3 Design Docs for Indie Games You Should Try
3 Design Docs for Indie Games You Should Try
Bob: “Okay, Alice, let’s just jump into coding! We have a great idea. Who needs a design doc? It’ll slow us down.”
Alice: “Bob, remember our last project? We spent weeks refactoring because the core mechanic wasn’t clearly defined. Let’s at least jot down some notes, please? A real design document this time.”
Bob: “Fine, fine. But nothing too formal. We’re indie devs, not AAA studios. A napkin sketch and a few bullet points should do it.”
Alice: “That’s… better than nothing, I guess. But let’s explore some actual methods, shall we? Design debt starts in the design phase – not just the code.”
High-Concept Document: The Elevator Pitch That Actually Works
Bob: “So, a 'High-Concept Document’? Sounds fancy. Is that just a glorified pitch?”
Alice: “It starts as a pitch. Think of it as solidifying the core of your game. What’s the 'hook’? What makes it unique? This isn’t just for investors; it’s for us to stay focused.”
Bob: “So, like, 'rogue-lite farming sim where you date vegetables’?”
Alice: “Exactly! But expand on it. What’s the feeling? What are the key pillars? What are the risks?”
Bob: “Risks? I thought this was supposed to be fun.”
Alice: “It is! But acknowledging risks early – like, ‘procedural generation might be too repetitive’ or ‘dating sim mechanics could be shallow’ – lets us address them proactively. Don’t just blindly assume your ‘amazing idea’ is flawless. This is also where you’d establish the core genre. Are you sure it’s a farming sim? Could it be a management game with farming elements? A good High-Concept Document will save months of needless coding.”
Alice: “The common pitfall here is being too vague. ‘Innovative gameplay’ isn’t a concept. ‘Gravity-bending puzzles’ is better, but still needs context. Be specific. Target platform, art style inspirations, audience expectations. Do this before you write a single line of code.”
Feature-Focused Document: Breaking Down the Beast
Bob: “Okay, we have a 'vision’. Now what? Start building dating profiles for turnips?”
Alice: “Hold your horses! A Feature-Focused Document is where we detail individual game features. Movement, combat, UI, the turnip dating – everything gets its own section.”
Bob: “Sounds like a lot of work… Can’t we just wing it?”
Alice: “That’s how you end up with spaghetti systems and inconsistent gameplay. Each feature should have a clear purpose, design, and dependencies. For example, before coding the turnip dating profiles, we need to define the turnip personality types, dialogue options, and relationship progression system.”
Bob: “Okay, I see. So, like, 'Turnip Tina is shy and loves fertilizer jokes’?”
Alice: “Precisely! Include mockups, flowcharts, pseudocode – whatever helps visualize the feature. This helps you identify potential conflicts and design flaws before implementation. Think of it as pre-emptive debugging.”
Alice: “A big mistake is treating this as a fixed spec. Game design is iterative! This document needs to be a living document, updated as we learn and prototype. Don’t be afraid to cut features that don’t work, even if you spent time designing them. Better to kill your darlings than ship a broken game. Keep a clear log of why features were changed or cut.”
Agile Document: Embracing the Chaos (Responsibly)
Bob: “Agile? I’ve heard that buzzword. Does it involve yoga?”
Alice: “Not necessarily! Agile is about iterative development and adapting to change. An ‘Agile Document’ is less a rigid specification and more a collection of user stories, tasks, and sprint goals.”
Bob: “User stories? Like, 'As a player, I want to woo Turnip Tina so I can unlock her secret fertilizer recipe’?”
Alice: “Exactly! Focus on what the player wants to achieve. Break down large features into smaller, testable tasks. Use a Kanban board or task management tool to track progress. This is crucial for solo devs or small teams who need to stay flexible.”
Bob: “So, no massive Gantt charts and detailed project plans?”
Alice: “Not really. We’re aiming for adaptability. If Turnip Tina isn’t popular with playtesters, we can pivot to focusing on Radish Ricky instead. The Agile Document reflects that flexibility. It’s about continually re-evaluating priorities and adapting to feedback.”
Alice: “The trap here is confusing ‘agile’ with 'unplanned’. You still need a structure and vision. Don’t let it become an excuse for aimless development. Regular retrospectives – honest discussions about what’s working and what isn’t – are essential for keeping the project on track. And document those retrospectives, too!”
The Secret Sauce: Design Journaling
Bob: “Okay, we have three different document types. My head is spinning. How do we choose?”
Alice: “It depends on the project’s scope and your team’s style. High-Concept is essential for all games. Feature-Focused is good for larger, more complex projects. Agile is ideal for smaller teams that prioritize flexibility. But there’s one practice that benefits everyone: Design Journaling.”
Bob: “Design… Journaling? Like a diary for game devs?”
Alice: “Exactly! Track your design decisions, the reasoning behind them, and the problems you encountered. This isn’t just about documenting what you did, but why. It’s about capturing the thought process behind your game. This can be incredibly useful for debugging, refactoring, and even marketing.”
Alice: “Imagine finding a bug six months down the line. With a design journal, you can quickly trace back the design decisions that led to it. Or, when writing your game’s marketing copy, you can draw inspiration from your initial vision and design goals. The common pitfall is inconsistency. It only works if you make it a regular habit.”
Bob: “So, more note-taking. Got it. Any tools you recommend?”
Alice: "There are plenty of options, from simple text files to dedicated note-taking apps. The key is finding a system that works for you and that you’ll actually use consistently. And if you’re looking for a tool specifically designed to track your game development progress, organize your creative process, and stay consistent with devlogs, you should check out our game dev journal tool. Start Tracking Your Game’s Progress Today"
Alice: “Ultimately, the best design doc is the one that keeps your team aligned and your vision clear. Don’t get bogged down in formalism. Focus on communication, collaboration, and continuous learning. And always, always, document your journey.”
Bob: “Okay, Alice. Design docs and journals it is. But if Turnip Tina doesn’t become a fan favorite, I’m blaming you.”
Alice: “Deal. But if she does, I get all the credit.”