what sorta story it has. However, That isn't to relavent to this question, but in a small way it is. I understand that a game design doc would include such things as what type of lighting, shadowing, sound, input, well the tech stuff, but does a game design doc normally cover the engine design and such? Where should the line be drawn for the game and the tech?
Alrighty, one last question. I will not get into detail over this since it could be the topic of an entire, well web site or book. Anyway, Ive tried to write a 'professional' engine design document, but I wind up always adding to it as I go along which normally equals me having to change everything in it. Also, I tend to add in 'notes' into it. The design doc should be the blueprints basically for how the engine will be made and the flow of the interfaces and components. The problem is, often things change. How can one make a design that is flexable enough to allow major changes without having to re plan the entire project?
Alrighty, well thats enough of a post and I promise no more long ones for a while atleast
These are just a few things that I feel are worth addressing and seem to be an issue for many others.
Thanks a lot guys.
-Jason
[edited by - no one on April 30, 2004 1:09:18 AM]