Please consider using this, so that people know what it is when they look at the page. Writing it will also help to inform you on what it is you are trying to accomplish, and help make some design choices.
While you are editing this, plan for the end game. It can then be broken up into achievable sprints latter. Ararara 04:32, 12 June 2012 (PDT)
Write something to entice people to read more.
What is the game?
Single paragraph overall statement.
Single paragraph on the feel of the game.
Single paragraph on what you want to achieve.
Key points on BaseIO
Yes. You need a plot. Quake had a plot. Quake III had a plot.
Story will inform art. Why are they carying AK-47s? Why is their plantlife in this room? Why are these pipes broken?
Only a quick, paragraph, overview is needed.
Where are they playing? In a big arena? Is it the future? Are there themed levels?
This can talk about the physical world, the political world or any other aspect of the world. Everything in here will inform art.
Got any ideas for characters? Put them in here. This will inform art design. Why does he have a big scar? Why does she dress in a chain mail bikini?
Techincal info about graphics goes here.
What kind of materials need to be generated?
What kind of models?
Most of what I saw in the discussion thread would go in here.
Things you want to detial here are: poly limits, texture sizes, material types, etc.
One suggestion, though: don't make models/art for the engine. Work out how much time you think you should spend making a good looking art asset, and then spent that time on it. THEN make it work in the engine. Don't be afraid to make models with more detail than you think the engine will cope with. You may have to scale them back, but it will also make the art more scaleable.
I've only left this till late in the piece for two reasons: 1) you need to get people excieted and 2) everyone that reads this is going to get the gist of it (when it is all said and done, you are really just talking about re-skinning quake 3).
Here is where you talk about the small things, though, like what kinds of weapons/abilities/powerups are available, and how they balance; reload, etc.
Failing any other tricketing, having a todo list is a good idea. This should include everything for now. Latter it can be broken up into versions. Ararara 04:32, 12 June 2012 (PDT)
- Main Menu
- Settings Menus (should be broken down further)
I think it is a good idea to create 1 or 2 base models, and then let the rest of the models come from them. Ararara 04:32, 12 June 2012 (PDT)
- Melee Weapon
- Small Gun
- Shot Gun
- Machine Gun
- Rocket Launcher
Perhaps you want to break this up into tilesets. Ararara 04:32, 12 June 2012 (PDT)
- Roman Arena
- Shell casings
- tracer fire
- Footstep on stone
- Footstep on grass
- weapon fire