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Capstone Production I

  • Writer: Callum Collins
    Callum Collins
  • Jul 22, 2019
  • 1 min read

To start the semester off correctly, we were tasked with planning out our time so that we could better gauge the scope of our projects and come up with a development plan. I chose to do a mix of waterfall and agile project management as a lot of my required assets are all interconnected, I can only procedurally generate so much with basic cubes. I made a gantt chart to use as a basic overview of milestones and goals related to deadlines and made separate, weekly schedules for more precise planning which I will fill out at the start of each new week.




This week, the only real issue I ran into was that I could not code my pickups as they require me to import my previous pre-production work. I moved this over to week 2 under "Advanced Gameplay Mechanics".

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