CodeAs Mike mentioned, it has been a very good month. We've spent an awful lot of time iterating our systems and getting them to feel right. I now understand why people say that RTS style games are so fiddly to do. There are just so many systems and inter-dependent rules to develop, sets of odd situations that the player and his troops can find themselves in and so on. It has been quite a challenge to keep all of the information in our heads whilst adding the new bits in. I think we made our lives harder by choosing to mix melee units and variable ranged combat in the same game, but the results are definitely worth it. It is great fun to be in a mid-range gun battle with a particularly tough set of opponents and send in a group of guys to attack them from behind with big swords

All of the big systems are now in place, there is one more medium sized system to do (to do with magic), and then we're ready to all sit down and reflect on what we have got. We've talked a lot about what we call pre-production, and to some, it may seem that we have been in this phase for a long time. That's true, but we almost certainly have a different idea of pre-production from most people. We consider production to be the phase when we are adding models, making levels, optimising rendering code and so on. It is specifically *not* working out how the game works, making it fun, answering untold numbers of vital questions and a whole host of other issues some developers seem to leave until late in the day. We have a particular process that we go through when making a game:
Stage 1. Blue-skyIn this stage, we are just trying out ideas to see what might work. When we are happy with a particular direction, we produce a top-line design overview, really just showing the broad brush-strokes of the game.
Stage 2 - Pre-productionThis stage takes the design overview and kicks off numerous threads of development: Initial concept and visual style, technology requirements, gameplay prototyping, detailed design, provisional asset lists, full concept art and so on. We then design an example level that contains all (or as many as are practical) gameplay features and begin building that. When that is done, we playtest it and then any ideas or changes feed back into the design process and so on until we have something that we are happy with overall. This is where we are at now. The next step is to enter a slightly more formal iteration loop, and for that, we all sit around a table for a few days, play the demo, go through every feature and mechanic and discuss it, sign it off or agree it needs to be changed. The aim is to start locking things down and finalising the systems. Once all that is done, we produce a final schedule and asset list and enter production. Oh, one thing I should mention is that during this phase, we will do play-testing with people who have never seen it before.
Stage 3 - ProductionHere we take the full playable level, full design document, complete schedule and asset list and just get on with it. Due to the nature of this stage, we have a very good idea how long it will take, as we should have removed, or certainly minimised, any uncertainty or dependency. The first step is to produce a skeleton version of the whole game. If the game has 20 levels, then we will make 20 levels and get a rough representation of each one in, work on how the whole thing hangs together and how everything flows. And then it is on with the main meat of the game: making models, animations, textures, shaders, effects, sounds, music, levels, and all that fun stuff.
And then beyond this, we have a testing phase then post-release support and so on.
Anyway, I still have some magic spell code to write so I had better get on with it

By this time next month we will have had our big meeting and we will be in full production. Honest...