RE: [GD-Design] Design Documents
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From: Jamie F. <ja...@qu...> - 2001-11-06 15:04:47
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I think you need to be careful. A load of document that becomes meaningless when you start implementing something is bad; but for a designer to know when that happens takes experience, as they don't generally understand what's going on under the bonnet (US: hood). Jamie -----Original Message----- From: gam...@li... [mailto:gam...@li...]On Behalf Of Matthew Newport Sent: 06 November 2001 14:32 To: gam...@li... Subject: RE: [GD-Design] Design Documents I don't really have an answer to your questions but I have one to add :-) How long and how detailed are people's design docs generally? I personally feel that our design docs could do with being a little longer and more in depth but I don't know how they compare to those used elsewhere in the industry. I read in the Deus Ex post mortem that their design doc ran to hundreds of pages, which is rather more detail than we have in ours... Matt. > -----Original Message----- > From: Philip Harris [mailto:ph...@me...] > Sent: 06 November 2001 14:04 > To: gam...@li... > Subject: [GD-Design] Design Documents > > > Two questions about design docs. > > Firstly, given that for a reasonable size project the design > doc is going to > exceed several hundred pages, how do people organise them. > Single word doc, > multiple word docs, HTML? > > Secondly, are these documents kept up to date and if so how? > > Or...does nobody bother with them in the first place. > > Phil > > > _______________________________________________ > Gamedevlists-design mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-design > _______________________________________________ Gamedevlists-design mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-design |