1/23: Focus on brainstorming any extra ideas, and come up with a more finalized schedule. Play games, read things, just get new ideas, and get them on paper. Toy around with Unity.
1/30: All ideas should be more or less finalized by now. Work on prototyping essential parts of the game. The gravity mechanic will be the main focus here, making sure that we can get things to attract/repulse correctly and mesh together in a usable fashion. The style of art should be chosen at this point, and some prototype art should being worked on.
2/13: Revising prototypes, making sure that these parts can work functionally. Begin adding some new material. Gravity needs to be in serious progress by this point. Level designs/puzzle ideas in the works, depending on what has happened with gravity.
2/20:Adding in new material, making the game quirky and fun to play.
2/27: Essential mechanics should be finished by this point, anything else should be labeled as choppable should we need to. Begin seeking out possible play testers. The more critiques we can get the better, so we have time to be able to change things if needed. Art should be in full swing by now.
3/5: Playtesting and responding to critiques. Begin debugging and try to finalize any new material. Alpha phase.
3/12: Playtesting and finalizing everything. Bug fixes should be the focus. Beta phase.
3/19: Finish everything. All things must be done, as this is the end of the quarter. Possible party/celebration thing afterwards.
No comments:
Post a Comment