Great post Subtle_Wonders. That is the reason I like posting here on Gamedev. I like lengthy and informative responses (yes, I do read them). I always reference my posts, and I don't post unless I can benefit from the responses as well. Also it helps people who are coming here looking for information. Nice variety here too.
I like how you say don't go to another phase until I finish one. That is one of my issues. I jump around to and fro. I never really have had a plan for a full project yet (tried to wing it once). Of course, I haven't had an idea that is attainable that I am interested in completing.
Right now I am only testing ideas because I still need to work on my 3d modeling, texturing, programming and animation skills (all on my own on this). I am going to check out the SDLC model right now. Thanks!
Edit: Thanks for that Wikipedia link! Lots of good information there, and it is almost just what I needed to read! I am excited about it though, because I needed some educated information on how to get a project started and how to follow through with it.
I like the part about the feasibility study. Going to look int RAD and XP also. Thanks again.
Glad I could help. I used to work on voluntary game projects at Hard Light Productions found here: http://www.hard-light.net/. They made ready use of the donated Freespace 2 game engine from Volitation: http://en.wikipedia.org/wiki/Volition,_Inc. I wasn't a programmer back then but what I often saw were really great idea's crush or projects completed but not nearly to the expectation it was set to because of poor control over the project. Management over a project is just as important, if not by far more important than the programmer him/her self.
The one group who really achieved much at Hard Light Productions was the Wing Commander Group backed by Tolwyn. Their game could be found here: http://www.wcsaga.com/. You can quite literately feel the work and professionalism in their product. Tolwyn made full use of project management. He was very organized. He had a bug tracker, a story script, he broken down teams and assigned them small tasks. It may have taken him well over 4 years, but he produced a really top notch game because he was very well disciplined with the development model he was using.