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Post by wololo on Feb 25, 2013 13:40:42 GMT -5
There's some really great ideas, and I think for the ones that are planned to be implemented, we need to organise in what order we implement them - ie tier 1 ideas are all core gameplay elements required to get a basic game running (moving around etc), tier 2 is having a functional map, tier 3 are things like basic combat mechanics for enemies, inventory etc, tier 4 is more complex combat such as bosses and so forth, and so on. Obviously the criteria would need to be fleshed out more as to what constitutes a 'core' mechanic.
This would keep it focused on ensuring that everything gets done in a proper order without people trying to clamor in and put every single cool feature they want at once and cluttering up/stalling actual productive development. A lot of people try to make something with a million cool ideas and they never get made because of it (that dragon MMO trainwreck thread is a good example of this, lol)
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Post by heroofsandwich on Feb 25, 2013 23:44:32 GMT -5
I have a feeling some sort of work order will be needed. Regardless, we need the story before most anything else. I volunteered to do the map layout, so before I can do that, we definitely need a story. There is also a lot of things that can be done at the same time.
Here's roughly what I would suggest. I don't know enough about every area of development, so there might be some mistakes here, but at least it's a plan that maybe someone can adjust or we can work off of for the time being. I was purposefully vague on programming as this is probably where I know the least amount. Towards the end, map making and programming definitely would seem to converge though. The input of everyone would be really helpful here.
Phase 1: This is where we get our groundwork laid. Everything in this part of the project is either necessary to continue further or it can be done without affecting any other part of the project, meaning we might as well get it out of the way (font, basic music).
A. Primary Artwork and Animation I. Sprites of the major characters and enemies II. Artwork of major non-animated objects (trees, houses, etc) III. Fonts and logos IV. Basic animations for major characters and enemies B. Primary Music and Sound I. Deciding on a "style" of music II. Non-specific themes (title theme, mini-boss music, etc) C. Primary Storyline and Content I. Overall story, theme and tone II. Primary and Secondary character and enemy development. III. Basic items and dungeon development D. Primary Programming I. Game engine development
Phase 2: This is where we really get into the meat of the project, and by this point, hopefully everyone has a set job and we are meeting deadlines we set for ourselves.
A. Secondary Artwork and Animation I. Sprites of secondary characters and enemies. II. Artwork of specific non-animated objects (temples, treasures, etc) III. Secondary and more Complex animations for major characters. IV. Basic animations for secondary characters and enemies. B. Secondary Music and Sound I. Themes for more specific areas, character motifs, etc. C. Secondary Storyline and Content I. Secondary stories, themes and tones (what's going on with the Zoras, Gorons, with each temple etc). II. Minor character and enemy development. III. Item and dungeon specifics D. Primary Map Design and Layout I. Map Discussion and Preliminary Layout (what's actually going to be included and roughly where) II. Map Design (actual map artwork) E. Secondary Programming I. Basic mechanics (moving, running) II. Putting artwork/animations into the game Phase 3: By this point we hopefully have something resembling a game. This is probably the last point to add any major new elements or mechanics to the game itself.
A. Tertiary Artwork and Animation I. Sprites of any remaining characters and enemies. II. Finer details on buildings and characters III. Secondary and more complex animations for remaining characters and enemies. IV. Animations for non-character objects (wind, water, weapons etc) B. Tertiary Music and Sound I. Any remaining music II. Sound effects C. Tertiary Storyline and Content I. Character dialogue II. Side quests D. Secondary Map Design and Layout I. Basic functional map for programmers to use II. Dungeon design E. Tertiary Programming I. More complex basic mechanics (talking, using weapons, etc) II. Implementation of basic functional map of major locations
Phase 4: If we make it this far, I'd say there is a good chance we'll finish the game. This is basically the point of no return.
A. Quaternary Artwork and Animation I. Any remaining artwork inside the game. II. "Cover Art" (any artwork that will be used to hype or get exposure for the game, but that won't appear in the game itself) III. Animations for cut scenes. B. Quaternary Music and Sound I. Any remaining music or sound effects. C. Quaternary Storyline and Content I. Menu, options and game directions II. Remaining dialogue for cut scenes D. Tertiary Map Design and Layout and Quaternary Programming I. Specific mechanics (location specific mechanics, specialized mechanics, complex NPC mechanics) II. Functional story advancement III. Fully functional maps of major locations, mostly functional minor locations. IV. Mostly functional dungeons.
Phase 5: This is basically finishing things up. Any remaining little imperfections can be weeded out and the game should be made pretty much playable.
A. Quinary Storyline and Content I. Easter eggs II. Game credits B. Quaternary Map Design and Layout and Quinary Programming I. Remaining mechanics for any other minor elements. II. Fully functional map III. Playable game
Phase 6-?: The testing and fixing periods. Probably a couple of private test runs, after which we can make some adjustments and then some runs with volunteers from the public to gauge the thoughts and opinions of those outside of the project.
Phase ?: Release to the general public.
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