w/e 22nd Jan - Project End Date Announced
This definitely doesn't bode well for the future of this project, but whilst some parts have been successful and milestones have been met, creating long term milestones is actually pretty challenging.
As an example, just how long exactly should asset production take? How long does it realistically take for level design? Just how populated should the level be? What parts should I be prioritising?
As a game that will be based mainly around its mechanic, just how much can I get away with doing? Or, alternatively, not doing? It's fine creating an amazing in-depth world filled with NPCs each with their own personality, litter floating freely through the streets, but none of that is relevant to my proposed game at all. So to see so many production blogs honing in on level design and artistic elements has thrown my time perception off. I shouldn't need to spend more than a month creating all of these assets to a 4k professional quality. That's not what this game is about.
Being that this is my first time undertaking a project like this, already I feel a little anxious about the ideas behind milestones. There's a huge amount of uncertainty in time frames and currently, I'm struggling to find certain milestones. For the time being, the blog will be instead focussed on what has happened, and what is happening in the near future, leaving an open-ended date on the finish line for that aspect of the game.
On top of whiteboxing, I looked a little into Storyboarding and decided that a storyboard for certain scripted sequences would be a helpful idea to keep on track when it comes to creating cutscenes or scripted sequences. It ties into the whiteboxing because it's not quite production but it's the last legs of pre-production. I wouldn't have thought about it until my research led me to that area, and it's not something I planned for. Another reason why milestones can be a little tricky. Priorities would be a better way of terming it, rather than milestones. Storyboarding wasn't a priority but being able to get one out before production would only help me.
As for the official end date for this project, Friday the 5th of May will be my proposed finish time. Bear in mind, this is only for the microcosm project, not the whole game. Works may be continued way after that date, but I want to get something out there before the second half of the year for sure. By that stage, the game should be playable. Maybe not much more than 10 minutes, 30 minutes, maybe even an hour dependant on how much content I am able to create until that point.
By time the next blog posts rolls around, I should have a small storyboard that I can share a teaser of, and some inspirations for sound design. For the time being, sound isn't a top priority, but if I don't at least write down my thought process I am bound to forget it when it will be required.
Visual assets to piece together the HUD and UI are the biggest priority, as well as putting them into engine and cementing the basics of the game.
As an example, just how long exactly should asset production take? How long does it realistically take for level design? Just how populated should the level be? What parts should I be prioritising?
As a game that will be based mainly around its mechanic, just how much can I get away with doing? Or, alternatively, not doing? It's fine creating an amazing in-depth world filled with NPCs each with their own personality, litter floating freely through the streets, but none of that is relevant to my proposed game at all. So to see so many production blogs honing in on level design and artistic elements has thrown my time perception off. I shouldn't need to spend more than a month creating all of these assets to a 4k professional quality. That's not what this game is about.
Being that this is my first time undertaking a project like this, already I feel a little anxious about the ideas behind milestones. There's a huge amount of uncertainty in time frames and currently, I'm struggling to find certain milestones. For the time being, the blog will be instead focussed on what has happened, and what is happening in the near future, leaving an open-ended date on the finish line for that aspect of the game.
On top of whiteboxing, I looked a little into Storyboarding and decided that a storyboard for certain scripted sequences would be a helpful idea to keep on track when it comes to creating cutscenes or scripted sequences. It ties into the whiteboxing because it's not quite production but it's the last legs of pre-production. I wouldn't have thought about it until my research led me to that area, and it's not something I planned for. Another reason why milestones can be a little tricky. Priorities would be a better way of terming it, rather than milestones. Storyboarding wasn't a priority but being able to get one out before production would only help me.
As for the official end date for this project, Friday the 5th of May will be my proposed finish time. Bear in mind, this is only for the microcosm project, not the whole game. Works may be continued way after that date, but I want to get something out there before the second half of the year for sure. By that stage, the game should be playable. Maybe not much more than 10 minutes, 30 minutes, maybe even an hour dependant on how much content I am able to create until that point.
By time the next blog posts rolls around, I should have a small storyboard that I can share a teaser of, and some inspirations for sound design. For the time being, sound isn't a top priority, but if I don't at least write down my thought process I am bound to forget it when it will be required.
Visual assets to piece together the HUD and UI are the biggest priority, as well as putting them into engine and cementing the basics of the game.
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