>>105923563>So I should be making a story tree/decision tree and get a loop going for players to get invested in the game.not yet, this is story
a story without an engaging gameloop wont make a good game because players wont stick around for the story to develop
conversely, you can have a chad gameloop without a story, and thats how you get doom
by organization i meant organizing your project
what should be done, and which order
usually it starts with a pitch but youre not talking to a publisher, so start with the gameloop
what will be player activities, test em out
example: if your story is dependent on the gameloop like, idk, space pirates, but youre a janitor, and the game consistes of hours of cleaning the halls until you get blown up
its not a fun experience bc the gameloop of cleaning halls isnt fun
therefore you have to change the story. you can still be a janitor, but now the ship gets attacked and you rise to the occasion by defending it or something
the story is there to ground the gameloop
evendoe you seem to have your ideas down already
and its a metal slug
the story can be anything. you could be a chibi housemaid shooting fukken cleaning product at antropomorphic dirt
which also simplifies the stage of gameloop, since its a metal slug. were hardly breaking new grounds here
if i were you id try to get a good gameloop down
controls need to be tip top since metal slug is a fast playing game
probably experiment with various game mechanics, like, idk, cover? maybe use enemy bodies as such?
what about bosses? what makes em engaging in the og metal slug, what about other sidescrollers like castlevania etc
you dont even need proper assets for that. also artistic work is what takes the most time because you cannot accelerate inspiration
so organizationally i would interleave experimenting with assets and experimenting with gameplay, with a priority given to gameplay because you might discover that an engine is not suitable for xyz reason (1/2)