patrickz.aiLet’s talk ↗

Build apps / Project lab

Plan a game as small playable milestones

Produce an implementation plan with a testable first milestone.

About 50 minutesSome experienceStack: Godot (optional)Coding optionalRead free · No sign-up

Before you start

A chat assistant and an original game concept. Coding is optional for the planning exercise.

Why this lesson exists

The Godot brawler defined its first milestone as one satisfying punch, not the complete RPG. This lab practices that split: one playable milestone now, with the rest of the vision written down and deferred.

Do the exercise

  1. Set your boundary

    Separate the long-term vision from the first playable interaction. Record decisions about state, input and events so a future agent can follow them.

  2. Write pillars and a core loop

    Write the game pillars and a one-sentence core loop.

  3. Define milestone one

    Define milestone one as one satisfying action, like one punch, not the complete RPG.

  4. Separate rules from feel

    Separate testable rules from scene-dependent “feel,” and list the tunable values in one table.

  5. Record decisions

    Record every architectural decision that a future contributor might undo.

Next sessions, not today

  • Tunable values in code Centralize tunable combat values in code when you build milestone one.
  • System index Update the system index at each milestone.

A prompt to adapt

Replace the bracketed parts with your own details.

Help me plan [my original game concept] as small playable milestones. First version only: separate the long-term vision from milestone one, a single playable interaction with a visible action and outcome. This is a planning exercise: no code, and later RPG systems stay out of milestone one. If a step needs a tool or file, list the setup first. Then work in four checkpoints and, after each, tell me how to check it:
1. Three game pillars and a one-sentence core loop.
2. Milestone one as one satisfying action, not the complete game, with acceptance criteria and a five-minute demo checklist.
3. Which rules are testable and which depend on scene feel, with the tunable values in one table.
4. A decision record for each boundary a future contributor might undo.
Leave coding the tunable values and a system index for later milestones. My engine, if any: [Godot or another engine].

More prompts to adapt ↗

Run this experiment

Ask someone to describe the first milestone without mentioning future features. It should have a visible action, outcome and short demo checklist.

Check your result

Use evidence from your output. A confident explanation from the AI is not enough.

If it isn’t working

Architecture documents do not prove a finished game. Keep planned, implemented and playtested status distinct.

Where this came from

Public project repository ↗. The practice lesson is an adaptation, not a verbatim transcript. About the sources.

Prepared September 2026. Tools and interfaces change; use current official setup instructions. Session lengths are estimates.

KEEP GOING

Your next useful step

Browse all 57 guides ↗