The Dark Eye: Demonicon Diary #3
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For a project manager, a plan is very much alive, not something you write in stone. The set goals remain essentially the same, but the way leading to them changes all the time. Naturally, this is how we went about Demonicon. From the viewpoint of project management, it consists of a list with thousands of small tasks the team has to take care of, and which are meant to engage with each other.
For example, if we take a look at the part of the main quest currently being worked on, we see that it's not always easy to get the cooperation of all team members to run smoothly. At this point in the story, the player is in a cursed village, looking for a smuggling route leading to the Blacklands. Only if you find the beautiful Sylvette or at least uncover her fate, you receive the needed information.
From a project manager's point of view, the fate of poor Sylvette is a list of many tasks that need to be done. First, we need a level, the cursed village and its surroundings. Then, we must have certain buildings, some dark basements, and, last but not least, 3D models of the bad guy and tragic character. Do the dialogues really provide all the needed information? Hey, wait - can the related story also have a negative ending? The heartless project manager thinks rather pragmatically here, and immediately checks if there is a dying animation for her planned already.