Waterfall vs. SCRUMM vs. Who cares, git er done!
June 8th, 2008
My first two robots in The Supers went from concept/design to hi-polygon modeling (waterfall method) which is a complete mistake because any future changes requires a massive re-working. I suspect AAA games have this problem. Once something has been decided and implemented, changes are hard + problematic + expensive.
So I’ve decided to use a more iterative approach since my deadlines are not as firm as others. I plan to rough model each robot, add a rig, insert it into the game and test out the gameplay before going into hi-polygon modeling. This is more of the “prototype first then implement” methodology and I suspect it will provide a better end result, but cause the project to take longer than expected.
An expensive game with a large team probably would bleed money and get canceled if it tried this method but that is the beauty of indie games - experiment, refine, experiment, refine!
Entry Filed under: Game Development
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