Game dev checklist suggestion

N

NeZvers

Guest
Even tho I've done platformer system from the ground several times I hit the wall again and again - what's next?
So I just wrote a checklist to know what I need to do when I do it next time.
Please share your ideas and maybe points I should include in my list.
Code:
character
        collision
            block
            slope
            platforms
                 static
                 moving
                 disappearing
        movement
            acc/ dcc
            jump/ doublejump
            wallslide
        state machine
        stats
            health points
        action
            melee
                collision
            range attack
                directions
                    horizontal
                    8 directions
                    360 degree
                bullet spawn offset
                collision
                    step
                    hitscan
                rate of fire
input_object
        separate buttons
        bitshifted variable
Code:
camera
        resolution
        movement
            follow
                lerp variable
                boundry size
                y offset variable
                look forward
                    distance variable
            move_to
                speed variable
                switch to state
            follow_between_mouse
                amount variable
            mouse_border
                border size variable
                move speed variable
            mouse_drag
            camera_shake
                ammount
                length
Code:
pickups
    HP
    pover-up
    1-up
    coin
Code:
User interface
    GUI
        HP
        lives
        score
    menu
        ds_ based
        object based
    save/load
    pause
Code:
Enemy types
    runner
        critter
        shielded front
    fly to player
        continuously
        set destination
        set hight to dash
        pssing through the screen
    shielded
    turret
    sliding obstacle
    mine
    thrower
    jumper
    abyss jumper
    air fan
    suicide bomb
 
Last edited:
T

Taddio

Guest
Menu, save/load system, pause system, GUI... Often overlooked in the planning (on my part), and thus taking a heck of a time to finish 'cuz I didn't plan from the ground up.
 

YanBG

Member
The most simple solution is the correct one: should be "fun". But nobody knows the exact formula :D

RIght now i'm trying to make something that's NOT(or is forgotten nowadays) in the games similar to mine.
 
N

NeZvers

Guest
@YanBG Fun comes from game design and level design. This checklist is intended for an efficient game mechanic implementation, so I don't waste time to remember what I need to do next - and can get to game design faster :D
It's a checklist. If you have your own checklist, please share or suggest what stuff I should put in mine.
 

YanBG

Member
Might be a bad call, but i don't have a checklist. I usually copy the mechanics(e.g. pathfinding) i like from previous projects but there can be small changes since i get better at optimizing the code. I'm still in alpha. If you use scripts, you can add/switch them relatively easy.

Maybe a design document is a better name?
 
N

NeZvers

Guest
Nah, a checklist is a perfect name :D
I have a template project what takes care of basic setup (init room, default pixel art resolution scaling, basic camera, input obj, solid obj, blank player obj parent) and I'm making a checklist so I have all organized when I start a new project. I've lost so much time when I've done one thing and couldn't think or choose the next thing to tackle.
 
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