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TIGSource ForumsDeveloperDesignHow do you guys define the scope of a project?
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Author Topic: How do you guys define the scope of a project?  (Read 802 times)
Vini Aleixo
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« on: December 07, 2016, 07:01:38 AM »

Here what's happening: I'm developing a Ballon Fight/Balloon Kid runner game for mobile, which is something super simple to develop. However, I'm having a hard time regardind the general scope of the project. At first, I thought about just making a 20 level game and release for free, with no monetization at all. Then, I thought about making a full adventure, Metroidvania-ish game as a hommage to the original Balloon Fight. Now I'm planning to do make an infinite, procedural game and monetize it with ads.

I'm really struggling on what the project should be about, and this is not the first time that I struggle with this issue, so I really need an input of you guys about your experiences. How do you define scope and how do you guys stick to it?

Cheers!  Beer!
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JWK5
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« Reply #1 on: December 07, 2016, 07:31:41 AM »

Mostly poorly and never.
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« Reply #2 on: January 03, 2017, 06:50:26 AM »

I write down a *very simple* GDD (game design document) to organize my ideas and main principles of the game.
Example: My latest game is about managing a kingdom.
First Obstacle: Wave of enemies attacking frequently.
Solution: Training defensive units. To do so, I would need gold. To get gold, I train units that produces gold.
First obstacle is solved!

So, my first scope is about developing enemies, defensive and gold-supply units.
I simply won't think about new ideas. I will implement this feature until it is done. After it is OK, I start to think about greater scopes, like expanding territory and how can it help to overcome new obstacles.

TL;DR: I stick to my scope by not thinking about new ideas until the first ones are implemented.
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gimymblert
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« Reply #3 on: January 14, 2017, 10:10:27 AM »

1. number of system, 1a. number of interaction between system
2. length of the game x asset density x asset building time
3. level design variation x gameplay system x novelty pacing

prototype to evaluate cost of 1
Vertical slice to evaluate the actual cost of one unit of 2 and 3
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