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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