In preparation of the upcoming January contest. I'm investigating different methods for creating projects. Currently I'm experimenting with reversed development method. It's based on a time management concept where you work backwards so you'll reach your goal on time. I wouldn't recommend it for regular projects. Normally you might build around a character or story idea but going in reverse means you come up with that last.
This is how I think it'll work. First I decide how many maps I'm going to make, empty maps. Then come up with the game play mechanics so I know how to design those areas: big, small, long, narrow, winding. And also decide what function the areas will serve: a hub or world map, cutscene room, important location, battlefield, puzzle room ect...I'll probably go with a reasonable pattern, something structured and not picked randomly. Then I choose the tilesets taking care that I can string the locations together in a tasteful way when I get to the story. Then the game objectives. It might not be a linear path, so I'd decide what locations can be revisited or possible change. Then finally I invent a story and characters to fit into it all. Connecting the dots so to speak by laying down the events. Any remaining time could be put towards polish and adjustments. Well, that's the plan. I'll see what I can do in a week.
Predictions? By working backwards I'm creating boundaries and eliminating a lot of uncertainties. In my experience, projects grow too big and if time isn't a factor you are likely to run out of interest first. Then again, there is no guarantee that you'll come up with something under a deadline either. The thing about this method is that it's more of a puzzle and you make a creative solution. This is why I wouldn't suggest it for a normal project because its probably not as compelling compared to something that started with a spark of inspiration. Somehow it's not as meaningful; you're making a game for the sake of making a game. Does that make sense?
This is how I think it'll work. First I decide how many maps I'm going to make, empty maps. Then come up with the game play mechanics so I know how to design those areas: big, small, long, narrow, winding. And also decide what function the areas will serve: a hub or world map, cutscene room, important location, battlefield, puzzle room ect...I'll probably go with a reasonable pattern, something structured and not picked randomly. Then I choose the tilesets taking care that I can string the locations together in a tasteful way when I get to the story. Then the game objectives. It might not be a linear path, so I'd decide what locations can be revisited or possible change. Then finally I invent a story and characters to fit into it all. Connecting the dots so to speak by laying down the events. Any remaining time could be put towards polish and adjustments. Well, that's the plan. I'll see what I can do in a week.
Predictions? By working backwards I'm creating boundaries and eliminating a lot of uncertainties. In my experience, projects grow too big and if time isn't a factor you are likely to run out of interest first. Then again, there is no guarantee that you'll come up with something under a deadline either. The thing about this method is that it's more of a puzzle and you make a creative solution. This is why I wouldn't suggest it for a normal project because its probably not as compelling compared to something that started with a spark of inspiration. Somehow it's not as meaningful; you're making a game for the sake of making a game. Does that make sense?