Jump to content

Guide to Game Development/Miscellaneous/Planning out your game

25% developed
From Wikibooks, open books for an open world

How to plan your game out

[edit | edit source]

This a rough guide for you to follow when you're planning your game out.

  • Break your planning note document into different levels of indentation, for example: plan a world, then increase your indentation to plan the level, then increase your indentation to plan each part of the level, then increase the indentation to plan the aesthetics of that part. Note: if the document gets too large, it might be a good idea to swap a level of indentation into a different file or directory.
  • Plan with images, this will help you and others visualise what you mean to get a better understanding.
  • Plan out:
    • Mechanics
    • Worlds/locations/levels
    • Aesthetics
    • Character
      • Movement
      • Inventory
      • Attacks
    • GUI
    • Storyline/objectives

Things to think about when you plan a new feature

[edit | edit source]
  • "Replayability"
Is this new feature worth replaying?
  • Enjoyment
Is this new feature fun?
  • Understandable
How easy is it for someone to pick up?
  • Unique
How unique is this feature? Is it typical and too expected?
  • Hard or frustrating?
It's good for games to be hard, it can make it challenging, but no one wants to play a frustrating game.

References

[edit | edit source]