I don't think any two people so far have used the same method.
Flash is aces.
My next game, which currently looks like it will be a top-down car racing game, will be 99% runtime generated, and made from 1 frame.
While I've been working on my 'big' game, I take breaks to mess around with stuff I think up during the day, and I have recently been doing a lot of '1-frame' swf's. And in the last couple of weeks, started using includes. (And SciTE|Flash (omg, HOW good is that?))
the stuff I learn from the trinkets, I usually find some way of applying to the game, to enhance, or speed up certain areas.
It took me a while to get to grips with function/prototpye usage, but now I have, I'm having trouble helping other flashers out, as my solutions are always AS-based, now, and more than likely a prototype. Simply because I can't think of any better way of doing most things.
Once I get the next game underway, I'll start up a WIP thread, which should help trace the development of a game.
As for a 'formula' for making games... That might work if all your games are scrolling shooters, or point&click games, but most people will try different types of games altogether, rather than stick to one style.
When I made my swinging ninja game, I started with the level, and getting it to scroll around in the main window. Then I worked on character movement. Once that was partly done, I had enough code to do the enemy movement.
Things like scoring/levels were done ad-hoc.
eg. The level system for my game became a huge stumbling block, as it was merely an array of coordinates for the platforms and pickups. This made creating new levels a drawn-out and horrible affair.
After my break (MMORPG addiction-break, tbh) the first thing I made was a level generator, where I only needed to give it the platform locations/sizes, and it would generate the pickups automatically. This made level editing/creation a cinch.
Things like that have been turning up left and right since the game started.
The only things I planned were the things I thought were integral to the game (characters/levels/scoring/powerups/intro/endgame/options/etc.). And by 'planned' I mean 'wrote on some paper I found'. Everything else in the game just sort of turned up. One of my favourite features so far had never entered my mind until I showed a test to my flatmate. He said 'make him run up the walls'. Three days later, running up walls is second nature, and also great fun.
It's wierd how this sort of thing works, eh?
