I think Cinmay has the right idea already- just make something pretty looking. 
It doesn't matter too much how well it plays now.

On Friday 08 Feb 2008, gaurav mehta wrote:
> Hi,
> I would suggest that make a detailed TDD and describe the tools pipeline in
> it, how the art will be exported what will be the limitations of engine and
> advantage. Generally its a good idea to make a test level asap and start
> adding basic features in it, so that you get the confidence that
> programming tasks are not mostly dependent on art work. And you can also
> try making a single playable level asap.
>
> On 08/02/2008, Gerhard Just Olsen <[EMAIL PROTECTED]> wrote:
> > Thanks
> >
> > We are making several documents and one of them is the GDD but we will
> > not go
> > in to grate details in it. I am more interested in using it as a tool to
> > make
> > sure that we have thought of everything. Our investors are not so
> > interested
> > in the details. It is my hope that some screen shots from our working
> > prototype, together with some concept art and a realistic budget will
> > convince them.
> >
> > On Thursday 07 February 2008 16:41:29 Chris Stratton wrote:
> > > Hello,
> > >
> > > This my not be the answer you are looking for but in your case the
> > > first thing you want to do (If you have not done it yet), is to create
> > > a GDD (Game Design Document).  There are many links on this to give you
> > > a
> >
> > general
> >
> > > idea as to what this document should be. I would definitely produce
> > > that and then move on with estimates and details.
> > >
> > > Here's just one of many links about GDDs
> > >
> > > http://www.unstable.com/blog/?page_id=159
> >
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