What's Your Favorite Part of Design? in Off Topic
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The way I see it, there are 5 stages of design for any Byond game.
Overview - Deciding the general nature of the game
Outline - The overview of the mechanics, systems, and algorithms before they're implemented into code
Code - Self explanatory
Debugging - Finding flaws, oversights, and loopholes in the code in-game
Graphics - Creation and implementation of icons and maps
So, which is your favorite?
Do you like the Overview, and every time you see yet ANOTHER DBZ, Bleach, or Naruto game you think "Why don't they do this this and this? That'd make the game sooo much more fun!"?
Do you like the Outline, where you really get into the intricacies and decide how you want each system to function in your game?
Do you like racking your brain for the knowledge of procs and syntax buried deep within your gray matter as you create the skeleton of the game? Occasionally telling your coding buddies about the super-sleek and flawless mechanic you just wrote?
Do you like poking and prodding the borders and limits of your designs, testing their strength and finding where things are weak, broken, or missing? "Oh, if you paralyze the mob before you kill it, you can mash the Kill verb and farm exp until the mob timer resets."
Or are you one of the very few iconers out there who take joy in the entire process of creating turfs, peripheral components, and mob icons?
Personally, I'm caught between Outline and Debugging. I've got 100 page documents of outlines for particular game genres, and anytime I join a server the first thing I do is find ways to break the background, whether it be buy abusing numerals with decimals or negative integers or by playing with the void between map space.
I enjoy the INITIAL stages of the Graphics portion, where I create a general style and form for everything, but I get bored usually before I'm even finished animating. I have dozens of icon files that are just packs of different South states (though, from my perspective, they're all VERY pretty).
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Never, ever, ever leave your game broken and say you'll fix it tomorrow. Either revert back to a stable release or finish the job. If you leave the game broken you'll lose two months of development time or abandon the project altogether.