So I’m about ready to release the first version of my crappy game and am ready to start on a proper version. When I started on my first version I made the player and controller first, then the camera controller, then the stage, then the obstacles/enemies, and lastly the menus and HUD.
I think that I want to re-evaluate how I apporach it this time around and would love to know what works for you all.
I usually get the player controller in, then flesh out the environment. But it depends on what is important in the game for example if the gui/hud is important and other parts rely on it a lot, I might get that down before some other part.
I guess I just go with whatever makes sense to me but that normally is the player.
I’ll make the world first. Even if I haven’t made any geometry yet, if I’m making a project, I’ve got the world in mind. The world will define the characters, story, physics, etc. The rules of the world are what make things consistent and can let you know right away if your idea is going to flop.
If you already have the core game working in a prototype form and you are going to make a full version. Then you have the option to ditch the prototype and start a fresh or transform the prototype. In the first case I would still start on the core game and mechanics. In the second case you could probably work a scene at a time.
You could create your entire game using proxy art because art takes the most time probably. That way you can scrap your project if you determine that its simply no good otherwise you might say oh im too invested in this project to abandon it. What I usually find the hardest is actually fleshing the game out to a full fledged game
The prototype of my game was done is JS, and I’m slowly coming to terms that I need to make the change to C# so I can use Textmesh with ease and use arrays.
Also, my original code is such a mess that I really think this is the best option as it would take longer to move on from where I was to finish, than start-over to finish.