Episode 37: Being Strategic About the Scope of Your Game

In this week’s episode Andrew, Obinna, Eduardo, and Ryan talk about one of the most important topics when it comes to finishing your game, scope. Instead of taking the traditional approach to scoping a project which involves taking away from an already complete game design, the guys dive into what you can do before development begins. This is not just about considering your limitations, it’s about using those limitations as a creative catalyst to fulfill all of your development goals. As always the guys wrap up the show with some best practices to help you get started.

Thanks so much for listening and we hope you find the show as entertaining to listen to as we did to record it.  Please send any emails with comments, questions, or contributions regarding the episode, to: thedebuglog@gmail.com

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Episode 38: Talking Team Management


  1. Brian-Thomas Rogers
    July 7, 2016 at 4:54 am — Reply

    Hey guys, love the podcast and the topics you cover. Was wondering if it were possible to get an RSS feed of the podcasts so that tools like Zune software could auto download the files and sync them to my Zune HD? Or if you already have one I would love to know it.

    Lastly, one of the problems my friends and I have is how to implement certain managers like the sound manager, the level manager, and so on. For instance, I want to implement the SoundManager and have read that a singleton is the way to go but upon further research found that a singleton might be a bad idea with debugging and misuse. We’ve been reading books such as “Game Programming Patterns” and some other books and would like to get your opinions on these kind of implementation problems.

    Thank you!

    • July 7, 2016 at 5:20 am — Reply

      Hey Brian,

      Thanks for the good vibes and we’re excited to hear that you are thoroughly enjoying the show! Here is our RSS feed link… I’ve added a quick and dirty RSS link to our main page (in the sidebar) for those who may come across the same issue in the future — so thanks for kicking us into shape!

      For most games/teams, and when working with Unity’s component model, a singleton may not be out of the question. So long, as you mentioned, you do not overuse (and by extension, misuse) the pattern. For larger teams and more complex projects, it becomes harder and harder to justify the use of the Singleton — at least as it is outlined in Eduardo’s blog post here on our site, which I recommend you take a look at as well. Reading books like “Game Programming Patterns” or “Head First’s Design Patterns” sounds like an awesome first step to determining the best approach to this particular problem, as leveraging patterns, much like the singleton, yet favoring composition over inheritance seems to lend the more satisfactory solution more often than not.

      In any case, this is a topic that we’ve been itching to really dive deep into and something we haven’t quite had a chance to do in our previous episodes. Hopefully in the coming weeks we will get a chance to actually dive deep into the weeds of some of these common problems developers have while building out their games.

      Good luck and thanks for listening!

      • Brian-Thomas Rogers
        July 8, 2016 at 11:33 pm — Reply


        Thanks for the response. The blog post you linked to was actually how I discovered this podcast :D. I was trying to find good resources for making managers, particularly sound in Unity, and kept coming across singleton as a good solution but also read about drawbacks to singletons.

        Anyways, it’ll be great to listen to those episodes.

        Thanks again!

  2. August 31, 2016 at 1:50 am — Reply

    I love all your episodes, but this one was filled with gold. I’ve been working on my game since late 2012. I’ve restarted it about 3 times! Now I’m trying my hardest to just ‘get-it-done’. Really hope to have something, even if it’s just alpha, released this year!

    Really aprecieate your efforts with the show guys. Thanks for keeping me motivated.

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