Week 7 - Burndown Chart and Game Design Macro
This week, we moved into planning the next phase of our game. To do this, we used a game design macro chart and a burndown chart.
On our game design macro, we wrote down every set piece in our game and what our goals for them were. For example, in our first level, our goal was to teach the player the basic mechanics of the game, such as moving, attacking and digging. It is quite relaxed and all the player must do is reach the end of the level.
Our burndown chart contained a list of tasks that must be completed before the game is finished. It contained our priorities, when we would tackle each task as well as how much time it would likely take for us to complete them. It also let us set goals for when we needed to finish things, and also made a note of who had to do what in the group.
Get Go Dig A Hole
Go Dig A Hole
More posts
- Week 12 - Assets for Whiteboxes & Visual ImprovementsJan 12, 2023
- Week 11 - Polishing and Bug FixingJan 12, 2023
- Week 10 - QOL ImprovementsJan 12, 2023
- Week 9 - Enemy ImprovementsDec 03, 2022
- Week 8: Animation, Assets & UINov 17, 2022
- Final Week, Vertical SliceNov 05, 2022
- Week 5 - CharacterNov 01, 2022
- Week 4 - Basic MechanicsOct 25, 2022
- Week 3 - Nature - Davin AOct 12, 2022
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