Plan game idea.
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Select the target market.
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Choose the
revenue/business model.
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Define the game on paper.
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Write stories and/or possible scenarios.
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Specify the network if the it is a multi-player (social) game.
|
Define characters.
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Define objects that will be used by characters.
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List the levels; e.g. Easy Levels (Level 1, Level 2, Level 3),
Medium Levels (Level 4, Level 5, Level 6), Hard Levels (Level 7, Level 8).
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Define scores for the game to be achieved by players.
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Define player's assets; e.g., Hearts, Coins, etc.
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Define the awarding events.
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Define the mini-games and how they will be triggered.
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Specify scenes for levels.
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Define backgrounds of the scenes.
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Define static objects for each scene.
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Specify special events for each level.
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Specify special features of each scene.
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Specify how the player is awarded.
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Specify how the player loses the game and/or her assets.
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Identify which assets can be purchased by the player through the
mobile games provider's store.
|
Create a game design
document.
|
Create game design documents
for the mini-games.
|
Create a class diagram.
|
Specify namespaces.
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Identify global and/or static classes.
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Identify abstract classes.
|
Identify application-level classes
|
Specify one or more classes for application-level management
|
Identify scene-level classes
|
Specify one or more classes for scene-level management
|
Identify play-level (game-level) classes
|
Specify one or more classes for play-level (game-level)
management
|
Identify level classes
|
Specify one or more classes for level management
|
Identify mini-game(s) classes
|
Specify one or more classes for managing each mini-game
|
Identify classes for special events; e.g. achieving the highest
score ever.
|
Specify one or more classes for managing the special events.
|
Identify classes for scores and awards
|
Specify one or more classes for managing scores and awards
|
Define classes for controls like buttons, menus, etc.
|
Define classes for the required tools and utilities.
|
Setup the game in the
selected game engine.
|
Create empty scenes for levels.
|
Adjust cameras.
|
Set game settings (properties).
|
Set the level's camera
and light
|
Set background and its
texture and scrolling (if applicable)
|
Set player object and its
movement
|
Develop player gun and
shooting
|
Develop enemy object
|
Develop collision between
enemy and player bullet
|
Develop explosion
particle effect and sound for collisions
|
Develop enemy gun and
shooting
|
Develop player collision
with enemy bullet
|
Develop enemy movement
|
Power up object and
collision
|
Power up sound and
multiple guns/bullets
|
Power up functionality
|
Setup remaining lives and
its counter
|
Setup invincibility delay
|
Develop player collision
with enemy object
|
Total score setup
|
Individual points setup
|
Setup game over condition
|
Game menu setup
|
Enemy spawning setup
|
Setup enemy firing
frequency
|
Setup enemy dropped power
ups
|
Develop gift object one;
e.g. Coin
|
Develop gift
shooter/distributer
|
Gift spawning setup
|
Setup gift frequency
|
Develop gift collection
|
Develop gift collection
impacts on assets and lives
|
Develop win condition
|
Bug fix
|
[continued]