#Well, I just don't know how to approach
11 messages · Page 1 of 1 (latest)
@rigid trout
Ta!
@ember blade
Very generally, you would want a prototype phase where you establish what the core of your game should be. This should be throwaway code as you are hacking away at code to prove an idea over having nicely architecture code
Once you've nailed the core concept and mechanics, then you can start planning properly as you know more or less what you are building in terms of scope
It's up to you to decide if you want or need a hard deadline for prototyping to end
Normally, prototyping is pretty free form
So I wouldn't go heavy on planning beyond some north star goals, iteration, feedback etc
Come production, then you can start to really cement what needs to be done with milestones, feature breakdowns etc using tooling like Trello, Linear, a spreadsheet etc to track tasks and features
ok tysm
do you mind if I were to like ask you again if I were to be stuck again in the future?