Hi all,

So, I am making a small rpg demo/tutorial, first project that I am really trying to create a semi polished playable version.

I created a dev plan of things I want/think should be in a small tutorial/demo, but wanted some other opinions if I am leaving out any details or features that would be ideal to have.

Thanks!




    you fell into the endless vicious cycle of pre planning and stuff.. it all comes down to your vision.. what would you want to play? make a skeleton of a game, then fluff with features.

    If you dont have a vision on what your game looks like - art direction or some game play style or something, then you dont have a game no matter how meticulously you plan for it..

    I struggle with this myself.. 2nd year in, and i got nothing..

    At first i planned like every little detail i wanted but, i dont have vision on how would it look like.. like what would be fun to play, what hasnt been made already.. something that is the souls of the game.. when i start puttin git all together it looks like you bob standard asset flip mobile game that is dead on arrival..

    Make the game fun to play not fun to work on.

      xRegnarokx It's good to break down all the planned features but this sounds too big for a single developer, especially if you have limited experience. Keep this planning approach but try to finish a much simpler project first.

        xyz What parts seem the biggest for a single developer? For me the most daunting aspect on that list that I feel are obligatory for me to do would be creating assets for the game. Not an artist so only had moderate experience on that side, the other is dialogue, never messed with that yet. Everything else either I've done in other projects or I am willing to simplify or leave out if it ends up being overly complicated.

        This is also boiled down to what I view as core basics (some are a little more fluff when comes to artsy side of things) of my games vision. I tried to make as simple of a list as possible to prevent scope creep, since my imagination for the game is limitless, but I can't tackle it. Maybe if I get a basic core I can slowly build on it. That us why I wanted to build a tutorial/demo that would have most of the core functionality that I could later build on to expand the size of the world, and depth of character/lore/monsters etc...

        • xyz replied to this.

          kuligs2 I feel like I have to preplan to prevent scope creep. I am a visionary, ideas I do not lack, but often my ideas are to grand and aren't reasonable to ever finish. So, I tried to limit everything down to the bare bones of the core of my idea.

          A small area to navigate, some enemies to fight, a quest to follow.
          Have two special skills to use, and some weapons and items to use.

          So even with that list there are things I can remove from my list if necessary, and I have been trying to arrange by priority, so that I get less fluff stuff out of the way first.

          • Edited

          xRegnarokx What parts seem the biggest for a single developer?

          Not any part per se but the fact that you have so many ambitiously sounding parts. Building each and then making it work in accord with all other parts is way more demanding than it may seem at first.

          The main red flag on your list is that tasks are not on the same hierarchical level. You have relatively simple several hour tasks alongside very broad tasks that can take months. It may be a sign that you're not fully aware of what you're getting into.

          Instead of this, I'd start with a very barebones prototype of the main idea that only has key features but is still playable and hopefully somewhat fun. Take your idea, extract a 'lite' version out of it and implement that for start.

            xRegnarokx first project that I am really trying to create a semi polished playable version.

            Have you created any other games?

              xyz I have rearranged my list so the barebones are first and all the in my mind important stuff but that is a little more fluffy is lower on the list.

              I have movement, attacking, and basic UI as well as improved art (which isn't so much programming side of things.)

              Everything else, I can slowly add after having a working core prototype. Though I still have them as things I want to implement.

              DaveTheCoder I guess it depends on what you mean games and created. I haven't published anything else, and by my standard they wouldn't be a game. However, I have made basic game bases, such as a character exploring a small multi-level dungeon, collecting items and killing enemies.