Saturday, April 22, 2023

How To PLAN your Game as a Solo Developer [VIDEO SUMMARY]

In the video "How To PLAN your Game as a Solo Developer," published by HeartBeast, the creator presents a practical project management methodology called "production point" for solo game developers. The video discusses the challenges of managing game development projects and offers a solution by breaking down the process into two distinct phases: prototyping and production.


The creator begins by discussing a mathematical problem involving slot machines, which was solved by Gittins. The Gittins index assigns a value to each machine, and the solution involves exploring and exploiting these values. Similarly, the project management methodology for game development is broken down into the explore and exploit phases, which correspond to the prototyping and production phases, respectively.

During the prototyping phase, developers should focus on systems and mechanics, such as inventory systems, items, collisions, and gravity. In contrast, the production phase involves adding content like new enemies, playable characters, and items. The creator warns against over-planning or prototyping indefinitely, as well as having no deadlines, infinite polish, or no plan.

The video emphasizes the importance of scoping during both phases. In the prototyping phase, developers should experiment and have fun while creating various prototypes. In the production phase, planning and setting deadlines are crucial. The creator also highlights the importance of gathering feedback from players during both phases, using video to gauge their reactions.

The creator presents two graphs to illustrate the relationship between systems and mechanics and content. The work required to add new systems and mechanics follows an exponential curve, while adding content generally follows a linear curve. The production point methodology aims to combine these graphs in a way that optimizes progress.

Several frequently asked questions are addressed in the video, including how to handle games that require a lot of content to prototype, using engines like RPG Maker, knowing when to switch from prototyping to production, conducting market research, and whether to rewrite systems when switching phases. The creator also discusses the role of game feel, stating that it depends on the type of game and whether it falls under systems and mechanics or content.

The video concludes with the creator's experiences using the production point methodology in his own projects, such as Demon Lock and Tic Tac Tanks. He believes that this approach can help solo developers better manage their projects and ultimately finish their games. The creator also mentions a potential book on the topic and directs viewers to a Substack post for more information.