Software Metrics in Game Design
by Renzo Sanchez · in General Discussion · 09/30/2003 (8:13 am) · 1 replies
Hello, I am designing a game, so far I have this documents:
Design Document
Technical Document
Risk List
Project Plan (Gantt Chart)
I never design a game before, I would like to know how can I calculate the time for development.
Can I use function points like in any system?
How can I apply software metrics?
Should I miss any document, like use cases?
Thanks.
Renzo.
Design Document
Technical Document
Risk List
Project Plan (Gantt Chart)
I never design a game before, I would like to know how can I calculate the time for development.
Can I use function points like in any system?
How can I apply software metrics?
Should I miss any document, like use cases?
Thanks.
Renzo.
Torque 3D Owner Jay Barnson
I've worked at several companies, and all had a different idea of how to handle project management and planning. My latest company uses the "XP" (Extreme Programming) methodology, which does away with many of these elements entirely. It's a pretty good approach for "living" projects, but I'm not entirely converted yet. I think it's got some GREAT ideas, though - some of which are very appropriate for game development, as you are GUARANTEED that your design & specification will change during development.
I've found that many of the most successful games had very THIN design documents. And some of the most collossal failures were previously heralded by the producers & designers for the incredible size of their design docs. I think they are very important, but remember that they ARE going to change regularly and you need to be able to stay flexible during development.