Haha not necessarily 10. Just make 10% of your game, learn lessons from it, throw it all into trash and start from scratch with all you know. Basically a time mahcine.
It is, It stop being fun at the third burnout though.
But for real. The goal of a preprod is identifying what you're gonna make in detail and how you're gonna make it. It's about making the assembly line.
It's not solving every problem but finding a process to deal with them in the future.
But preprod itself is a process to solve problem
So chance are that if you're the kind of entity that jump in prod without really knowing what you are doing, you're also the kind of people that are gonna jump into preprod whiteout really knowing what your goals with the preprod are.
On the other hand, if you already have a good process for solving problems and a precise enough idea of what you are making, maybe you don't need preprod ?
Well, it might be better than the "working on a 'simpler' game (in order to prepare for working on my dream game)" to "5 years of development: what went wrong" pipeline, lol.
Comments
-oh god-
Considering things like market research, prototyping, artstyle research/testing to name a few.
Any good (practical) advices you've heard, anyone?
tl;dw:
1. make a vertical slice
2. draft a spec from that
3. trash the vertical slice and start from scratch to be up to spec
and indies usually do *not* have access to experienced professionals
It's about being able to create processes that take that "product validation" into account, before rushing into long development period.
Here are my thoughts: https://youtu.be/VViPhphD89U?si=GezjL3ODYPm7pVB8
We can figure out how as we go along......... /s
But for real. The goal of a preprod is identifying what you're gonna make in detail and how you're gonna make it. It's about making the assembly line.
It's not solving every problem but finding a process to deal with them in the future.
So chance are that if you're the kind of entity that jump in prod without really knowing what you are doing, you're also the kind of people that are gonna jump into preprod whiteout really knowing what your goals with the preprod are.
(Sorry for the long opinion thread)
- “Design docs aren’t necessarily for small teams.”
- “We don’t need pre-prod!”