Project planning

Miscellaneous Forums/General Discussion/Project planning

The forum is locked. These are the original blitzbasic.com forums, kept so they can still be read. No new topics, replies or edits can be made here. To join in, head over to the Blitz3D+ forums.

I never do any planning. I find it gets in the way of the "evolution" of a game, and just helps me procrastinate by planning stuff instead of doing it. Clearly that wouldn't work in a team, but since there's only one of me, it works fine.

Having said that, my natural priority is always graphics first. I can't code until I have models and textures to put on the screen. Mainly because you just don't know what issues you're going to hit until you actually have your media in hand. Creating a GUI? I create a GUI skin first. Creating the actor editor? I create some actors first. Creating the prefab editor? I create some prefabs and some textures and normal maps first.

Beyond that, I tend to code whatever seems most likely to cause problems first, For example, I wanted a pretty ( ok, very ) complex GUI system, so the basics of that were the very first thing I did. Then it was also the first thing I wrote an editor for. And recently it was the first thing I stress tested. Huge chunks of the game engine aren't even started yet, but the GUI is already pretty complete. I also imagined that LUA integration would be tricky, so that was done as soon as practical. It actually wasn't tricky at all, but I can now script the GUI entirely from LUA, so that's nice.

I have no idea if graphics first and the hardest stuff as soon as possible is a sensible way to work or not. It just works for me. I think the best solution is to find how you work best. You can normally generalize from other work.