Something I've learned about scope creep with my current project (and first project I've had working with a team) is that it's something to be aware of, but not to be scared of. My team has a limited amount of time to get our game finished, so I have to make sure the work I'm doing for them can be done in time, but I haven't used that as an excuse to keep my work as simple as possible and I told my team straight away that I'm working with something I haven't looked at before, which is designing an enemy AI. Your tutorials have been a great help for me understanding the basics and has made more excited to put what I've learned into practice and has even put me on pace with some of my team who are also doing more than what they initially thought they would be doing going into this project. I really appreciate the help you've given me and the few laughs I've gotten watching your videos, you've got a great personality that I haven't seen in other game dev tutorial channels.
Honestly, my project is half joy and half nightmare. For a first game I set the objective very high but I love making it. So far I have -Fixed cameras and tank controls -Rare equipments affixes -Quarterstaves with magical charges -Roguelight type game -Randomly generated dungeon by seed (your endless world template) -Cel shading for characters and interactive objects -Anything that doesn't move or can't be used has a Kuwahara painterly post-processing filter -And things much more difficult to describe quick
I think the advice was maaaaybe meant to be more about breaking features down into the smallest component pieces that you can wrap your head around and create one step at a time. That's the only way I can see that advice being close to accurate. Lol
I made a short video in response to this one, or rather, in response to whichever educators are telling students to follow "scope creep" practices. Large scope is not a bad thing, and not one that people should be afraid of. Greater scope may be greater complexity, but that doesn't make it greater difficulty. Check it out, and feel free to comment on what you think about it! ua-cam.com/video/Fs-GoesAZlo/v-deo.htmlfeature=shared
That's one of the best inspirational speeches, and you are absolutely right!
Something I've learned about scope creep with my current project (and first project I've had working with a team) is that it's something to be aware of, but not to be scared of. My team has a limited amount of time to get our game finished, so I have to make sure the work I'm doing for them can be done in time, but I haven't used that as an excuse to keep my work as simple as possible and I told my team straight away that I'm working with something I haven't looked at before, which is designing an enemy AI. Your tutorials have been a great help for me understanding the basics and has made more excited to put what I've learned into practice and has even put me on pace with some of my team who are also doing more than what they initially thought they would be doing going into this project. I really appreciate the help you've given me and the few laughs I've gotten watching your videos, you've got a great personality that I haven't seen in other game dev tutorial channels.
Thanks so much for this thoughtful comment mate. Would love to see how your game is going, swing by the discord sometime!
I do have a lot of ideas, that could work well for smaller projects, one is an armadillo rolling around fast, knocking down skeletons, in a desert.
Honestly, my project is half joy and half nightmare. For a first game I set the objective very high but I love making it. So far I have
-Fixed cameras and tank controls
-Rare equipments affixes
-Quarterstaves with magical charges
-Roguelight type game
-Randomly generated dungeon by seed (your endless world template)
-Cel shading for characters and interactive objects
-Anything that doesn't move or can't be used has a Kuwahara painterly post-processing filter
-And things much more difficult to describe quick
Sounds really cool, would love to see it sometime
I think the advice was maaaaybe meant to be more about breaking features down into the smallest component pieces that you can wrap your head around and create one step at a time. That's the only way I can see that advice being close to accurate. Lol
Thanks!
I made a short video in response to this one, or rather, in response to whichever educators are telling students to follow "scope creep" practices. Large scope is not a bad thing, and not one that people should be afraid of. Greater scope may be greater complexity, but that doesn't make it greater difficulty.
Check it out, and feel free to comment on what you think about it!
ua-cam.com/video/Fs-GoesAZlo/v-deo.htmlfeature=shared
YEAH!!