Sonicfactory,
There is a very very good book which you may be able to get in a library, called "Game Architecture and Design" by Andrew Rollings and David Morris.
This book has in it a complete breakdown in reasonable detail with lots of examples, on how you should go about designing a game and getting the right crew for the job, how to write a design document/spec and how to keep people within that scope, when to expand it and how to deal with milestones and project scope creep (which is evolution to the extreme).
Very well worth a glance or a purchase if you intend to read it properly.
HOWEVER: you need to do what Bruce Lee suggests readers of his 'Tao of Jeet Kune Do' do, read it, think about it, throw the book away and do what comes to you naturally (with all the good knowledge embedded within you now too).
It is no good trying to force yourself into a style of development, just take ALL the best bits that you like about how everyone else does it and do that.
IPete2.
There is a very very good book which you may be able to get in a library, called "Game Architecture and Design" by Andrew Rollings and David Morris.
This book has in it a complete breakdown in reasonable detail with lots of examples, on how you should go about designing a game and getting the right crew for the job, how to write a design document/spec and how to keep people within that scope, when to expand it and how to deal with milestones and project scope creep (which is evolution to the extreme).
Very well worth a glance or a purchase if you intend to read it properly.
HOWEVER: you need to do what Bruce Lee suggests readers of his 'Tao of Jeet Kune Do' do, read it, think about it, throw the book away and do what comes to you naturally (with all the good knowledge embedded within you now too).
It is no good trying to force yourself into a style of development, just take ALL the best bits that you like about how everyone else does it and do that.
IPete2.