How To PLAN your Game as a Solo Developer

Heartbeast
17 Feb 202216:26
EducationalLearning
32 Likes 10 Comments

TLDRThe video introduces a project management methodology called production point to help solo game developers effectively manage their projects. It breaks game development into two key phases - prototyping and production. The methodology provides clarity on focusing on systems vs content, scoping projects accordingly, optimal mindsets, gathering feedback, and understanding how effort scales during each phase. This framework aims to help developers avoid getting stuck halfway through a project and instead maintain constant progress towards finishing their games.

Takeaways
  • ๐Ÿ˜€ The multi-armed bandit problem shows the explore vs exploit dilemma.
  • ๐Ÿ‘๐Ÿป Prototyping is the explore phase, production is the exploit phase.
  • ๐Ÿ“ Scope prototyping by doing, scope production by planning.
  • ๐Ÿง  Have a playful mentality in prototyping, work mentality in production.
  • ๐Ÿ“ˆ Prototyping follows exponential effort curve, production follows linear.
  • ๐ŸŽฎ Focus on systems and mechanics in prototyping, content in production.
  • ๐Ÿ”ฌ Get constant feedback while prototyping, less during production.
  • ๐ŸŽฏ Know when to switch from prototyping to production based on engagement.
  • โš™๏ธ Refactor prototype code before switching to production.
  • ๐Ÿ“š The production point method aims to help solo devs ship games.
Q & A
  • What is the multi-armed bandit problem?

    -The multi-armed bandit problem is a concept where you have multiple 'slot machines' with different undisclosed win rates, and you need to figure out which machine has the highest win rate with a limited number of pulls.

  • What are the two distinct phases for solving the multi-armed bandit problem?

    -The two phases are: 1) Explore - Trying out the different slot machines to gauge their win rates, 2) Exploit - Focusing pulls on the slot machine that was observed to have the highest win rate.

  • What are the prototyping and production phases?

    -The prototyping phase focuses on creating core systems and mechanics for the game. The production phase involves adding content like levels, characters, items etc. based on the existing prototype.

  • How do you scope projects in the prototyping vs production phases?

    -In prototyping, you scope by doing and proving you can build the core mechanics. In production, you scope by planning out the content you will create.

  • What kind of feedback do you collect in each phase?

    -In prototyping, you get constant feedback on core mechanics from a small group. In production, you get larger-scale feedback near the end to find bugs and polish.

  • Why does adding mechanics follow an exponential effort curve?

    -Because the more mechanics you add, the more complex their interactions become, exponentially increasing the effort to add additional mechanics.

  • What is the production point?

    -It is the optimal point to transition from prototyping (building systems/mechanics) to production (adding content), maximizing progress.

  • When do you know when to switch from prototyping to production?

    -When your prototype is engaging, the core mechanics are finished, and players want more content added rather than new mechanics.

  • Should you rewrite systems when moving to production?

    -Potentially - you may need to refactor prototype code at the end of prototyping to make it production-ready before focusing purely on adding content.

  • Where does 'game feel' polish fit into the phases?

    -Visual/audio polish that affects game feel comes in production. But mechanics to enable effects come in prototyping.

Outlines
00:00
๐Ÿ˜€ Introducing the production point methodology for solo game developers

The first paragraph introduces the production point, a project management methodology for solo game developers. It uses the multi-armed bandit problem as an analogy to explain the explore (prototyping) and exploit (production) phases of game development.

05:02
๐Ÿ˜ƒ Comparing prototyping and production phases

The second paragraph contrasts the prototyping and production phases in terms of focus, scoping, mentality, feedback, and required effort/work graphs.

10:02
๐Ÿค” Answering frequently asked questions about the methodology

The third paragraph addresses common questions about the production point methodology, such as how it applies to games requiring more prototyping or using engines like RPG Maker.

15:04
๐Ÿ˜Ž Applying the methodology to the author's game projects

The fourth paragraph shares the author's experience applying the methodology to their games Demon Lock and Tic Tac Tanks. The author plans to write a book elaborating on the production point methodology.

Mindmap
Keywords
๐Ÿ’กprototyping phase
The initial phase of game development where the focus is on creating and testing core game mechanics and systems. As explained in the video, this involves an exploratory, playful mentality with constant player feedback to determine if the mechanics are enjoyable. Examples from the script include working on gravity, inventory system, collisions etc.
๐Ÿ’กproduction phase
The second phase of development where the focus shifts to creating content like levels, characters etc based on the established mechanics from the prototyping phase. The video advises having clear deadlines and plans during this goal-oriented working phase.
๐Ÿ’กexponential curve
Refers to the increasing complexity of adding new mechanics and systems as more get added to the game, making scoping and planning difficult. This exponential difficulty curve is why detailed plans are avoided in the prototyping stage.
๐Ÿ’กlinear curve
Adding content like levels is suggested to follow a linear curve where each additional level takes roughly the same effort. This predictability allows for planning content creation during the production phase.
๐Ÿ’กproduction point
The transition point between prototyping and production phase which aims to balance both phases for optimal progress. Having this clear dividing line prevents getting stuck in endless planning or polish.
๐Ÿ’กgame feel
Factors like visual effects, sounds etc that determine how satisfying and polished it feels to play the game. The video classifies feel from graphics and effects as content for the production stage versus feel from mechanics as system work for prototypes.
๐Ÿ’กrefactoring
Improving existing code structure without changing functionality. As mentioned towards the end, extensive refactoring of the prototyping code may be required before entering the efficient production phase.
๐Ÿ’กGittins index
The optimal mathematical strategy to maximize total rewards for the explore/exploit multi-armed bandit scenario described initially. Solving the bandit problem involves balancing exploration to identify the best options and exploitation to collect maximum rewards.
๐Ÿ’กtarget audience
Getting feedback on prototypes from 5-10 players from the intended demographic is suggested instead of a wider test group, to better gauge the needs and interests of eventual customers.
๐Ÿ’กscope
Scope refers to the amount of work planned for each phase - by doing and testing for prototyping versus planning for predictable content additions in production. Careful scoping prevents overscoping and unfinished projects.
Highlights

The study found that mindfulness practices led to reduced anxiety and improved mood in cancer patients.

Researchers used fMRI to examine changes in brain activity during mindfulness meditation.

The control group that did not receive mindfulness training showed no significant improvements.

Mindfulness practices helped cancer patients better regulate their emotions and reduce rumination.

Patients were taught mindfulness techniques like body scanning, sitting meditation, and yoga.

After 8 weeks of training, the mindfulness group reported lower anxiety and depression.

Mindfulness may buffer against the psychological distress associated with cancer diagnosis.

More research is needed to determine the optimal dosage and delivery of mindfulness training.

The study provides evidence that mindfulness can improve quality of life for cancer patients.

Mindfulness practices are a promising psychosocial intervention for cancer patients.

The researchers called for mindfulness training to be integrated into standard cancer care.

Limitations include a small sample size and reliance on self-report measures.

More randomized controlled trials with active control groups are needed.

Overall, the study supports mindfulness as an effective way to reduce distress in cancer.

Mindfulness holds promise for improving psychosocial care for cancer patients.

Transcripts
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