Dev Log #2 — Restructuring the Game Doc (and My Process)

The reality is: some days I get heaps done, some days barely anything, and sometimes the timing just doesn’t line up. So the new rule is: at least once a week, but maybe more if I’ve got something to talk about. Like today.

The big restructure

Today’s update comes on a Monday because I spent about six hours completely restructuring my entire game design document. The doc was around 40 pages, now trimmed (slightly) to 38 — but more importantly, it’s organized in a way that finally makes sense to me.

Originally, the layout was messy and repetitive — especially in the level sections. So here’s what I changed:

  • High-level overview up top
  • Level overviews that include enemies, NPCs, and key points all in one section (instead of split across different places)
  • Camp section with key locations, items, and NPC roles
  • NPCs now have their own mini-stories and movement inside the camp — kind of like Stardew Valley, where they don’t just stand around waiting for you
  • After that: player info (stats, damage types, abilities, etc.)
  • Then weapons (since that’s pretty built out) and relics — which are how you’ll upgrade weapons in different ways without losing your chosen playstyle
  • Finally, I put the opening cutscene at the end, because I like having it as a thematic anchor

About the relic system

Just to explain a bit more: you keep your core weapon, but you can attach relics to give it different upgrades. I’ll share more once that section’s fully written.

Feedback & collaboration

Since the last devlog, I’ve also had a couple of game dev friends read the doc and leave comments — which was great. Even if I don’t take every suggestion (sorry, Matt’s dad, but the Tony Hawk kickflip boss fight probably isn’t happening), it helps me see things from other perspectives.

That’s something I really want: collaboration. On my own, I’m stuck in my own bias. Other people spot things I wouldn’t, or think of ideas I’d never get to on my own. The best stuff often comes from bouncing ideas around.

Why the restructure mattered

I’ve honestly been completely consumed by this for days. The doc had gotten so cluttered it was hard to keep going forward. Even though I’ve only been writing it for about a week, it already felt unwieldy.

So yes, maybe I’ll have to restructure again down the line — probably, actually — but right now it feels cleaner and easier to work with.

Taking a step back to move forward

Sometimes, to move forward, you need to step back and rethink your process. It can feel like “wasting time,” but it really isn’t.

I’m the type to get frustrated if I don’t get something right the first time — but that’s just part of learning and building. Being open about mistakes isn’t easy for me, but I’m writing it down here anyway because it is okay to get it wrong and fix it. That’s how you make something better.

So yeah — that’s where things are today. A lot of behind-the-scenes restructuring, some feedback, and small but real progress. On to the next thing!

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2 responses to “Dev Log #2 — Restructuring the Game Doc (and My Process)”

  1. Darkstar Shady avatar

    I don’t know anything about game developing, but if you ever need a completely fresh perspective, let me know!
    I may not be much help, though, because a Tony Hawk kickflip boss fight sounds amazing.

    Liked by 1 person

    1. Alissa "AyeeJ" avatar
      Alissa “AyeeJ”

      For sure, thanks! I probably wont make the entire GDD public because its going to be a massive massive document and I don’t wanna totally spoil the story before its released but I will for sure be putting ideas in and around the dev logs! Happy for any criticism or suggestions

      Although I dont think I could afford Tony Hawk 😦

      Liked by 1 person

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