This might not be a priority, but it is the process I go through.
PREP PHASE
- Game idea as a jumping off point: Mega Man with swords, Dark Souls but with football, Sonic but with a plumber
- Fake screenshot is a must. You need to sell people on your idea before you ever spend time making a game. Most games call this concept art, but I like to show the game itself.
FIRST PHASE
- Importing stuff from previous projects if I need to
- Temporary art or squares
- Programming phase 1: General mechanics (2nd longest part)
- Invent new mechanic to twist that Mega Man formula
- Temporary menu
- Play & Polish (the mechanics in a few test maps)
SECOND PHASE
- Level Design (the longest part and perhaps the most grueling for me)
- Programming phase 2: New mechanics to make levels feel unique (levels have different blocks)
- Program phase 3: Realize there needs to be a mechanic to make the game quicker or enhance gameplay
- Play & Polish (over and over again)
THIRD PHASE
- Cut stuff (always cut stuff or you'll be here forever, cut stuff before you do art for it)
- Art (the third longest part if I'm doing the art)
- Music (I never do this)
FOURTH PHASE
- HUD / GUI
- Final menu if it drastically changes from the temporary
- Title screen
- Sound
- Play & Polish (over and over again)
MORE DETAILS
Overall, the level design is the most time consuming. You need ideas to keep it interesting, details to make it look interesting. A four minute level can take hours and I've become super efficient doing it. I even have systems to assign details so I don't have to.
LEVEL DESIGN
- While I'm here I might as well cover the level design steps. Each cycle is done multiple times until it feels good.
PREP before you start levels!
- You will forget and need to access your own examples easily. (example of springboard, signpost, lava trap, key + door)
- Have an easy was to access later content like warps and codes.
- Have cheat codes so you don't waste time such as "no enemies" "ability all" "invulnerability"
- How many levels or maps? Plot the environments.
- What is your ultimate length of the game or will it just be over when its over? I target 30 - 90 minutes for me to get through because with other players it will take longer.
- What abilities will you unlock and the order (this may change as time goes on)
Cycle 1: The Outline (rough draft) (takes 30 - 90 minutes for each)
- Plot before you map (what will be this environment, what will you get here, where will you go)
- Plot a course A, B, C, D, E but you will go A to C which unlocks B to get you to E which will send you to B.
- Make the playable outline with basic geometry
- Make key points like (cut scene here, boss there, need key here, find thing here, end here, start there, cool thing here)
- Play & Polish (it would flow better if I put A next to C)
Cycle 2: The Skeleton (first draft) ( takes a few hours for each for each)
- Add enemies if you have them or hazards.
- Program new enemies and or mechanics if the need for a new one arises
- Make advanced geometry to compliment enemy placement.
- What makes this level unique? (environment, mechanics, special things)
- Play & Polish (it would play better if I moved or tweaked this)
- Have a target time and adapt to hit target time such as adding to a level or cutting stuff. ALWAYS remember you can cut or move to a different later, longer level.
Cycle 3: The Pretty (second draft) (takes hours especially if I make the art)
- Art time! Make art! (I try to break this up so I'm not doing art back-to-back as that wears me down just as much as doing levels back-to-back wears me down)
- Add backgrounds
- Add things between the background and solid objects
- Add background objects (plants, tables, chairs)
- Add foreground objects (I have automated systems for this)
- Play & Polish (it would look better if I did this)
Cycle 4: The Details (final draft) (if there's a boss, takes hours to days for each)
- Add other details like lighting
- Add interactions (like signs, NPCs or whatever to elaborate things)
- Add bosses (you do it now as these can take a significant percentage of time and they could be their own development phase)
- Play & Polish (it would be cool if it had this)
There it is. Those are my priorities. I manage to hit game jam deadlines on time. Everything feels streamlined at this point since I've done it so many times for better or worse.