Sunday, 10 May 2009

Studio 11 - Business rules for developing games

Game Project Triangle

The benefits of using a game project triangle are;

- Can help manage cost, time and quality of a project
- useful for analyzing the goals of your project
- Since a game can only meet 2 of the 3 criteria, it will help you discover what your main focus is
- Helps dicover which of the three things you will need to sacrifice in order to make your game
successful

Questions

What are you trying to accomplish with this game?

I am attempting to implement my games concept into a basic games engine, which is AGS. The game doesn't have to be vast and it only needs to show enough to demonstrate what I can do.

When must you complete this game project?

20th March

what is the project budget?

£0.00 - there is no project fund to help with the development of this game

How many team members are involved?

None - I am undertaking this project alone without the help of any team members.

Ultra Low Budget Games

There are certain things which a developed needs to do in order to achieve an ultra-low budget game.

- the game should be kept simple
- Games should be finished off to a high degree
- Key features need to be completed to high standards whilst others will be left a lower standard
- Easily start off as a hobby and casually progress

Primary, Secondary and Tertiary Features

Primary features - These are the most vital parts of your project, which need to be completed in order for the project to have a decent quality.

Secondary features - These are not as important, these tasks are usually completed when you have some spare time, or when all the primary features are complete. Primary features can be implemented into this category if time is out for the project.

Tertiary features - These are the least important features of a project and can be completely ignored, espcially if project time is running out. If a project had as much time as they wanted, then tertiary features would be implemented which would give the project higher quality, but also costing the project more.

References

Bethke, E. (2003) Game Development and Production, Wordware Publishing, pp 65 - 74.

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