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making a game...

Started by no one Apr 30, 2004 at 12:06 AM 2 replies 500+ views
Original Post
no one
no one
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]
"Make it a habit to be loyal to the activities that serve the highest part of yourself."
no one
no one
Blah... Just trying to start thinking and working in a better way that helps me to be more productive and actually get things done. Plus, Im trying to get my friends to work on a game with me, so im hoping that once we do all get together one day to start, Ill have a decent grasp on what to do.

hehe. yeah yeah, vague questions
"Make it a habit to be loyal to the activities that serve the highest part of yourself."
oliii
oliii
you can split your document into several parts. One which is the overall design, a ''design'' document. another which is more the technical document, and a third for the artist section, the art requirements.

you''ll also need a schedule, make up tasks for each and every one of you, brake it up into small fragments of say, one to two days work. Assign goals, milestones, that everyone has to reach.

you can see the design documents as answers to questions such as "What", "who", "where", "how", "When", ... The design document is the "What", and the story elements "where", "who", "When"). What platform, target audience, competition, what do we like from the competition, don''t like, Then you have a quick recap on the general gameplay (fps, 3rd person adventure, RPG, puzzle, shoot''em up beat''em up, or whatever combinations), a quick view of the environments, the overall graphics style, the characters, the places, the levels, throw in some concept art. How the story is implemented in the game, cutscenes, FMVs, interactive scripts as the game progresses (half-life).

the "How" is more like the technical document. Language and tools, coding conventions and standards, OOP design, general Game flow and individual state machines required, how to implement environments graphicaly and for physics, can the two be merged into one or will it require two diffenrent formats, physics, animation, scripting, controls, view ands cameras, cutscenes, multiplayer and networking, character animations, weapons, A.I. vehicles and usable objects, interactivity (environment, NPCs, objects, ...),input formats from tools, and for tools, then the tool chain, what tools are required, how is it gonna be done (plugins, editors, command line execs, multi-platform exporters, batch processes), ect...

art-wise, I''m not sure, I''d guess it has to do with the look of the game, colouring and texturing, model size, naming conventions, project directory structure, importers / exporters, texture formats, level size, restriction on the level design (draw distance), scaling, mip-mapping and LOD, animation, what the code and tool chain require as for file formats and naming conventions...

the "who" and "when" has to do with scheduling, assigning tasks to the team, discussing the jobs to be done, very roughly how long it''s gonna take. You can fix some milestones in the meanwhile, what as to be achieved for it, then each coder will then try to break down his tasks, and refine his schedule, which then can be finalised. It will still be quite rough, but should be a good approximation, and the milestones can then be met. if someone falls behind, or as problems, then it will become very evident, and you can all work into fixing that problem.

well, that''s my take on this. There should be plenty of design docs, examples, and tutorials around.
Everything is better with Metal.
no one
no one
awsome, thanks a bunch oliii!
"Make it a habit to be loyal to the activities that serve the highest part of yourself."

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