When asking how to go about creating a game, most people I know of would reply, 'Make sure you have a good design document.'
Now, I am a believer in that. A Design Document makes things a lot more easy, more efficient, more productive and less confusing when figuring out what to do next.
However, I am going to propose a second reply that seems to be completely neglected especially for second-time programmers. (Meaning working on their second project.)
Create an engine. By this I mean, create a set of core features and workings that can be added to most of your games. This can be as simple as a set of variables and basic verbs, or as massive as complete AI, GUI functions and more. (Said engine would be an environment of its own.)
With this, creating a sequence of projects after your first should be relatively quick and painless. On the plus side, you can always improve your engine and then stream line those improvements to all your projects!
Sounds good if you ask me. I've opened up this topic for comments. :)
![]() Nov 11 2008, 6:23 am
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design documents be damned, it's for losers and if anyone else finds them you look like a total nutcase. Just cowboy code it until you get bored or distracted and do something else.
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I definitely like reusing code.
However, I think that there is a limit to design documents. They might help you keep track of things in large teams, but I find it better to not add too much detail. For one thing, the details are likely to change. For another, a complete design document tends to sap me of my motivation. When I design everything too soon, the implementation seems like busy work. That's fine if I'm getting paid, but it's not enjoyable in my free time. |
Elation wrote:
design documents be damned, it's for losers and if anyone else finds them you look like a total nutcase. Just cowboy code it until you get bored or distracted and do something else. Seconded. All my projects involve having fun until I'm bored, unless they're so small (or for a contest) that I don't lose interest until it's finished. |