Talk about the master plan in 1997, began to make a master plan (at the time, the main is not the owner planning, the one person, the script, document, process, manual, the gunman's article is written ... Will not write, no Measures to talk about the quality of the main planning: 1. Familiarity with the game process and game engine: How to develop games, such as number of treasures, when do you do what you do? What can you start doing? What is the design, even the art department, the program department or the music is now clear, and it is necessary to clearly. The biggest efficiency. 2. For the team's leadership: Whether the game design department (with eight planning ...) or cooperate with other departments, this is critical. 1) From the perspective of the project, at any time, the project is clear, and the project is developed in accordance with the initial design. Not to do something to do, this seems to be funny, in fact, many games are finally made, and the most beginning of the world is complete. 2) From the perspective of talent training, it is clear that your brothers have any specificity, how to cultivate to make it better to achieve themselves. For the brothers do good, timely encouragement; for the brothers who are indifferent, teach them to get it. 3) From the team cohesion, at any time, you can make everyone mysterium, there are some messy little things between the brothers, timely clear, so that the team is always a whole. 4) From the progress of the project, you can always know what everyone is doing every day, these are all about the content of project management, play the greatest work efficiency. (Recommended "People", "People Moon Myth" two sets of books) ) Will collect a lot of enthusiastic players' ideas. These ideas, which are not doing at this engine; which can be done but art or programs are too big; which ideas are very good in other games, but in their own games, it is very difficult; which slightly The cost, but you can do it again, after you remove these, the remaining is how to insert these ideas into the existing module, which is implemented without affecting or minimizing other modules. 4, the control and understanding of the game global: the game is eventually what is like, the team members of the team may be suspicious, and it is inevitable. But the main policy must be clearly known that the game is what the game is like, every detail in the game, each scene, every play, you can tell everyone very intuitive. And constantly telling everyone about these ideas, telling investors. Always let you know what you are doing, this thing is a good thing, players will like it! 5, love yourself: I don't like the game you do, I also expect players to like her (whose happens "she" is because the game products are like their own children, they need to correct and train, like their own women. Like a friend, need it to love and marry? This kind of enthusiasm of the products developed to yourself, instilled each member of the team, allowing you to design each of your data, you can be responsible when you add every data. It is also the same as other departments ... 6, constantly accumulating: This time I said, I said that I didn't mean.