Before writing a single line of code, define the of the game. This is a single paragraph that serves as the "litmus test" for every feature. If a feature doesn't directly support this focus, it should be cut or revised.
: Adjust variables like speed, damage, or timing. Game Design: Theory & Practice 2nd Edition
: Add final models, textures, and sounds only after it is fun. Before writing a single line of code, define the of the game
: Build a "grey box" version with no art. : Adjust variables like speed, damage, or timing
: Observe unbiased players to see if the feature meets expectations. Example: "The Magnet-Grapple" (Atomic Sam Style)
: Create a one-sentence "vision statement" for the feature itself. For example, in The Suffering , the mantra for the insanity mode was "the creature form must be the best weapon in the game". 2. Document the Feature (Chapter 19)