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Underestimated Tasks Feature Creep Death March Feature Cuts Understaffed Team Underbudgeted Project Neglected [...] Design Working on Multiple Projects
by afpx 5y ago
Underestimated Tasks
Feature Creep
Death March
Feature Cuts
Understaffed Team
Underbudgeted Project
Neglected [...] Design
Working on Multiple Projects
Yep, pretty much sums up my career, so far.
- kqr 5y agoWait both adding and removing features are anti-patterns? Is waterfall the solution, then? Where finally we know exactly which features work well together before we write the first line of code?
- justinlloyd 5y agoAdding features means unplanned work whilst in development, and usually quite late in to development. Removing features means wasted effort, hopefully at the design stage, but usually much later, after art has been created and code written.
- kqr 5y agoOn the other hand, not adding important features you failed to plan for means leaving puddles of customer value on the floor. Similarly, not removing unnecessary features means pouring even more wasted effort into something worth nothing.
- justinlloyd 5y agoOh, I'm not saying these aspects don't have value, merely pointing out to the GP what they mean, and are not mutually exclusive on the same project.
- Jensson 5y agoThose are just items to blame when the game fails. Scenario: One team in the project is under delivering. Cut scope and the game fails due to missing vital features, "the game failed since we cut the scope!". Don't cut scope and the game fails due to bugs or delays "the game failed since we didn't cut scope!". Both of those are the wrong answer, its just that people don't want to admit the real answer here.
- Nemrod67 5y agoI'm on my third attempt to get (kinda) the same game out in 10 years, I actually have a shot now (better design, reduced scope, better effects, loving companion). But sometimes I wonder if Jeff Vogel might be right when he says "please do something else with your life if you're not crazy about games" XD
- Cthulhu_ 5y agoIt's too easy to fall into the trap of polishing to perfection, or going back to the drawing board. I found working with Pico-8 pretty liberating, in that you're really limited in your options and toolkit. I'd get stuck in analysis paralysis if I were to build a game, I think.