Week 13 · November 19 · 50 minutes left
Your game already exists. Last week, real players showed you what it does. Today you decide what happens to it next.
Key word
48 left · Everything you still want
One thing per line. Don’t sort yet.
48 left · Sort it
Fix now
Broken, or confusing a player. This is next.
Nice to have
Good, but the game works without it.
Won’t do
You wanted it. You are choosing not to build it.
Grades 3–5: two columns – doing it and not doing it. Grades 9–12: Must · Should · Could · Won’t, and be ready to defend one Won’t you really wanted.
Key word
48 left · The one that hurts
Which cut hurts most?
And does that tell you something?
Won’t do is not failure. It is a decision you made and wrote down.
Your cut list. Name and date on it. File it in your class folder.
It is the proof you decided, not just ran out of time. It is P2 on your contract if you picked it, and you will use it again on December 10.
Example cut list · a garden game
Hurts most: the second garden. It was the part I was most excited about.
36 left · Our class AI rules, read out loud
Have you followed them?
Did you find a spot where a rule was wrong, or where you couldn’t tell if it applied?
36 left · Before you decide
It is easy to remember a rule as something bigger and more convenient than what we wrote. So read it, don’t remember it.
On your contract, I7: followed the class AI rules, and can name one moment it was hard.
26 left · Spark Break
24 left · Studio
Nice to have waits. Won’t do stays won’t do. Starred a spark? I am coming to you first.
4 left · Spec Check
Contract and cut list filed in your class folder, and the folder back on the cart.
Then eyes up here for one minute.
1 left · Feature freeze
From here, you only fix, finish, and polish what already exists. That is a feature freeze, and you already decided, on paper, what stays on the other side of it.
Key word
0 left · See you December 3
Next time: a title screen, a way to restart, and the first ten seconds.
No class next week – it is Thanksgiving.