Ever since I started working on the document side of game creation I have fallen behind in my art/3D work. I feel much better in general about the game’s direction and general possibility that we will finish some day but it felt really good to get back into Blender over the weekend and make something. Regrettably that something was not fantastic but rather horrific…
“My name is Daniel and I volunteered to make my teams GDD.”
So I tried making my project on loose Google Docs, Trello, and Spreadsheets alone. I failed. Now I have a Game Design Document. Besides the fact that I feel so accomplished that I think I can just upload it to Steam now, I feel like I am on the path to not-failure.
I’ve been trying desperately to push my projects into order. It seems like they are an unruly bunch that want me to work on them all at the same time. Like last week while I was grieving I wrote six chapters to a book I shelved in December 2012. “Well it’s been like two years since I finished this, I guess I’ll dig it up, use some necromantic editing, and just add it to my plate. Why not, right?” I must have said subconsciously. Well, yeah–it’s been that kind of week. So as to stick with that theme I decided to crack open my Evernote account to peek inside…
After talking a lot about game design I thought I would discuss some practical project planning aspects this week. To start I wanted to discuss feature creep and setting goals. One of the most important things we did to help get our studio going was to set a very attainable bar for our game.
On the last blog I asked, “How do you think the way a player interacts with the game changes because of the design?” Now the easy answer is that you change how the controller is used, or the device it is played on, or what materials are needed like dice. That’s not really what I mean though. I mean to say is how does the design of play affect the game and how can we adjust that through development?