Quote: "Yes but you can make a game with an engine much easier than just writing the game level by level."
Yeah, but isn't it better to make a game, and then take bits of the engine you created for said game for use in other games?
Design is key. As has been already pointed out, start out simple: a piece of paper with a few sentences on it related to the game's concept. You can make an entire game with a character, a setting, and one single overall goal, because once you have that data, you're just filling in the blanks until a piping-hot GDD is sitting on your desk.
Quote: "a huge city type game were you walk round shooting people"
Also important: start small! I'm not sure how many projects you've worked on in the past or how big your catalog of completed games is, so don't take offense that I'm guessing you're just starting your first project... it's just a "Safety comment," hehe. But if this *is* your first project, I strongly recommend you start out small, learn the ropes in a number of fields, and work your way up to the big shooting-everyone-in-a-huge-city game. When I first came to TGC, everyone (including a few people in this thread) told me to start small, and I ignored them... and I really should have listened because they would have saved me a whole heck of a lot of time, energy, and resources
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Quote: "That never happens, though, not even in the industry. The design is always changing and taking new shape, sometimes with new features even toward the end of development."
100% agree with that, based on my own experiences. On the current game coming down the MISoft pipeline, "Project Domesticated Ferret," Agent Dink spent some immeasurable amount of time creating a metric ton of 2D backgrounds and sprites. All beautiful and perfect in every way... until we decided to dramatically alter a key feature of the game's design. As a result, 99% of his hard work was put in the scrap heap, and now he needs to start over, essentially from scratch
. Definitely not the first something like that has happened with us, either... like the massive units of text removed from
Eternal Equinox's Raider's Ridge and Keep areas prior to bug testing because of a design and continuity issue that would have taken a very long time to fix and would have delayed the game for a pretty long time.