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Pablo Rodriguez

Converting Scope To Tasks

The scope breakdown created previously represents pure design documentation. However, design documents are not yet tangible, implementable tasks. This phase converts conceptual designs into actionable development checklists.

  • Small Victories Philosophy: Game development succeeds through celebrating incremental progress
  • Progress Tracking: Every checked item represents a concrete accomplishment
  • Motivation Management: Clear task completion provides psychological rewards
  • Scope Visualization: Checklists make large projects feel manageable

Checklists provide developers and designers with:

  • Clear sense of progression through measurable milestones
  • Concrete understanding of remaining work
  • Celebration opportunities for completed features
  • Realistic time estimation foundations

Using Stealth Survival as an example, convert broad design goals into specific implementation tasks:

Create actionable tasks using Markdown checklist syntax:

- [ ] Create a copy of the stylized Egypt level and rename to level_stealth_survival
- [ ] Identify the starting location for the player
- [ ] Identify the end location for the player
- [ ] Create at least three paths for the player to travel from start to end
- [ ] Use placeholder characters to represent where enemies will be
- [ ] Use placeholder objects to represent where resources will be
- [ ] Use placeholder objects to represent where weapons and armor will be
- [ ] Consider locations for a secret room

Notice how each task is:

  • Immediately Actionable: Can be started and completed in a single work session
  • Measurable: Clear completion criteria
  • Specific: Detailed enough to prevent confusion
  • Engine-Focused: References actual Unreal Engine implementation steps
- [ ] Create a copy of the stylized Egypt level and rename to level_platformer
- [ ] Identify the starting location for the player
- [ ] Identify the end location for the player
- [ ] Create at least three paths for the player to travel from start to end
- [ ] Use placeholder characters to represent where enemies will be
- [ ] Use placeholder objects to represent where resources will be
- [ ] Use placeholder objects to represent where weapons and armor will be
- [ ] Use placeholder objects to represent where coins or collectibles will be
- [ ] Create locations for future puzzles
- [ ] Consider locations for a secret room
- [ ] Create a single castle, fort or base area
- [ ] Create a flag room for the building
- [ ] Copy the entire structure to ensure identical bases
- [ ] Use placeholder objects to represent where resources will be (health and armor pickups)
- [ ] Create various different paths to enter the flag room
- [ ] Create a copy of the stylized Egypt level and rename to level_action_combat
- [ ] Identify the starting location for the player
- [ ] Identify the end location for the player
- [ ] Create at least three paths for the player to travel from start to end
- [ ] Ensure the player has room to dodge and be mobile
- [ ] Use placeholder characters to represent where enemies will be
- [ ] Use placeholder objects to represent where resources will be
- [ ] Use placeholder objects to represent where weapons and armor will be
- [ ] Consider locations for a secret room

After completing level design tasks, convert shared systems into implementation checklists:

- [ ] Implement three-phase NPC detection system
- [ ] Phase one: Look at player's direction
- [ ] Phase two: Walk to player's location
- [ ] Phase three: Attack the player
- [ ] Create coverage system (tall grass, boxes, shade)
- [ ] Implement noise-based detection mechanics
- [ ] Define player actions that attract NPCs
- [ ] Create sword and shield enemy with one attack
- [ ] Create two-handed enemy with one attack
- [ ] Create bow enemy with one attack
- [ ] Create gun enemy with one attack
- [ ] Create dagger enemy with one attack
- [ ] Implement boss with three attacks
- [ ] Add enemy attack detection for players getting too close
  • Version 1.1: Place new ideas here instead of adding to current scope
  • Version 1.2: Additional future features and improvements
  • Scope Discipline: Complete current version before advancing to next version

The key to successful game development is completing defined scope before expanding:

  • Prove core game loops work before adding complexity
  • Prevent scope creep through version separation
  • Build working foundation before adding polish features

Remember that single lines in design documents can require hours, days, or weeks to implement. This conversion process helps developers understand true development scope and create realistic timelines.

Task lists will evolve throughout development:

  • Add newly discovered requirements
  • Remove tasks that prove unnecessary
  • Adjust complexity based on implementation discoveries
  • Refine estimates based on actual completion times

Converting scope to tasks transforms abstract design concepts into concrete development roadmaps, making large projects manageable through systematic task completion.