- Backgrounds: 15
- Objects (world): 2
- Objects (inventory): 1
- Buttons: 3
- Sliders: 2
- Music tracks: 4
- Sound Effects: 6
- Animation frames: 295
- Total: 328
My first game is going to be relatively short, with only a half-dozen or so scenes, but even still that’s an intimidating number.
I have a target beta release date for November and a full release for the start of December. This means that, at the moment, I’m on the hook for creating 1.8 assets a day between now and then (and I am nowhere near the position that I need to be in to seriously work on these).
That’s not all of it, either. As I’m still drafting the puzzle document, there are going to be more objects, more sound effects, and possibly more animation frames to create.
The spreadsheet is divided into two sheets, “Game” and “Characters”.
The Characters sheet lays out all of the frames needed for each character. I’m working on basis of walk cycles on twos, which, in traditional animation, would be 12 frames per second. I’m rounding up to 15 frames per second for the walk cycle as the game will be running at 60fps.
The Game sheet has everything else—music, backgrounds, UI, and sound effects.
Every asset has four states: “none”, “placeholder”, “draft”, “complete” and the spreadsheet is colour-coded so I can quickly see what the priorities are and how far along I am.
The Animation Lookup Table allows me to easily add or remove tables in the Characters sheet without adjusting any formulas just by typing in the name of the table. The spreadsheet will then work out how many rows there are in that table and what state each row is in and add it to the totals count.
I’ve created a sample for Apple’s Numbers which you can download here and modify to fit you needs. Unfortunately, it uses a lot of Numbers-specific functionality so it doesn’t convert to Excel very well. If you manage to get it working, send me a copy and I’ll add it here.
I’m hoping that this spreadsheet will help me plan my time and focus better and not just be another source of unrelenting stress and sadness although it’s already June and I thought version 1 of my engine would be done by now…
Get all of my latest posts direct to your inbox! Pop in your email address here: