Wheel or Spider Chart
thank you 3ddreamer for your comeplete answer but i cant find something relevant to spider charts and in google i search "spider chart for videogames" but it just shows me "spider man game on charts" Just Search "Spider Chart" or "Wheel Chart". Adding more words only confuses the search engines. What you will find are only general examples, but it is for you to design your own charts when you are handling things as complex as software development (video games). Be creative instead of searching hard for that perfect template chart.
i tried to find more specefic to make game procedure and i wanted to explain procedure simpler and i found it like below can you tell me is this the right way?:
first i have to prototype my core gameplay. and there will be no need of high quality objects, just simple models to see if just they work. and for impelemnting gameplay its better to impelement first player behavior like moving and jumping and shooting.
and after that make elements that interact most with player. like weapons to pick and enemies with their ai and animations.
after doing that impelenting game rules. for example when player wins or when player looses and after that what happens or how player respawns and like that or in multiplayer impelment deathmatch or capture the flag scenerios. and in this process all elements will be tested beside each other in every (i think agile scrum teams call it)
sprints and gameplay will be compeleted through these sprints.
after doing this modelers can start making their models and their models will be replaced with those basic models and they start building levels step by step.
after doing that we start adding story to aour game for example which part of level have certain dialog or animation or cutsecence.
after doing that we start doing beta testing and solving bugs and giving it to diffrent people to test and give opinions for.
Concept Stage - Decide on game concept and make Software Architectural planning
Design Stage - Assemble your workflow pipeline of software and applications, fill coding flow charts on game and background functionality, make illustrative art and charts to plan your game functionality and art assets
Use a place holder Character, Object, or Vehicle
Make a placeholder Level, Map, or Backgroud
(Import the most important stationary art and import the most import end-user operated entity from these above two.)
These two objects should appear onscreen inside of the viewport of your game engine, IDE, SDK, a window made for the game, or directly to screen.
If you assembled your workflow pipeline correctly, then you should be able to use an IDE, SDK, or game engine to add the library for device input [INPUT] that makes your user operated object move. With whatever number of lines of coding made by you, when you move your input device then the object on the screen will move. Another library could be added for physics. With the required coding to connect the physics library to your object, then your object will be subject to physics that you have tied it. After the collision library is added to your coding and you make coding to associate it with your moveable object, then your object will respond in the ways that you have specified in coding when it encounters a collision.
As you added different libraries of coding (often already made by others, such as Open Source physics libraries) and follow the instructions for those libraries, then your coding will add more functionality to your game.
We are just beating around the bush with general concepts until you decide on the coding libraries to use (for example, Torque 3D). "Simpler" that you mentioned means more general until you "get down to the nitty gritty" in deciding on specific things and doing actual work. Until then, there is little more that I can offer in the way of advice on
What you may think is "simpler" in procedures often results in spaghetti coding that is difficult or impossible to debug. The process that is well organized may seem complex at first but actually makes game development progress better in the long term. Organization allows communication of ideas and the prevention of many problems. "Simpler" means fly by the seat of your pants.