Hello people.I appreciate you two took your time and managed to start discussion just from basic info i provided.
Like i said we started recently from total 0 and shortly after that i started this thread.As produced material pile up little bit i will regularly update this thread.
My idea for this(i have a wish for this and hope it will work good for you people) section of forum “work in progress” is to kinda make mini series like “TV episodes” where bits of information’s comes with art,video or similar showcase,
and bits of information’s are closely related to showcased material-so we have something to discuss on,and that’s what i will do,hope you will like it overtime.
So “meat” will come in small packages so we can be detailed and discuss small chunks which i hope will benefit you people also if i manage to get them done properly.
Related to that,this thread is compatible with coders,3D designers and any other team positions but i will post particular parts of game development one at the time as they get produced,
as they have sense to me to be showcased.
So further related to that we will eventually hit discussions on systems/game mechanics and much more(technical approach to 3D design/implementations/asset scene optimizations will come soon) where people will get chance to express themselves with feedback however they like.
Maybe i wasn’t clear,i just will not enjoue someone start making me story or similar in front,until we firstly showcase what we planing to do or is already developed.
Thanks theANMATOR2b you are right about GDD and surely it can be problematic.
Yes i started creating publish ready right away models(3D vehicle) because i can(Stefan following directions and have decent freedom on creativity),because of previous works i done which also includes practicing projects inside Unity.
There are to many variables for us to completely 100% agree on tiny details about how to approach game design but we for sure can discuss it and agree on logic,global direction and something that have sense.
Some of variables if you can agree can be: mind set on goals for the project(finish fast?,finish with quality?,genre?,platform? and so on…),number of people inside team and their time and skills,
resourcess(technologies/hardware,software licences and so on…) that team have,dynamic environment(some team members can leave in meanwhile - that’s dynamic environment),particular feature inside genre can be hated that year and influence you project,or seriously maybe not so popular anymore just like that),
and so on to not be boring will stop naming…
So basically based on some personal approach to project and our wishes and personal awareness on what project is in larger scope we can completely separate there,but i can
agree definitely on destructive part that GDD can lead us to if that particular approach doesn’t work for that particular project.So i agree on prototyping(you are very useful there),for things that i’m not sure i prototype them in mind that i want to kick off localized systems to work
inside project really soon(so basically it happens something like this: i’m aware what is kinda “stand alone” system some tiny game mechanics,so whatever it is i will check it and see where we are with that-can be asset from Unity asset store,can be something that i needed to script quickly to prototype,but for example if i already prototype all kind of movements that include Unity wheel physics or similar i don’t need to do same again,i know how it behaves).
For things that i’m already familiar with i start working on polish ready models since i know how i will implement them inside project.
In this project case gdd nor localized units/assets are fixed values so there is no destructive “force” except dynamic tweaks(on both gdd and assets in both directions) as we go and make progress.
For this project i could game design everything to the last bit and i didn’t wanted that to do yet,since as we go i’m sure lot of things will turn out to not be true completely.Also as i model high poly it gives me much more ides then i can throw just like that from my head if we talk about tiny details-and i think that’s highly powerful approach which can provide not only rich visuals(not limited by some potentially false gdd claim) but also influence
greatly game mechanics and more precise gameplay experience for player.So Stefan created this creature on same way-got rough instructions,nailed it(wip is showcased) and have’d his artistic freedom and skills inside his field unlocked which as results for me as i can see have very good results.Further more such creative asset give me more ideas about how to refine creatures and gdd sections,so if we introduce based on his creative design
some new feature to this creature i will update gdd for that creature but also update what else will it influence.SO on this way we will get highly rich content which my mind have no chance of producing it correctly to the tiny bits,which is worse i have many jobs inside team except,technical 3D art,implementations and so on…
Basically what i can produce for this project is : Zbrush art/sculpting,3D models,Texturing,Music,coding in Unity java script,Ui design and more except particles i don’t like working with them - with that i want to say few things,if some team members leave project i am able to continue project and take their positions so this thread will be valid no matter what and will continue.
Obviously they are highly talented and i will prefer them to do what they are doing the best-i can’t match them individually.Also we just gathered recently(in day’s,weeks) and i’m sure they will start producing material as soon as Stefan and me produce enough material for them to start working.-So these kinda of stuff influence also on what i will work on,basically this whole my “speech” will mention many variables that influence on what i’m working on and on which way so to wrap it around i kinda “following the flow”.
To minimize destructive approach like you mentioned,firstly i decided that everything can “breathe-and adapt in both directions”,and second thing is,i decided to split whole GDD into
3 layers.On first can be find lot of data which fills basic info for team members to get know the project as also to be able to at least plan or start working inside their field.
So things like introduction,classifications,overall and mid detailed individual asset explanations can be fount there on first level.
Second level comes(will come) with high detail data on individual assets but as closest prediction as possible.
So second layer will hold enough info so programmer can take values and apply into variables and confirm are they balanced with/by prototyping(like bullet speed,bullet damage,shields and correlation of that and many other things),
So that’s where we will mainly experiment with in-game balance and have results which are actually valid one and not predictions,so such confirmed and final things will end up in third layer(and will actually make the game and compose our scenes) of gdd where we actually get our game on paper as it is inside Unity scenes.
With in mind that i know direction of the game and particular game mechanics that’s enough for me to not do silly things and create assets that doesn’t fit my idea in first place so i don’t see personally to much of destructive force there,and additionally gdd is not ice cold frozen which further makes stuff more possible to be done 
I mean…That’s just in short some of my personal thoughts at the moment on replying,we for sure can discuss further about gdd also.
I’m not conditioned by investitors(don’t have them) to strictly follow gdd,neither i restricted team members or me to strictly follow gdd,lets say simply 5 heads are smarter then one definitely.
