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I'm still in the design phase of my game and I'm realizing that there are too many elements to keep track of and it just looks like a mess in the plain text that I created it in. My notes are basically going to translate to the classes and subclasses that'll make up the objects within my game, but I'd like to find a tool that will make it simpler to keep track of. Here's an example of the structure of my notes:

NPCs:
    - Humans:
        - Human A: description
            - Abilities:
                - Ability A: description
                [...]
            - Attributes:
                - Attribute A: description
                [...]
        - Human B: description
            - Abilities:
                - Ability A: description
                [...]
            - Attributes:
                - Attribute A: description
                [...]
    - Elves:
        - Elf A: description
            - Abilities:
                - Ability A: description
                [...]
            - Attributes:
                - Attribute A: description
                [...]
        - Elf B: description
            - Abilities:
                - Ability A: description
                [...]
            - Attributes:
                - Attribute A: description
                [...]
    [...]
World:
    - Continent A: overall description
        - City A: city description
            - Building A: description
            [...]
        [...]
    [...]
Items:
    - Melee: overall description
        - Melee Weapon A: description
            - Damage: X
            - Damage Type: some type
            [...]
        [...]
    - Ranged: overall description
        - Ranged Weapon A: description
            - Damage: X
            - Damage Type: some type
            [...]
        [...]

And so on...

Even this simple list is starting to look messy, and once you have pages of classes and multiple subclasses for each class along with lengthy descriptions, it gets really jarring when you view it.

What I would really like is a way to expand and collapse these elements so I can either view the big picture or go down to details, and maybe be able to set some groups a different color or make them bold, etc. for better viewing and categorization. It's basically a class diagram but with more game-world-related descriptions rather than function/method descriptions. I'm currently using Sublime for this, so either a plugin or a different tool that accomplishes this would really help. Thanks!

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closed as too broad by Josh Mar 2 '17 at 5:32

Please edit the question to limit it to a specific problem with enough detail to identify an adequate answer. Avoid asking multiple distinct questions at once. See the How to Ask page for help clarifying this question. If this question can be reworded to fit the rules in the help center, please edit the question.

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    \$\begingroup\$ Microsoft Excel or it's analogs (e.g. Google Drive Sheets) can do exactly that - collapse-expand cells and groups of cells. \$\endgroup\$ – Kromster Mar 2 '17 at 4:22
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    \$\begingroup\$ You may want to ask on the software recommendations SE; we don't consider recommendations on topic here. \$\endgroup\$ – Josh Mar 2 '17 at 5:33
  • \$\begingroup\$ Too broad? I thought I was being as specific as possible as to what I'm trying to achieve. It's not like I was asking "what's the best language to make games in". I have a problem which I detailed and a very clear description of what I'm looking to do. If it's because I should be in Software Recommendations, honestly I don't like how suggestions for every possible subject is in one place. My problem is specific to game design, so I have to go there and hope a game designer will show up there with an answer. You have to understand why this is frustrating. \$\endgroup\$ – user3625087 Mar 2 '17 at 9:26
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    \$\begingroup\$ Your problem really isn't a game design problem, it's a word processing/text formatting problem, and I say this as a game designer. The topic you want to use this tool for has more in common with software architecture than game design, but even there, your description of a deep & rigid class hierarchy with subclasses for everything actually goes against prevailing advice in game development, which has moved strongly toward composition over inheritance in recent years. If your class structure is too unwieldy to write out simply, imagine trying to develop & debug it! \$\endgroup\$ – DMGregory Mar 2 '17 at 14:08
  • \$\begingroup\$ @DMGregory I disagree, how to organize and track your information/process is absolutely a design problem. As with anything else in game design there are a ton of different ways to do things and they are not created equally. The OP has asked a straight-forward clear question about a game design related issue and it's not at all too broad. \$\endgroup\$ – Aithos Mar 2 '17 at 21:34

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