Thursday, 27 June 2013

Project plan and limitations within that



Seen above is a screenshot of my project plan. The lack of detail is down to a few things. First of all, the very short time frame. This is due to my having worked as part of a group prior to this, but unfortunately the group fell apart, and we were left without enough work to show for it. Due to this, I was forced to start again, with a limited time frame (but an extension luckily)

The other reason is that a lot of the more time consuming parts of the creation process, like modelling and rigging, will be handled using free assets. Due to the time constraints, I do not have time to model and make every asset in the game. It is therefore much easier to just spend a day finding the models I would want to use, and importing them. This allows more time for the more important aspects, such as coding the mechanics and bug-testing. 

Again, due to the time constraints, I have had to condense the game idea and strip some of the mechanics that I was meaning to use. I have there put that I wish to be able to implement a Combat, Exploration and Trade mechanic. However, as you will see in the screenshot below, that I had to remove the trade element from the final product due to the limited time. Luckily, Exploration and Combat are the two main aspects that majority of respondents from my questionnaire said they wanted, so they were the two main aspects I focused on. Taking the time out from using the trading mechanic effectively added an extra couple days too each of the other mechanics, so I could make them more refined and better tweaked.


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