- Mar 11, 2018
- 116
- 161
Project management would seem like a fairly innocuous and pointless component for a lot of people; especially people who maybe are fresh out of college or people who have learned to program on their own but have never been part of a major project.Doesn't matter if a deadline is made public or not. Without a closed work plan they only know they're working... but they don't know *when* they'll finish until the very last month, or just when they decide to release an unpolished sub-version aka. "tech demo".
It's been two years and they still didn't figure out basic project management.
Most project management systems fall into a variety of categories and multitudes of sub-types within them. Probably the most popular one that a lot of modern companies attempt to adhere to is the agile framework.
So the fun part of agile is that it's designed around quick deployments (sprints), and responding to feedback from those deployments quickly. While it doesn't really make a project go faster, it's designed to make a project better by the end of it because you've taken all of the input from your users and stakeholders along the way and adjusted your build accordingly.
I would consider this method to be preferable for an indie project, especially one where the end goal isn't where the money comes from, but from patrons who are paying for development as the project gets closer to some better form.
Your goal should be that you have some deliverable piece of functional code every sprint. It may not be the final form, but it is the spirit of that piece.
For example the cooking mini-game I believe they were talking about. Well, maybe the very first iteration of that is food on the ground and you can pick it up. Maybe with the next version you can pick up that food and eat it and it does something to your stats. Maybe the next version is now you have to pick up some ingredients and then click on a pan to create your food item. And maybe the final version is you pick up your ingredients, click on a pan, play some mini-game or have a menu where you drag and drop ingredients into it, and then the end result is your food item.
The whole point there is you wanted food, started with food, and slowly built food to be what you want, but at every iteration you had something like "this is food".
Not only that, but you also delivered timely updates to your patrons and made people happy by showing progress.
The complex part is the milestones for all of these iterations, continually planning work to build better food/iterations, and working towards your final goal. Keeping your eye on the ball during the whole project and not being distracted by something else along the way is not an easy thing. It's actually something most companies fail, miserably, to achieve.
Ultimately if you don't have good project management, don't know how to build iterative software, don't know what you need to do to move from A to B to reach C as your final piece, and don't have the ability to manage all of the pieces moving on the board simultaneously to achieve that goal... you're going to spin your wheels a lot and be very slow and probably find yourself rebuilding solutions becuse you really jumped to step 9 and never did 1-8 and as it turns out something in step 2 totally messed your step 9 up that you spent ages building... and now it's useless and has to be dumped or refactored endlessly.
These are huge gotchas. And so far I think this team is very much knee-deep in these kinds of gotchas and I'm super excited to see how/if they can navigate out of them.