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Document creation workflow

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larienna
larienna's picture
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Joined: 07/28/2008

Recently, I have been generating a lot of paper work. There is always a situation where I would not read what I have written. Which makes some ideas or though being lost

Now I am trying to find a way to structure the writings I am producing to make sure that:

- I don't rewrite things what has already being done.
- I don't write things which would never be read again.
- I can easily find the information I need.
- I can easily sort out the old information.
- I could keep track of a list of changes.

Look at the picture below, this is what I have designed so far.

http://www.bgdf.com/node/1318

You loop in the process until the game is complete. First you start with new ideas that are going to create design notes. At this point, probably these notes will not be structured yet. When you have enough material, you can create your first rule set. Then you are going to playtest your rules and take notes. Now you should read your notes and make a list of changes that should be applied in order to improve the game. These changes will either make direct modifications to the rules OR will either require to be redesigned which mean creating design notes again.

In order to keep track of all the documentation, I thought that a numbering system could be important to easily find and sort the documents.

Each rule set would have a 3 number version which identifies: Edition.Version.Revision. For example 1.12.3

Then each playtest session with this rule set will have a number added to the version of the rules. For example: 1.12.3_01 or 1.12.3_P01

When all playtests are done, you need to generate a list of changes that needs be applied. For small modification to the rules, you are not forced to number them individually, but for things that need to be redesigned, each element must be identified with a unique number by adding it to the version of the rules. For example: 1.12.3_03 or 1.12.3_C03.

This is also the number that will now be used by the design notes. So the creation of notes to solve changes will be identified with it's number.

The only thing I don't have so far is a system or a numbering system for keeping track of new ideas and additions to the design notes. Maybe they could be all identified as 1.12.3_new so that we know that they were added after that version of the rules.

Do you have any question or comments?
I have missed anything?
Do you think it could be useful for you?

gameprinter
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Joined: 08/06/2008
Versioning

After years doing programming (before I came back to the game industry), I came to the conclusion that *almost* any system works, as long as you stick to it. Your system is similar to the majority of the systems I worked with, but we never really had an "edition" number. We'd have Version.Revision.Subrevision. Version didn't have too much to do with the public version number, but we tried to keep it somewhat in line if possible.

The only other thing I might suggest is including the version number in the file name. I think you're doing that anyway from the words you use, but I figured I'd explicitly state it. That way you ALWAYS know which file is the right one AND you can go back to previous versions as needed. I learned the hard way on a couple of programming projects!

For the technically inclined or insanely organized, you might want to look into CVS. CVS is a free, lightweight program designed to help programmer's deal with versioning their software. It can also handle regular files. Since it's designed for software, it can handle many, many files as one "version". This is useful if you've got a long rulebook and want to keep track of where the changes are.

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