Schedule & Intended Deliverables

Contribution Colour-Coding Key

Aysa / Camilla / Combined

Game Scope & Intended Deliverables

  1. Two different endings: morally good and bad
  2. 30 minutes of unique gameplay
  3. Game Systems: H-PS & SM, Day loops, Cutscenes, M-G
  4. 4 different mini-games with different difficulties (E, M, H, & I)
  5. 4 Versions of the MC’s Room (4 different visual states of environment with interactable objects)

Schedule

Sprints typically last between 2-4 weeks; semester two lasts for around 15 weeks, including term breaks. Without term breaks, the semester should last around 10 weeks. With this in mind, we should have around 4 sprints in our production pipeline. After these sprints, we aim to have a playtest to gain feedback before our next sprint to formulate improvements, making playtests to the total of 4. However, if we produce the game quicker than expected, we plan to have more playtests near the end of development, just to iron out bugs and improve the user experience. To get more people to attend our playtests, we may produce posters to advertise these meetups around WSA, this will give us a broader test group rather than just our peers. This will change the feedback we get to include people who don’t know much about game design, which will improve the quality of our game for the wider target market.

This Gantt chart is our schedule prediction of how our development will progress. New tasks may be added to this as they pop up or if we want to expand our scope. This will be a constantly changing schedule. I have included colour-coded tasks to help explain our current plan for production; Camilla, Aysa and combined.