Cutting Half Your Features to Ship on Time
On the first day of week 3 of COSMOS, we started our final project. My teammates and I both had ideas for how the project should be.
But, it wasn't plausible for all the features we wanted to be included in a game that we only had 10 days to make. As a result, I used my previous game development knowledge to work with my teammates to group our ideas into a specific concept that was also doable with our timeframe.
Here are some of the ideas that were suggested, but never made it. We originally wanted the game to have a garden because the plot would involve someone stealing from it. Nevertheless, we couldn't do it because we hadn't even fleshed out a single level yet. Another feature would have been beverage orders. This didn't meet the cut because it would need much more art assets.
Although there were a lot of great features that didn't meet the cut, it did help our group finish our project much faster. We were the only group that consistently met our deadlines which gave us the time to polish our game.
Even though it was hard to say goodbye, it was definitely for the best.
