Archive for the ‘Project Management’ Category


Some Project Planning

Things are really feeling like they’re starting to come together. I think a large part of that is because the artist I’m working has been sending me some great stuff that’s got me really excited about the visual direction she’s taking. Although the decision to pay to hire an artist is a scary one (it’s the biggest part of my budget for this game, aside from my own time), I’m already seeing how important it is.

I’m one of those programmers who has always had an interest in art. Both my parents are artists, my grandfather was a portrait painter, my grandmother was an art teacher for years and is now a stone sculptor, and my aunt is a painter and art teacher. I grew up around art. I took a lot of art classes in high school and continued taking some classes at university. However, I know my limitations: I’m a hobbyist artist; I’m not a professional. I knew from the start that I’d have to hire someone to do the artwork if I wanted to push the level of polish in the game to a point that I’d be happy releasing. It appears that it was the right decision.

Right now the art is still in the mockup stages, so I can’t wait until I get some assets to drop into the game. Once I get a first pass of the art in the game, I might even post a screenshot or two! *gasp* I know…a shocking move forward. I’ll just have to make sure the artist is ok with me releasing the art prior to completion.

This morning I started realising that I had little notes everywhere about all the stuff I still need to change/fix/tweak/implement. I decided it was time to start compiling it into a central list of “things that still need to get done”. My plan was to take the list and plug it into my project planning software, but I’m not sure if I will. A big part of me knows that this will help me to track my progress and I can use the metrics I gather from it to plan my next project better. The other part of me just keeps screaming “let’s code something cool!” Right now the screaming part is winning out. Maybe tomorrow I’ll feel more like project planning.

Back to coding…

Owen


Moving Along

Yesterday I got a lot of emails or IM’s from people urging me to “keep at ‘er”, so thanks to everyone who sent me a note. I’m feeling much better about the state of things this morning. I think the act of just laying it all out there and listing it all out has helped me immensely.

The other thing I did yesterday was to download a free project management tool called GanttProject. It’s free software written in Java (so it runs cross-platform) that basically mimics Microsoft Project’s most basic functionality. As it’s free, it does have a lot of UI quirks (bugs) that are kind of annoying at first, but hey…you get what you pay for. At any rate, I spent a little while yesterday and kind of roughed out a schedule for the next month or so. It has made me feel a lot better about the state of things and where I’m heading.

Today I need to finish up my UML diagrams. I’ve got the main logical side of the game broken down into its new structure, but the big change that’s still to come is the conversion to more of a Model-View-Controller architecture. This is the structure that the iPhone kind of forces you to use and there’s no reason I can’t use it with Playground SDK to clean up the structure a bit.

Then tomorrow, I start recoding the prototype properly. Hooray! As they say in Galaxy Quest, “Never give up! Never surrender!” Hmm…have I just exposed some nerdy part of me that I shouldn’t have shared?

Owen


Overwhelmed

It becomes very tempting not to post anything to the blog when things aren’t going smoothly. It’s much easier to post about things going well, or little hiccups, than to honestly talk about the bigger challenges I’m encountering. However, when I started this my goal was to be as open and honest about everything as possible, so here goes…

I’ve run into a bit of a mental barrier over the last few days of work. I’ve become a little overwhelmed with the work that stretches out in front of me and I’m finding it difficult to decide to actually dive in and start working on something. Working on my UML design helped for a while, but it also may have been serving as a form of procrastination, keeping me from getting into the more difficult stuff.

Here’s where I’m at:

  • I’ve got a prototype I’m happy with
  • I’ve got designs for 4 separate game modes I want to implement for the game
  • I know which game mode I want to implement to completion for the iPhone release first

That all sounds well and good, but I’m starting to get overwhelmed by all the things that need to be done now:

  • I need to start recoding the game with a proper code architecture that will let me expand into the 4 game modes I want to do
  • I need to learn a lot more about Apple’s Core systems to properly implement my game for the iPhone
  • I need to fully flesh out the designs for the four game modes
  • I need to find a 2D artist to do some concept work for the visual look of the game and then for them to actually start creating art for the game
  • I need to find a musician to start working with me on an aural design for the game and then to start composing
  • I need to find a sound designer to start working with me on a sound effects design for the game and then to start creating sounds
  • I need to start driving more traffic to the site
  • I need to start thinking about how I’m going to market the game once it’s ready for release in the iPhone store and then longer-term about how to market it when I’m ready for my PC/Mac release
  • I need to do all of the above in the context of my limited budget for the game

I think the act of actually writing it out has already helped to calm me down somewhat. My wife always tells me to “make a list” when I get overwhelmed with details like this. Maybe she was right (she usually is).

But still, this is a little daunting at first. I’ve worked on a lot of games, so I knew coming into this how much work was involved in making a game from start to finish. The thing is, it doesn’t really sink in until you realise you’re the one who has to do all of it. I’m not complaining, mind you. I’m still enjoying this immensely…it’s just taking some adjusting to.

So…what next? I think what I should probably do is revisit the design document and update it to reflect the new design of the game. I’m going to need to document to show to an artists/musician/sound designer so that they get an idea of what the game will be. Once I’ve done that I think it will be time to lay down a real schedule for the project. I’ll set down some milestones for my own development and scope out the project. This should help me determine where I’m at and where I’m going. From there I can work backwards and determine exactly when I need to get my art and sound assets into the game. It should also help to keep me motivated. Right now I think I’m suffering from too much choice. I have no way of prioritizing. The milestones and schedule should help with that.

Ok, so I have a plan. Phew. Who knew blogging could be so helpful?

Owen



Well, It’s Monday

A new day, a new week. My post on Friday wasn’t very cheerful, so I thought I’d follow up with what came out of that. It turns out that pushing through and forcing myself to code was the right course of action in this instance. By the end of the day on Friday I had implemented one of the new end conditions I had been going over in my head. It turns out that it’s actually pretty cool. It seems to balance the game a lot better. I find that I’m losing the game in different places now, and I feel like I have a lot more control over the outcome of the game. This is a good thing. I think this is the solution I’ll be working with for now. It will undoubtedly need extensive play-testing and tuning, but I think it’s a good direction.

A friend of mine from Vancouver was in town over the weekend and we had a chance to meet up for a cup of coffee and chat. We were talking about the game I was working on and then started talking about iPhone games. After our conversation I started thinking more and more about iPhone/iPod Touch development. My plan was to build my game and release it for PC and Mac, then port it to the iPhone at some point. Now I’m starting to wonder if I should try to get a simplified version going for the iPhone sooner, rather than later.

I started thinking about it and realised that most of my time spent gaming recently has been on my iPod Touch. I have it with me all the time, so when I’m on the subway, or waiting in a long line-up somewhere, out comes the iPod for a quick game of Trism, or De Blob.

So I started wondering how much work it would be to port my prototype to the iPhone. I already have a Mac, and I’ve been using XCode to do my prototype development so far. All I’d need to do is download the SDK, learn Objective C and rewrite the rendering part of my game. Hah…sounds easy!

Obviously I don’t have a tonne (yes, that’s a metric tonne) of time to devote to this, but I’m thinking I might spend two days and see how far I get. At the end of two days, if it looks like I can have something running within the week, I’ll keep going. If not, I’ll look at priorities and see where it might fit in the schedule.

Owen