Hey, squibbles, I don't mean to sound rude or anything but for the most part, momentum like this is actually the best way to get something done (see: previous metagame - we talked for half a year and matt got a few prototypes working, while everyone got frustrated with no progress). It's why prototyping is such a good tool to use in large game production, because you can see in rough terms what you're trying to achieve very quickly, and then refine from there, but I agree that we're going overboard with design. Just don't take everything as final, just about everything could change (though I very much like our little bin).
This is how I make games and get them done, personally.
We can slow up and all get onto the same page, everyone can have a say, but they need to say it quickly if they want it to be part of the initial concept (though the main idea is very likely to evolve over time, so it's not like there's a hard deadline for "get a word in". It just won't be in the early builds.)
In any case, see below for my intent write up.

- colour tests.
Statement of intent: Geti
Overall game synopsis:
- A faux-3D platformer with a strong focus on level creation and author freedom (though not data-driven) with a puzzle focus and combat elements. Each level is separated into discrete screens between which the player can travel as though within a 3d grid.
Game Language: Actionscript 3.0 using Flixel as a base - having this in flash will make it more accessible overall, and prevents platform dependency. It'll be a learning experience for me, but it's looking easy enough, and there's a lot of online support for anyone interested in lending a hand who's inexperienced.
Key game goals with elaboration:
- Axis aligned tiles: only solid and non-solid tiles should be available for level design, this will speed both development of a level format and the game overall as flixel already supports tilemaps.
- Complex Player Movement: This will keep platforming interesting and allow emergent gameplay.
- Jumping, walking, crouching - The basic player actions. Crouching may have stealth aspects.
Walljumping - Possibly as an unlockable
Rolling - Allows the player to get under small gaps, but prevents the player from changing direction.
Possibly a Jetpack unlockable.
- Community/End User Focus: I want the editor to be usable, the level format to be distributable, and everyone to have a say in development. Highscores / demo-data and a hosted map archive site would be a definite plus. Make the game to last, "just like N did".
- Rich environments: I'd like the focus of the vanilla content to be on developing very rich levels, no "boring" screens, with some exploration but not to the same degree as knytt.
- Puzzle Focus: Enemies and interesting platforming will prevent moving from screen to screen from becoming boring, but the focus of the level progression should be in it's puzzles, probably with thematic challenges for each level (mine-jumping areas could be a focus in one area, while a complex key-door puzzle could be the focus of another)
- Non-frustrating gameplay: Rather than use a checkpoint system, the game could be saved whenever you travel between screens, and if you die on one screen you would just load your last save, preventing grinding through an area many times to get to a particularly hard puzzle.
- Combat: The player should be able to approach enemies from many angles, including combat. The player should definitely not be very powerful at any point though (even if you pick up a railgun, you should only have a few shots with it, or it should drain your health).
- Logical Design: Everything should have a purpose, and a logical reason for it to exist in the game world. Case example: The limes have evolved to be mostly inedible to the fauna of the archipelago, so they're common and naive (the initially don't fear you at all). All the mechanics should have a logical grounding behind them.
- Hand-Drawn art feel: The game's art should be produced by hand, resized and then touched up at a pixel level, but should maintain a "scrappy" feel. This will put less stress on the artists to produce "perfect" assets and allow us to explore designs more. For the final production version we can reiterate each asset set and retouch each sprite as needed. I'd personally like to keep this in raster, but that's personal preference. I feel that if we go for a warm, muted palette, the spritework will fit together better, though it'll lead to desaturated blues..
- Musical Motifs: The best example of this that comes to mind is the Pirates of the Caribbean soundtrack, each piece usually incorporates one of two musical motifs, and it helps all of them fit together wonderfully.
Some Implementation Notes:
- Each of these goals should be discussed beforehand to assure all of the developers will be going about solving them in the same way.
Preferred position on the Team: Project Head/Manager, Coding and Art production (I can help with music but I'd prefer a more minor role there)
Some further points.
Milestone System: We should all agree on a milestone and work towards that. In between milestones we can have further conceptual development, but during milestone production time everyone should work towards that goal.
Use of IRC: All active developers should attempt to take part in the IRC discussions at least twice a week, and keep up-to-date with the forum thread.
EDIT: still not done, but I'm going out now. Still needs a lot of refining, synopsis isn't complete either.
I'd like everyone to write up one of these to see if we're all on the same page.
We should also establish leads in each department of development, I'd like to maintain the position of Head here but I'd also like other people in leadership roles. Ignate would be my candidate for artistic lead, and Matt for programming, but I'm not sure who for music; I'm not sure who's on board for it. THAT MAKES THE PREFERRED POSITION PART OF EVERYONE'S STATEMENT VERY IMPORTANT.
template statement:
Code: Select all
[b][u]Statement of intent: <NAME>[/u][/b]
[u]Overall game synopsis:[/u]
[list][i]SYNOPSIS HERE[/i][/list]
[u]Game Language:[/u] [i]ONLY IF YOU'RE CODING[/i]
[u]Key game goals with elaboration:[/u]
[list][*][i]TITLE:[/i] ELABORATION[/list]
[u][b]Preferred position on the Team:[/u][/b] POSITION(s), ELABORATION IF NECESSARY