@Theguestcreator posted an interesting comment that made me think about how I can organize projects. He would come up with the amount of maps that his game would have. Using that overall count, he divides the maps into each section of his game. It is an interesting way to think of game development. Instead of developing with a vague idea of the project, theguestcreator takes a larger picture, that has allowed him to consistently release games. I thought that this could be a good way to speed up development if I tailored it to my own game. So, I thought about what my game's most important elements were.
The amount of npcs, puzzles, maps, and cutscenes. 40 maps, 40 npcs, 25 puzzles and 25 cutscenes overall. So each act looks like: 10 maps, 10 npcs, 5 puzzles, 5 cutscenes. So less content, a shorter experience, but I'd rather have something small that I can really polish than something really big that I'll probably never finish. Never changing this plan, never....
So, guestcreator, although you didn't know, thanks for posting your comment. I think this type of restriction is valuable for game developers to think about. Not for every game obviously, but it's worth thinking about.
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