Hella Downweather
The Witch of the Quill
So!
First time I'm working on a long term game project with a small team (worked with short term games projects/game jams, or long term non game CS projects). And while I do know that there is like 70% chances it will simply be a summer/quarantine endeavor, I like to write and I figured people here would enjoy some insight into the whole process (or at least the beginning).
Please note that I will talk more about the organization part than the game itself. There won't be a lot about the lore, the design or even the mechanics of the game, this little journal of mine will be centered around the organization of it all
I will try to update it weekly or bi-weekly depending on the advancements but if you guys have questions on the technology used or anything feel free to ask below! The different terms I will use will be explained briefly as best as I can, but I will not go into details because...I already give CS classes and this website shouldn't be a continuation of that XD
For the sake of clarity, and since I'm pretty sure I'll need to mention them in the future, here are our main actors :
1- Hella
2- Antisocial
3- Doki
4- 2DMinecraft
5- BD
In the end, we settled on making a video game, even though between us the most we can draw is stick figures and pixelated clocks.
Here comes placeholders x.x
The style will be a 2D RPG game, with a focus on lore and character development. A classic combination, but one we knew we could pull off relatively well.
This week was a week of setting up everything, starting from scratch once again. The team lead was appointed and immediately started on fixing a weekly meeting.
The team is now split in two smaller teams, one focused on the Lore (Antisocial + Hella) and one focused on the mechanics (BD + 2DMinecraft). Doki served as a branching member, joining both teams to ensure good communication was kept during the week. It was a setup very similar to the previous project where the Lore team was more focused on the front end and the mechanics team on the back end.
We also agreed on making our sprints two weeks long for the beginning of the development, as we had plenty of things we could work on fairly quickly.
Finally, we set up our Trello, which is our online Kanban Board.
We did not choose our code editor/IDE yet, since Visual Studio (our preferred editor currently) is not as flexible as Unity unfortunately. More to come on this point next week.
The mechanics team needs to agree and develop on the mechanics for the combat style, how the character could move (would it be room based like Darkest Dungeon? or more platform like?) and what kind of RPG we were aiming for.
First time I'm working on a long term game project with a small team (worked with short term games projects/game jams, or long term non game CS projects). And while I do know that there is like 70% chances it will simply be a summer/quarantine endeavor, I like to write and I figured people here would enjoy some insight into the whole process (or at least the beginning).
Please note that I will talk more about the organization part than the game itself. There won't be a lot about the lore, the design or even the mechanics of the game, this little journal of mine will be centered around the organization of it all
I will try to update it weekly or bi-weekly depending on the advancements but if you guys have questions on the technology used or anything feel free to ask below! The different terms I will use will be explained briefly as best as I can, but I will not go into details because...I already give CS classes and this website shouldn't be a continuation of that XD
WEEK 0 - The start and an introduction
- The team
For the sake of clarity, and since I'm pretty sure I'll need to mention them in the future, here are our main actors :
1- Hella
2- Antisocial
3- Doki
4- 2DMinecraft
5- BD
- The project
In the end, we settled on making a video game, even though between us the most we can draw is stick figures and pixelated clocks.
Here comes placeholders x.x
The style will be a 2D RPG game, with a focus on lore and character development. A classic combination, but one we knew we could pull off relatively well.
- The organization
This week was a week of setting up everything, starting from scratch once again. The team lead was appointed and immediately started on fixing a weekly meeting.
A team lead is responsible for the organization of the development. They are the one to assign the different tasks (or stories) to the members of the team. They are the one in the team that will do the least coding of the group, since they will be busy reviewing the work done by everyone else, organizing the next sprint, or communicating with anyone needed outside of the team.
They are in charge of creating the coding standards for everyone, and making sure the game advance in a steady pace.
They are in charge of creating the coding standards for everyone, and making sure the game advance in a steady pace.
The team is now split in two smaller teams, one focused on the Lore (Antisocial + Hella) and one focused on the mechanics (BD + 2DMinecraft). Doki served as a branching member, joining both teams to ensure good communication was kept during the week. It was a setup very similar to the previous project where the Lore team was more focused on the front end and the mechanics team on the back end.
We also agreed on making our sprints two weeks long for the beginning of the development, as we had plenty of things we could work on fairly quickly.
Agile development is a style of development that involves focusing on small tasks (called stories) for a short period of time (a sprint). You take the big tasks and try to break them to as much as small tasks as you can, give them a number in term of difficulty, assign them to a programmer, and at the end of the sprint, you review the work done and readjust the difficulty rating if the tasks is not done.
In our case, our team lead decided one two weeks sprints with a midpoint meeting to assign more tasks if needed. We do not use the difficulty rating however.
In our case, our team lead decided one two weeks sprints with a midpoint meeting to assign more tasks if needed. We do not use the difficulty rating however.
Finally, we set up our Trello, which is our online Kanban Board.
A Kanban Board is a tool used to visualize the different tasks of a team and to know at any point of time it's status.
It can look like this :
In our case, we have a backlog section, a sprint section, a in progress section, a review section and a done section. We move the different tasks in the different column as work progress othan them.
Trello is a pretty neat website that allows us to do our own Kanban board and organize it as we see fit.
An old board of mine for example :
It can look like this :
In our case, we have a backlog section, a sprint section, a in progress section, a review section and a done section. We move the different tasks in the different column as work progress othan them.
Trello is a pretty neat website that allows us to do our own Kanban board and organize it as we see fit.
An old board of mine for example :
- Technologies used
We did not choose our code editor/IDE yet, since Visual Studio (our preferred editor currently) is not as flexible as Unity unfortunately. More to come on this point next week.
A code editor is a platform that allows us to write code and test it, it is the Microsoft word for programming. Sure you could write on notepad...but it's a pain.
Unity is a game engine that is used for game dev, with Unreal it is one of the most popular engine to create new games.
Visual Studio is a code editor/IDE created by Microsoft that is fairly easy to use and has a lot of testing functionalities, which is why it is also fairly popular.
Unity is a game engine that is used for game dev, with Unreal it is one of the most popular engine to create new games.
Visual Studio is a code editor/IDE created by Microsoft that is fairly easy to use and has a lot of testing functionalities, which is why it is also fairly popular.
- Current sprint objectives
The mechanics team needs to agree and develop on the mechanics for the combat style, how the character could move (would it be room based like Darkest Dungeon? or more platform like?) and what kind of RPG we were aiming for.
- Conclusion of week 0