Plan it! Keep Your Game Development on Track

A short one today, sorry!

Don’t apologize, this is the best day of my life

Now that I finally have a build of my tabletop game that can be played from start to finish, I’ve decided to double-down on an Agile-based development cycle. Here’s my development project plan, in a nutshell:

  • Two weeks of play testing and collecting feedback.
  • Two weeks of adjusting game mechanics and UI based on said feedback.

I’m going to try and work in some minor concept sketches for artwork.

Four week cycles?

Yes.

Divided into two weeks?

That’s right.

Sounds stupid.

Thanks.

Anyway, this is a staple of the Agile method. Put tasks into two week “sprints.” If you can’t do something, move it into the following sprint. It’s a great way to keep yourself on track while not feeling horrible for not getting everything done in a two week period.

You can also break your tasks out into manageable chunks. Nothing fancy:

  • Fix icons
  • Balance character X so they’re less powerful
  • Fix this crisis, it’s too hard for players to beat!

That’s all folks! as a reward for reading this, please enjoy these concept sketches of my characters with little context as to their thematic and mechanical relevance to my game! (I know, I drew the frog general a lot.)

 

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