Hmm, but that would break the flow of the backstory wouldn't it? Then again, if it's supposed to be more of a learning experiencse, the different elements can be chosen in any order. You must complete all the elements to finish the game, though, but the order is non-linear. In fact, how about allowing the player to move between sections, doing them simultaneously? However, characetr design, artwork, puzzles, dialogs, storyboards, music and scripting can't be done without the concept and story, which need to come first.
Also, what about the later stages, like pre-beta testing, beta testing, fixing bugs and problems, implementing suggestions, more testing, possible voicng. Advertising and updating thr public is also a part of it, though some prefer to just release it when it's finished. It'd be nice to demonstrate building interest at the right time. Bonus elemets: easter eggs, bonuses, points, secrets, manual writing or something, finishing touches and such.. Maybe I'm just covering too many aspects here. But, here's a general layout of how it could work:
1-Idea Generation-
Could use tips from a thread there was on this forum once, about finding inspiration.
2-Concept design-Story writing-Characters-Setting-Mood-
Switching between designing a concept, an idea, an interface, something original, and writing a story, the characters, the setting (place and time, mainly), and the mood or atmosphere.
3-Puzzles-Dialogs-Storyboards-Graphics-Scripting-Music-Advertising-Voicing(optional)-
Juggling all these elements. You can perform them in any order, or do them simultaneously, switching between them. All the sections could be like diffferent "lands" as Kandyman said, and transporting between a set of lands would be possible. Advertising could be less of a land and more of a place to update and get responses from virtual people, sorta like the forums maybe. Or could be cut out completely, by choice.
4-Testing-Finishing touches-
Well, basically a bit of beta testing practise, and polishing.
5-Release-
Then, release at last!
[
-Bonus "lands"-
Sorta like bonus levels, of lots of things that are ot neccessary, but can do good to the game: easter eggs, concept art, custom functions, etc... These would be optional, of course, maybe even secret, like you need to find them first.
]
Surely, some people don't work by this plan, some like to draw straight away, or scirpt or make music, some may even start the game with an idea that cam from scripting and music, and go from there, designing the characters while drawing them, and not storyborading at all, writing the story, dialogs etc on the fly. However we cannot cover all methods, and it's most suitable and comfortable in my opinion to go by a (loose) plan, though still always leaving things open to some changes.
What do you think?
Also, what about the later stages, like pre-beta testing, beta testing, fixing bugs and problems, implementing suggestions, more testing, possible voicng. Advertising and updating thr public is also a part of it, though some prefer to just release it when it's finished. It'd be nice to demonstrate building interest at the right time. Bonus elemets: easter eggs, bonuses, points, secrets, manual writing or something, finishing touches and such.. Maybe I'm just covering too many aspects here. But, here's a general layout of how it could work:
1-Idea Generation-
Could use tips from a thread there was on this forum once, about finding inspiration.
2-Concept design-Story writing-Characters-Setting-Mood-
Switching between designing a concept, an idea, an interface, something original, and writing a story, the characters, the setting (place and time, mainly), and the mood or atmosphere.
3-Puzzles-Dialogs-Storyboards-Graphics-Scripting-Music-Advertising-Voicing(optional)-
Juggling all these elements. You can perform them in any order, or do them simultaneously, switching between them. All the sections could be like diffferent "lands" as Kandyman said, and transporting between a set of lands would be possible. Advertising could be less of a land and more of a place to update and get responses from virtual people, sorta like the forums maybe. Or could be cut out completely, by choice.
4-Testing-Finishing touches-
Well, basically a bit of beta testing practise, and polishing.
5-Release-
Then, release at last!

[
-Bonus "lands"-
Sorta like bonus levels, of lots of things that are ot neccessary, but can do good to the game: easter eggs, concept art, custom functions, etc... These would be optional, of course, maybe even secret, like you need to find them first.
]
Surely, some people don't work by this plan, some like to draw straight away, or scirpt or make music, some may even start the game with an idea that cam from scripting and music, and go from there, designing the characters while drawing them, and not storyborading at all, writing the story, dialogs etc on the fly. However we cannot cover all methods, and it's most suitable and comfortable in my opinion to go by a (loose) plan, though still always leaving things open to some changes.
What do you think?
