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Alpha Burndown

 

So, how is Coobico's current progress, you might ask yourself...

So, how is Coobico’s current progress, Chris asked in a recent comment. This question touches on a similar topic raised by Femur, who wanted to know how the global financial crisis has impacted our development so far. 

The two biggest influences on our project-schedule can easily be pinpointed as switching our engine to 3D and the tweaking of high-level game-concepts.

Going 3D a year ago took its toll since we needed to practically throw our whole front-end and part of our back-end out of the window and start from scratch at that moment. Seeing how Flash-3D is growing by the leaps and bounds, I still find it was a good decision to do so.

Tweaking our concept had the biggest impact on the whole game so far. When we started developing Coobico in 2006, most concepts of mixing Social Worlds, Casual Gaming and MMOs were rather new and there were no best practices available—we were putting a lot of thought into how to achieve the best mix of all three worlds while keeping a close eye on the progress of the industry itself. Obviously, it’s hard to put that into a schedule (‘innovating concepts, 90 days, check’).

We are developing in a much more Scrum-like fashion now (feels very natural for a small team, since a lot of sudden issue land on the critical path of one and the same team-member anyway), and we have a short-list of milestones which need to be finished in the next months. In our current sprint we are producing a demo to showcase Coobico to interested business-parties. Once the demo is finished, a whole new bunch of screenshots and videos of the current alpha-version will be released here, so stay tuned please.

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