These aren't really design tips but just development tips in general:
1. Keep working on your project(even if things get a bit sloppy) 2. Don't worry about perfecting things or about less necessary areas such as art or music until your project is REALLY coming together 3. Don't feature creep. Some more classically trained programmers might get caught up in optimization and good practice where it isn't the best idea or focusing on all the possibilities. This is where it's really helpful to plan ahead like OP said.
A professional designer's greatest skill is utilizing the tools he's given, in unexpected and creative ways. My general rule of thumb is: if you're shocking or surprising the tools engineer with what you're accomplishing with his tools, you're doing a good job.
1. add in the details 2. add in the details 3. add in the details
Did I mention the details? It is the most important part of level design that almost no one does it. It is easy and sets your game apart from the rest.
1. Keep working on your project(even if things get a bit sloppy)
2. Don't worry about perfecting things or about less necessary areas such as art or music until your project is REALLY coming together
3. Don't feature creep. Some more classically trained programmers might get caught up in optimization and good practice where it isn't the best idea or focusing on all the possibilities. This is where it's really helpful to plan ahead like OP said.
Make sure all your dialogue positions look good on the screen.
Make sure your players are comfortable with the controls.
And a fourth tip--
Don't stress out too much when you encounter a problem--just let gamingislove know you have a problem you can't solve by yourself. : )
Here's one I've discovered while working with the ORK framework:
Don't try and circumvent the framework; rather, mold your designs around the framework and utilize ORK's strengths.
blindmonkeygames.com/index.html
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1. add in the details
2. add in the details
3. add in the details
Did I mention the details? It is the most important part of level design that almost no one does it. It is easy and sets your game apart from the rest.