Day 0 - The Plan
Ok, so this isn’t really day 0 (actually I’m also writing this a month and a half late). We started exploring the idea of designing a simple game we will actually release* a few months ago. This was inspired by an article from Chris Zukowski here.
The article told us that games are hard, so make something easy. And just because platformers are only running and jumping, doesn’t mean that is easy. The idea that we kicked around was this: If we shouldn’t make a platformer, maybe we should make the anti-platformer— where the primary objective is sitting.
So we built on a concept. We explored contexts for the concept. But as before, we went too deep too fast, and then realized the game isn’t really engaging and we don’t know how to fix it.
Making a plan
So here we are, three months later starting again. This time, we’re starting with a schedule and a plan. If an idea isn’t enough to push us toward our goal of making a game, having a deadline might. Informed by a few more GDC talks, articles, and books, we defined as much as we could for stage of the process and what we need to achieve in each stage. We’re trying harder to focus on the right problems at the right time. And we know that even our answers here will need to be revised.
The production timeline
Here’s what we came up with:
Concept - 1.5 months
- Create, Discovery, Sketch, Prototype, Refine
Preproduction - 1 month
- Story, Game Design Document, Core Loop, Game Loop, Concept Art, Level Design, Architecture, Testing
Production - 3 months
- Artwork Generation, Animation, User Interface, Scripting, Audio, Level implementation, Lighting
Polish - 1 month
- Tweens, Time Manipulation, Post Processing, Particles & Effects, Testing
Launch - 1 month
- Public Relations, Marketing, Platform of Sale, Brand
Download our document as an .xlx template
It could be all wrong, but we have to make it happen. Continue reading about Week 1-2: Concepts
- ‘Release’ meaning outside of our computers that other people can play, whenever they want.