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.
游戏开发最复杂的方面之一就是计划。 有人认为小型独立项目不需要此步骤。 他们只需要在项目上完成就可以了。 这远非事实。
初步计划 ( 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.
项目起源的设计框架将决定整个项目开发的过程。 重要的是,在此步骤中要记住,没有什么是一成不变的,但是您应该尝试尽可能地准确。
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,分析设计文件并确定游戏的要求。 然后,将每个需求分为实现需求所需的功能列表。
分解任务 ( 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).
利用每个功能并与您在每个领域的领导(艺术, 动画 , 编程 ,声音,关卡设计等)合作,将其分解为每个部门(一个小组或一个人,取决于团队的规模)的任务。
分配任务 ( 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,每个小组的负责人应为每个任务创建初始时间需求估算,并将其分配给团队成员。 完成此操作后,主管应与团队合作,以确保估算是正确和合理的。
依存关系 ( 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,项目经理必须获取所有任务估计,并将其放入Microsoft Project或Excel(两个长期行业标准)或用于敏捷项目管理的任何较新选择的项目管理软件包中。
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.
一旦添加了任务,项目经理就必须查看任务并匹配团队之间的依赖关系,以确保创建功能的时间不存在无法避免的关系,从而无法在必要的时间范围内完成该功能。 例如,要完全实施赛车游戏,您无需在物理系统完成之前就安排轮胎耐久性的编码。 您将没有框架来建立轮胎代码。
排程 ( Scheduling )
This is where things get particularly complicated, but where the need for project management in the first place becomes more apparent.
这是事情变得特别复杂的地方,但是首先对项目管理的需求变得更加明显。
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.
项目经理为每个任务分配估计的开始和完成日期。 在传统的项目计划中,您最终会得到级联的“瀑布”视图,该视图显示了项目完成的时间表以及链接任务的依存关系。
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.
务必记住要考虑滑点,员工患病时间,功能意外延迟等因素,这一点很重要。这是一个耗时的步骤,但是它将很快为您提供一个项目需要花费多少时间的想法。
如何处理数据 ( 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.
通过查看此项目计划,您可以确定某个功能在时间上是否会很昂贵(并因此而产生金钱),并可以决定该功能是否对成功游戏至关重要。 您可能会认为延迟更新功能(甚至续集)更有意义。
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.
同样,跟踪您对某个功能进行了长时间的工作对于确定是时候尝试一种新技术来解决问题还是为了该项目的利益而削减该功能很有用。
大事记 ( 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.
项目计划的频繁使用涉及里程碑的创建。 里程碑指示何时完成某个功能要素,项目工作的时间段或任务的百分比。
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.
对于内部项目跟踪,里程碑对于计划目的和为团队指定特定目标很有用。 与发行商合作时,里程碑通常会决定向开发工作室付款的方式和时间。
最后说明 ( 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.
许多人都认为项目计划是一件令人讨厌的事,但是您几乎总是会发现,那些事先计划好并达到里程碑的开发者是长期成功的。
翻译自: https://www.thoughtco.com/planning-a-game-development-project-1393892
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