Quote:Original post by fastlane69 I consider these to be the basic documents needed for any game project: Technical Design Document, Game Design Document, Project Plan AND Business Plan.
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I'd say this is more of a company focus thing; BizPlans are mainly usefull if you're trying something original; if you're on a contract to deliver a 3rd party console/pc/handheld title, writing out a 20 page bizplan is intellectual self-gratification.
Project plans are always usefull, but keep them readable. I think unreadable documents are probably the greatest Sin ever, one that's taught to us in university. Documents have only ONE reason; to communicate. Once you start obfuscating that with fancy writing or structure, you've messed up.
GDDs; I ranted halfway up the page, so I won't repeat myself. Noone except the designer reads a 60 page document. You don't have to believe me; go and try. Seperate systems, story and content design into seperate formats, and don't force yourself to use the same tool for all of them. Make small mini-docs for specific sub-groups that document JUST the things they need for their chunk.
TDDs; I've never seen a project that tried to sketch out the pseudo-code, class defintion and a rigid TDD up front be successfull. I'm sure there are plenty of examples (something like FIFA or NBA should in theory be quite easy to map to UML), but it's inemical to rapid prototyping. If you want a formal framework, use something more flexibile, like SCRUM. Anything else is a collosal waste of time, and you tech-lead will hate you for trying to impose it on him. Especially when you change the design document (to introduce new ideas, respond to licenseholder issues, because the publisher wanted a change, or just because the original wasn't fun). Each original sub-system should ideally have a couple of hours spent on it (we usually did this in the tech-team meetings), with the implementer spending 10-20 minutes discussing his implementation strategy, and soliciting feedback; the end product of that was a small txt file that went into the /docs folder in CVS. Assume it'll change as you come up with better ideas / need more features, etc. Some overall arch-issues (memory maps, process guidelines, coding guidelines, etc) also go into that folder.
Quote:Original post by fastlane69 Finally, if the Documents aren't being read, it's my guess that they aren't being used or updated. These documents are a living project, not just write once and follow to completion. Part of the Project Plan is a Project Change procedure which outlines how to make changes to the game. As such, your documents should ALWAYS be changing and this means they are ALWAYS being read. |
Sounds like one of those ideas from traditional SW Eng projects that people keep trying to port back into gamedev. Try walking the publisher through a Change-request form, and see how it reacts :)
Personally, I've found that the faster a big 60+ page doc changes, the less likely it is to be read. Especially when E3, or another major milestone, is comming up, and the other teams are busy. All you accomplish is lack of buy-in from anyone except the few that actually struggle through the document.
In a traditional project, you can spec out the entire project up-front. As long as it does what it said in the original document, you're fine. Games, on the other hand, need the constant tweaking, modifications and new ideas that come throughout the development process; otherwise they simply won't be fun. It's good if internally you have the processes to help manage, prototype and green-light that, but assuming that what you spec is what you get will lead to disaster.
Allan