如何计划游戏开发项目
One of the most complicated aspects of game development is planning. Some would argue that small indie projects don’t need this step; they simply need to work on the project until it’s done. This is far from true.
游戲開發最復雜的方面之一就是計劃。 有人認為小型獨立項目不需要此步驟。 他們只需要在項目上完成就可以了。 這遠非事實。
初步計劃 ( Initial Planning )
The design framework laid at the project’s origin will determine the course for the entire project’s development. It's important to remember at this step that nothing is set in stone, but you should attempt to be as accurate as possible.
項目起源的設計框架將決定整個項目開發的過程。 重要的是,在此步驟中要記住,沒有什么是一成不變的,但是您應該嘗試盡可能地準確。
功能列表 ( Feature List )
First, analyze the design document and determine the game’s requirements. Then, split out each requirement into a list of features that will be needed to implement the requirement.
首先,分析設計文件并確定游戲的要求。 然后,將每個需求分為實現需求所需的功能列表。
分解任務 ( Breaking Down the Tasks )
Take each feature and work with your leads in each area (art, animation, programming, sound, level design, etc) to break it down into tasks for each department (a group or person, depending on the size of your team).
利用每個功能并與您在每個領域的領導(藝術, 動畫 , 編程 ,聲音,關卡設計等)合作,將其分解為每個部門(一個小組或一個人,取決于團隊的規模)的任務。
分配任務 ( Assigning Tasks )
The lead of each group should then create initial time requirement estimates for each task and assign them to team members. After this is complete, the lead should work with the team to ensure that the estimates are correct and reasonable.
然后,每個小組的負責人應為每個任務創建初始時間需求估算,并將其分配給團隊成員。 完成此操作后,主管應與團隊合作,以確保估算是正確和合理的。
依存關系 ( Dependencies )
The project manager then must take all the task estimates and place them into a project management software package, either Microsoft Project or Excel (the two long-time industry standards) or any of the newer choices available for agile project management.
然后,項目經理必須獲取所有任務估計,并將其放入Microsoft Project或Excel(兩個長期行業標準)或用于敏捷項目管理的任何較新選擇的項目管理軟件包中。
Once the tasks are added, the project manager must look at the tasks and match dependencies between teams to ensure that the timing of creating a feature doesn’t have impossible relationships that prevent it from being completed within necessary time frames. For example, to fully implement a racing game, you wouldn't schedule the coding of tire durability before the completion of the physics system. You would have no framework to base the tire code upon.
一旦添加了任務,項目經理就必須查看任務并匹配團隊之間的依賴關系,以確保創建功能的時間不存在無法避免的關系,從而無法在必要的時間范圍內完成該功能。 例如,要完全實施賽車游戲,您無需在物理系統完成之前就安排輪胎耐久性的編碼。 您將沒有框架來建立輪胎代碼。
排程 ( Scheduling )
This is where things get particularly complicated, but where the need for project management in the first place becomes more apparent.
這是事情變得特別復雜的地方,但是首先對項目管理的需求變得更加明顯。
The project manager assigns estimated start and completion dates for each task. In traditional project planning, you end up with a cascading “waterfall” view, which shows the timeline for completion of the project and the dependencies that link the tasks.
項目經理為每個任務分配估計的開始和完成日期。 在傳統的項目計劃中,您最終會得到級聯的“瀑布”視圖,該視圖顯示了項目完成的時間表以及鏈接任務的依存關系。
It's critical to remember to factor in slippage, employee sick time, unexpected delays on features, etc. This is a time-consuming step, but it will quickly give you an idea of exactly how much time the project will take to complete.
務必記住要考慮滑點,員工患病時間,功能意外延遲等因素,這一點很重要。這是一個耗時的步驟,但是它將很快為您提供一個項目需要花費多少時間的想法。
如何處理數據 ( What to Do With the Data )
By looking at this project plan, you can determine if a feature is going to be costly in time (and, therefore, money) and make decisions about whether the feature is necessary for the game to succeed. You might decide that delaying a feature to update—or even a sequel—makes more sense.
通過查看此項目計劃,您可以確定某個功能在時間上是否會很昂貴(并因此而產生金錢),并可以決定該功能是否對成功游戲至關重要。 您可能會認為延遲更新功能(甚至續集)更有意義。
Also, tracking how long you’ve worked on a feature is useful in determining if it's time to either try a new technique to solve the problem or cut the feature for the good of the project.
同樣,跟蹤您對某個功能進行了長時間的工作對于確定是時候嘗試一種新技術來解決問題還是為了該項目的利益而削減該功能很有用。
大事記 ( Milestones )
A frequent use of project planning involves the creation of milestones. Milestones indicate when a certain element of functionality, a time period of working on the project, or a percentage of the tasks has been completed.
項目計劃的頻繁使用涉及里程碑的創建。 里程碑指示何時完成某個功能要素,項目工作的時間段或任務的百分比。
For internal project tracking, milestones are useful for planning purposes and for giving the team specific goals to aim for. When working with a publisher, milestones frequently determine how and when the developing studio is paid.
對于內部項目跟蹤,里程碑對于計劃目的和為團隊指定特定目標很有用。 與發行商合作時,里程碑通常會決定向開發工作室付款的方式和時間。
最后說明 ( Final Notes )
Project planning is regarded by many as a nuisance, but you'll almost always find that developers who plan projects well in advance and hit their milestones are the ones who succeed in the long run.
許多人都認為項目計劃是一件令人討厭的事,但是您幾乎總是會發現,那些事先計劃好并達到里程碑的開發者是長期成功的。
翻譯自: https://www.thoughtco.com/planning-a-game-development-project-1393892
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