Welcome back to the third installation of our development diary and thank you to the 150 people who participated in our naming poll! After much deliberation, disagreement and head scratching we have named our first child Carried Away.

Carried Away is a physics based puzzle and construction game where the player builds chairlifts, gondolas and jumps.

Poll results - thanks for the ‘U guys suk’ name suggestion, it was a good one :)

This week we will share with you what is on the horizon for us and you in terms of game features and how that has formed our piste (road) map.

In an oddly fortunate way, the not so straight forward journey that got us to where we are today gave us some valuable development experience. With that in mind, we thought it wise to try our hand at planning. A new and strange concept to us. There was even a point in time where we tried to use this in conjunction with agile working methods but this was a step too far.

Feature planning

I wouldn’t claim that we use particular advanced techniques to manage our work, but so far they have been effective, and dare I say, on track. Back in January we created a non-exhaustive mind map with all the juicy bits that we wanted to squeeze into the game.

Feature map on my animal office wallpaper - can you guess the animal?

The Piste Map

From this we created a milestone path which outlines when we will be tackling each of these features. This allows us to focus on the most value adding bits first. All going to plan we will aim to build an alpha version of the game next month.

Our development piste map is a summary of our milestones, I am in the process of creating a development notes page where you can track our overall progress and find this updated map in future.

Key: Green - complete. Purple - In progress. Red - upcoming development

Subscribe to hear more about how our studio is progressing, and what we are learning over the coming weeks and months!

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