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Microgame Dev Cycle

Brian Intile edited this page Jul 15, 2019 · 17 revisions

NOTE: This is a new and experimental dev cycle we're constructing to help more consistently output games and help ensure everyone in the collab has a productive team. Some things may change and delays may happen, but all in all we're going to do our best to stick to schedule.

Stage 1 - Brainstorming (2 weeks)

  • The entire first 2 weeks is dedicated to brainstorming, so everyone involved gets a fair chance to contribute to the game idea.
  • Team members should discuss potential game ideas or premises and see what y'all want to do. For inspiration, we have an idea command which pulls from fan-submitted microgame ideas. You can read about in the pin in #team_forming.
  • If the first week passes and no idea is set-in-stone, everyone should schedule a date and time in the near future where the team can brainstorm about ideas (most importantly the artist(s) and primary programmer should be there).
  • Once that's done, submit a pitch to https://goo.gl/xQGjC4, and we can review it. Don't procrastinate! We're a picky bunch because we know you can make a bumpin' game!
  • Someone on the team needs to be your point of contact: basically a mini-leader who can report to us how development's coming along if needed.
  • Non-team members in chat are allowed to give input on ideas, but understand this isn't your microgame and don't drown out the team's comments or be pushy.
  • Teams that meet all this criteria early are welcome to move on to the next phase.

(The rest is in-progress)

Stage 2 - Prototyping and rough assets (2 weeks)

  • Deets coming later

Stage 3 - Fully fleshed-out scene (3 weeks)

  • Deets coming later

Stage 4 - Difficulty and polish (3 weeks)

  • Deets coming later