Bold of you to assume there's ever a plan (jk)
This project is huge for it’s planned timeline, so prioritisation has been a huge process within the team. The abstract version of our production plan is really structuring our progress around testability rather than what the build should look like by XYZ date. This flexibility allows for us to ideate our mechanics and figure out which ones are in scope as we go on. Personally, I loved learning about that approach from Shannon Mitchell, as it wasn’t even something I considered before. Regarding the process of this transition, we made this current sprint have the goal of a testable build focusing on potion interactions rather than it needs to have a “finished level”, which isn't as feasible when we have such stretched thin concepts. Once we get feedback, we will continue to have discussions about what is truly valuable to the game rather than what would be fun to work on. As time goes on, this will gradually hone in our game’s direction.
Unfortunately, this makes it trickier to have a designated “project plan” document like I’m personally used to making. I want to revise my documentation process with this since Strid was incredibly written out, but it led to some waterfalling throughout the project. It led to a racetrack mindset rather than it being a guideline. I think the next step is to create estimates based on feedback, and revisit these plans every sprint. It’ll be higher maintenance, but it should be much more comprehensive.