So yes i’m doing prototyping.But like i said on localized level/asset if i’m not sure about system itself that will work with my 3D asset.So for example recently i tested complex spider leg movements with procedurall leg placement-mech walker,so i can know my 3D model ergonomics/joints,have sense when moving,will parts collide based on previous prototyping and son on…
So like i mention i think at least i did so,i’m financing when i can also i already tested decent number of paid Unity assets(purchased them to speedup development) and decided Unity version where they all can work together,also same Unity vesrion provides what we need.
SO thank you theANMATOR2b for feedback i listened what you have’d to say,you was constructive actually both of you guy’s and i highly appreciate it.
Hello PhilippG ,thank you right away on comment for 3D art,i’m glad you liked it-any particular reason you like it? 
Yeah let me explain if i’m able to do so for “rough” part of my thread but it is rough if taken on that way.
Sure we lack time,our timelines when we screenshoot stuff can be different,i’m also on low budget lets say it is zero-but when i start working for someone on 3D design i chip little bit of that as i can and invest into assets,skills are different-yes,scope for sure.
I just wanted to explain why i posted this thread,what inspired me to post this thread,i didn’t needed to do such.
Basically it is hard to explain untill you see it since somethimes it is needed to feel atmosphere of the posts that i notice on random fb game developer groups.
Basically they didn’t do anything bad,far from that,they develop inside Unity and it is contribution on itself,it is someone effort,also our free time is different we can dedicate to assets.
My point is if not maxed out scene is presented as such(try to read me in-between lines here) and post say just for example “realistic visuals,beauty shoot and similar-hope you get point now” and on my miracle people actually can’t believe it is Unity(they expected much worse quality-which is also suprize for me) that kinda,i don’t know
i just don’t feel good about it.For me personally it is like spreading wrong information :S if someone can feel me here :S?I don’t know how to explain it differently.
So basically i want to prevent myself of doing same so here i am to take bullets on every silly thing i do and you know it can be better from inside Unity(doesn’t need to be only visuals).
This is nothing more then personal decision on delivering to players best possible experience,on the way showing this game engine best i can(best we can-whole team).
I will not proclaim myself as protector of the visuals of this game engine xaxaxax(that sound funny to me) neither will ever say this is best it can give since out there someone can do better then me.
What i want to do and i’m hope i explained it is to make high quality content/video game and since i’m using my faw game engine of choice i will feel so good if i performed best possible inside it and results are confirming that,honestly i would feel good because game engine itself and reputation(confirming it),will feel good about
giving players more faith(beside other people who doing that already) into our indie world,will feel good because this game studio and whole crew performed really good.
Yes PhilippG visuals means nothing without proper gameplay experience-afterall that’s what matters for player the most-proven already.
I’m not focusing only on visuals but also with same force on gameplay experience.
For example we claim open world-so he alone means nothing if there is no content inside,also repetitive content is fairly standard for survival games but i want also to deal with it and minimize it as much possible.
You will notice people i talk generally whole time,at least most of the time,that’s because of how i planing to introduce whole project like i mentioned way on the beginning 
I think i carefully planned whole storyline,game mechanics,gameplay experience,visuals all together and overtime we will hit the subjects if anyone interested of course and exchange opinions,learn from each other and so on.
There is so much time we have to discuss,this thing will eat time and we have at least one year,over one year of screenshoots and such materials to discuss.
Basically this is PC tittle ported to mobile if you like - that’s how much game mechanics(interesting parts that will influence gameplay experience) this thing will have.
It is singleplayer which simplify stuff a lot specially the coding part!
So PHilippG you have here also person who care a LOT about gameplay experience in mind of game mechanics but not only physics,what to do on map,how i move and such,but also on particle effects,UI usability,sounds and so on.
Let me give example(small sneak peak into my attention to detail about this project),i mentioned sounds:
when many objects are in one place even with culling sounds by priority or other conditions they can sound like rumble
and not to be clear what player listening to so…
Enemy(everything) but let take weapons will play music chords inside their base sound so if bullet is fired he will have particular note.
Not only that here is small mini insight how that will work: Enemy will play sad chords - script will make sure that units which are inside one place get particular notes that makes sad chords.
I hope my answer is also kinda constructive and you did get more info,keep in mind my “TV series :)” where i will introduce stuff as they are made or in progress.
theANMATOR2b this is already long repply so i’m surre you will be thrilled to talk about 3D stuff
so i will leave it for some of the next updates,i will be highly technicall and i think you will enjoe it.
I decided sad to kinda give player feel about being attacked-he will experience that on multiple levels-we will have lot of feedback to player to insure proper gameplay experience-so lot of feedback to him,sounds,particles/visual confirmations,UI elements confirmations and so on,our music tracks will change depending on what player globally doing-does he crafting,does he have battle,does he exploring and so on…
So Enemy AI- sad tones.Player gets “cheer/happy” chords when firing weapons so he can feel he doing something positive and can feel it even by listening - it’s not music it is just subtly tonality embedded inside sounds that will work togetherwith other game mechanics together.
Yeah i wanted to type “in need for lot of input” but i’m guess meaning is same-made mistake in thread tittle.
Se you guy’s soon in week or so(in that time i will just have to showcase progress on 3D assets),i think we will move decently until then.If programmer don’t start working soon,as i finish 3D assets/characters i will script mainly movements and some features that are fairly independent on other systems(that maybe come in month from now or around that).
I hope i have’d sense above 
We will have proper promotional material and for sure paid marketing,so this is not in that kind of purposes.
Thread is honest as it can be
! \e/ Sorry for mistakes,i’m not native English speaker.