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GamificationDevlog03IsaacCollier

Over the last week, the team has been working on scheduling for our project Wild's Pyre. This has been both a team and a solo effort. As a team, we have been working on our Project Breakdown Structure, where we assign percentages to each feature of the project based on their importance. this was different for me, because it was difficult to assign values to importance because I feel that the combination of all the elements is really what makes games shine rather than any one piece. Also, without having started working on the build, we don't know what elements will end up being a highlight for players after playtesting, so while we can speculate, I think these values could change as we work on the project. 

The other thing the team worked on were Work Breakdown Structures. These were individual charts where we evaluated our tasks and assigned timelines for how long they will take. Our professor suggested a 20% grace window on duration and our team mutually agreed. I think this made the team feel more comfortable as everyone felt well within their capabilities to deliver on their tasks with an extra 20%. I am working on 3D modelling for my team, and I have never worked on it with a team, just on my own, so I don't really know my personal velocity. I guessed based on my experience working for fun, but I don't really know how fast I could go if I was working on it seriously in a team environment, so this was a bit uncomfortable for me. Another weird thing the team noticed was that there were a lot of things that we knew exactly what we were doing, but there were some tasks, like specific tree types for me, or specific AI pathing for coding, where the team wasn't quite finalized on, which made it harder to estimate times for these tasks. Overall it was successful and the team feels comfortable with workflow in second semester, especially as we work out some of these questions beforehand. 

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