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怎么定一个两周能做完的范围How to scope a game down to two weeks

How to scope a game down to two weeks

这一步决定什么What this stage decides:用两周作为一个练习周期,把首版范围裁到「周期内能导出来、能让陌生人验证」的那一小块。: Treat two weeks as a practice cycle: cut the first version down to the piece you can export within it and show a stranger.

本站的判断Our judgement:两周是本站建议的练习周期,不是行业标准;裁范围判据只有一条 —— 这项东西缺了,验证问题就不成立。: Two weeks is a practice cycle we suggest, not an industry standard. One cut test: without this item, does the validation question still hold?

性质:本站的判断,未经实测Nature: the site's judgement, not measured

这篇解决什么:首版做太大的问题。AI 降低了写代码和出素材的成本,但没有降低「决定做什么」的难度 —— 范围仍然要人裁。

⚠ 先说清口径:「两周」是我们建议的练习周期(方便设检查点),不是实测的完成时间,也不是行业标准;下文所有工时数字都是虚构示例。

What this guide solves: first versions that are too big. AI lowered the cost of writing code and making assets; it did not lower the difficulty of deciding what to build. The scope still gets cut by a human.

⚠ Framing first: "two weeks" is a practice cycle we suggest (handy for checkpoints) — not a measured completion time, not an industry standard. Every effort figure below is a fictitious example.

适用条件

  • ✅ 个人或两三个人的验证型项目:目标是「证明这个玩法有没有戏」
  • ✅ 你已有一个能跑的核心循环原型,或准备在周期第 1 周得到它
  • ⚠ 不适用:签了交付合同的商业项目 —— 合同范围不由这篇决定
  • ⚠ 不适用:还没定引擎工具 —— 先看 S1 · 选引擎

When this applies

  • ✅ A solo or two-three-person validation project: the goal is "does this mechanic have a future"
  • ✅ You already have a running core-loop prototype, or you will have one in week one
  • ⚠ Not for contracted commercial work — the contract decides that scope
  • ⚠ Not before the tool is picked — start at S1 · Pick an engine

步骤

1. 写验证问题,不写愿望。 一句话形如「到第 10 天(虚构),陌生人玩 3 分钟后能说出这游戏的目标,并且想再来一局」。判断标准:这句话可证伪。

2. 把所有想要的东西列全。 玩法、界面、存档、教学关、成就、多平台 —— 先不裁,列到不想加为止。

3. 三档分类。 必须(验证问题缺了它就不成立)/ 可有(有它体验更好,不影响验证)/ 本期砍掉。检验「必须」的唯一问法:没有它,第 1 步那句话还怎么做?

4. 给每个「必须」写完成条件。 形如「拖拽放置方块,吸附到网格,放置失败有反馈」—— 写不出完成条件的项,多半是「可有」伪装成「必须」。

5. 估一遍并砍到留余量。 按天估每个「必须」(估法是练习,数字虚构);全部加起来明显超过周期六成时(虚构阈值,我们的口径是留缓冲),继续从「必须」里砍,或把大项拆小。

6. 第 6 天中检(虚构日)。 有任何一项「必须」还没动过:第一动作是删「可有」,不是加班。

7. 周期末导出一次。 哪怕粗糙,必须走通导出 —— 见 怎么做一次发布前检查;发出去收集反馈走 先发极简版。

The steps

1. Write a validation question, not a wish. One sentence: "by day 10 (fictitious), a stranger plays for 3 minutes, can state the goal, and wants another round." Test: it must be falsifiable.

2. List everything you want. Mechanics, menus, saves, tutorial levels, achievements, multi-platform — no cutting yet.

3. Sort into three piles. Must-have (without it the validation question collapses) / nice-to-have / cut-this-cycle. The only test for must-have: without it, how does the sentence from step 1 get answered?

4. Give each must-have a done-condition. Like "drag a block, it snaps to the grid, a failed placement gives feedback" — items you cannot phrase this way are usually nice-to-haves in disguise.

5. Estimate, then cut to leave slack. Day-size estimates per must-have (the exercise is invented, the numbers are fictitious). When the total clearly exceeds about 60% of the cycle (invented threshold — our reading is: keep a buffer), cut deeper or split big items.

6. Day-6 checkpoint (fictitious day). Any untouched must-have: the first move is deleting nice-to-haves, not overtime.

7. Export once at the end of the cycle. Rough is fine; exporting must actually happen — see How to run a pre-release check; collecting feedback afterwards is Ship the smallest version first.

一个可走查的例子

⚠ 功能清单、天数、通过线全部为虚构示例。

  • 输入:一款网格解谜游戏。验证问题:「第 10 天,陌生人 3 分钟内过关 1 关并说出规则」。候选功能五项:核心推拉机制、关卡选择界面、云存档、音效、新手教学关。
  • 处理:分类 → 必须 = 核心机制 + 1 关内容(关卡数据组织见 关卡数据的组织方式);可有 = 音效、教学关;砍 = 云存档、关卡选择。第 6 天(虚构)检查:核心机制已能玩,第 1 关拼图中——音效一行没动,属「可有」,不慌。
  • 结果判断:按验证问题逐项问「缺了还能验证吗」—— 五项里只有两项答「不能」,范围成立。
  • 失败后下一步:假如第 8 天(虚构)核心机制仍卡住 → 不是砍功能(已经没可砍),而是回查改动质量:按 怎么验收 AI 生成的游戏代码 走一遍,通常问题在那一层。

A walk-through example

⚠ The feature list, the days and the pass line are all fictitious examples.

  • Input: a grid puzzle game. Validation question: "by day 10, a stranger clears level 1 in 3 minutes and states the rule." Five candidate features: core push-pull mechanic, level-select menu, cloud saves, sound, tutorial level.
  • Processing: sorting → must-haves = the mechanic + one playable level (level data: How to organise level data); nice-to-haves = sound, tutorial; cut = cloud saves, level select. Day-6 checkpoint (invented): the mechanic plays, level 1 is being assembled, zero audio touched — that is the nice-to-have pile, no panic.
  • Result: one question per item — "can the validation still happen without it?" Only two of five answer "no", so the scope holds.
  • After the failure: if by day 8 (invented) the core mechanic is still broken → there is nothing left to cut; the problem is change quality — run How to accept AI-generated game code instead; that is usually the layer at fault.

失败分支

失败形态下一步
每项都「必须」,砍不动回到三条判据重认核心:最小可玩原型
两周到了但没导出先补一次真实导出 —— 没导出过的那部分,验证依据还是空的
范围做完了但没人说得清验证了什么第 1 步的验证问题写得不可证伪,重写它
反复超期,怀疑是估算而非范围把每项的实际耗时记进日志,下个周期用你自己的数据校准

Failure branches

Shape of failureNext step
Everything is a must-haveRe-identify the core with the three criteria: Minimal playable prototype
Two weeks passed, nothing exportedDo one real export first — an unexported scope is an unvalidated scope
Finished, but nobody can say what was validatedThe step-1 question was unfalsifiable; rewrite it
Constant overruns — suspect estimation, not scopeLog actual time per item and calibrate the next cycle with your own numbers

下一步

Next steps