The Agile Framework – An approach towards development that focuses on efficiency. This utilises the mindset that multiple aspects of development can be undergone simultaneously.
The Waterfall Model – a step by step approach towards development. This means that, unlike the agile framework, each process of development occurs in a sequential fashion – one after the other.
In development, there exist dependent development aspects and independent development aspects.
Dependent development aspects are development aspects that depend upon other aspects for its completion. For example, character design can depend upon narrative as the narrative may influence the characters’ appearance. This means that the character design cannot be made until the narrative has been created.
Independent development aspects are development aspects that do no depend on other aspects for its completion. For example, the UI could be an independent development aspect as it could be made without the need for any other aspect to be made beforehand as it is not heavily influenced by other aspects.
The Developer’s Charter – A set of rules for developers to follow:
1. You shall not lie about your capabilities nor knowingly deceive your clients about what is possible
2. Work that is completed is to be completed to your utmost ability
3. Know that you will be judged not only in your individual skills and expertise but also on your collegiality, willingness to engage, and collective support of the project and your team
4. Be open about your methods and share them with your colleagues
5. Document and log your processes. Progress reports are to be expected and you must deliver them
6. You are a technical navigator of a development ship. The captain cannot steer if they do not have advice and a course
7. Do not confiscate, prevaricate, or obstruct unnecessarily. All team members are to be judged on the content of their contribution not by who they are
The general consensus of the charter – be open and honest
Document templates:
Our development should include:
(All the below are example templates)
Version history:
Version
Changes
Initials
Date
Project overview:
Includes – practical goals/what needs to be done, what it consists of, e,g. a demo which consists of these features, characters and platform details.
Project scope:
Includes – what the project’s goals are – practical goals, what should be made by the end.
Prototype example for assets e.g. a sprite:
Asset name
File name
Version
Palette (colour hex codes)
Author name
Date created
Bug test report:
Test
Expected behaviour
Actual behaviour
Proposed solution
Supporting images or screen captures of the bug happening
Date bug submitted
Date bug fixed
These will also be documented in the version history
Performing a scope analysis for a vertical slice:
Decide whether to make a part of the game as it is designed or a technical demo that showcases all the features of the game in a single experience
Asset list should be comprehensive – including programming, server requirements, UIX requirements, audio, visuals, etc.
Each asset should be broken down into its various components
Complete a pipeline analysis of all aspects of production
Make note of the general length of time needed to make each asset
Make a pipeline plan for each super asset (assets in their non-broken-down state)
Try to factor the pipeline for development
Separate the assets into dependent and independent aspects in terms of its completion as some may rely on other aspects in order to be completed
Independent tasks should be completed whilst dependent tasks can’t be completed yet
Bug checking – do this often so they can be found and dealt with as soon as possible
Team Task: Write down the project scope for your vertical slice – include a full asset list, and a development calendar for the vertical slice
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