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After reading over all the different types of methodologies as I took my time looking through and reading at the same time not wanting to rush through. I have decided to go for Rapid Application Development (RAD) because the game I am going to design will involve a stickman figure. Following on from a project I commenced during a Level 2 Coursework. I gained inspiration for this idea from the 'Animator vs Animation 1-4' videos, so once I watched all of them, I knew from the beginning that I wanted to design a game involving the stickman who his animator called Alan Becker designed him. The Rapid Application Development (RAD) methodology works best for my project as it will record the data and process input by the user, in order for the main function of my game idea to be carried out (arrow keys used by user-controlling the stickman direction). This method also uses code as opposed to documentation, therefore proving a positive environmental approach. With the nature of my game design, users must work to a specific time frame in order to try and complete the game; however this aspect can be viewed as a positive for the game, as opposed to a weakness. As it will allow the user to engage more successfully with the game in order to complete it, before the time runs out. Altogether this aspect has the fewer schedule of risks occurring through the project.

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The waterfall model would fit in my own project because the advantages it holds for example: 1.      This model is simple and easy to understand and use. 2.      It is easy to manage due to the rigidity of the model each phase has specific deliverables and a review process. 3.      In this model phases are processed and completed one at a time and phases do not overlap. 4.      Waterfall model works well for smaller projects where requirements are very well understood.    

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The waterfall model would fit in my own project because the advantages it holds for example: 1.      This model is simple and easy to understand and use. 2.      It is easy to manage due to the rigidity of the model each phase has specific deliverables and a review process. 3.      In this model phases are processed and completed one at a time and phases do not overlap. 4.      Waterfall model works well for smaller projects where requirements are very well understood.    

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My chosen methodology is the waterfall model. There are many reasons as to why I've chosen this model when it comes to making games. The first and main reason I opted to use this model was that it's easy to use, when it comes to designing games you not only want to make a good game but you don't want to be confused or ignorant to how to start the process. The second reason I decided to use this model is  that some of the weaknesses are mostly human errors and can be avoided, for example “Can give a false impression of progress”. “Does not reflect problem-solving nature of software development – iterations of phases.” the positives outweigh the negatives with the waterfall model. The third reason I chose the waterfall model is that anyone can use it, it needs little to no training so it only makes sense that someone with little experience, like myself, to use this model. The fourth reason I chose this model is due to it's quality over cost, cost is a big majority when it comes to anything, you want good quality without breaking the bank. The final reason I've chosen this model is that it is the best model when it comes to management of work, in any project you want it to stick very close to the overall original plan. This model I feel is the ideal one for my skill set.

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The methodology I have chosen is the iterative, the reason I have chosen this one is because it suits the way I want create my project. This is the method that I want to follow while doing my project. The process is design the project implement (apply), playtest and lastly evaluates your project until you are happy with it and it is completed. This is an easy methodology to work with and this means it is less time consuming for me. Another advantage to this is it is simple to follow, as there are only four stages to this methodology.

By breaking this down this will help me make the project better and with each stage I can then see if any improvements need to be made, which also saves time. In this methodology I start off with design, I design what I want the project to look like. After design I go on to implement and I apply stuff to the program to improve it. I then move on to playtest and this is a run through to see what the project is like. I then move onto evaluate and then see what improvements I can do to the project.

The disadvantages to this methodology is that it is very basic and could then decrease the level of productivity which means the project will be less efficient and less affective.

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After looking at all the different methodologies with all their advantages & disadvantages, I have chosen the Spiral method. I picked spiral because I looked through all the pros and cons of spiral. I found out that spiral would be the best for my project as I can use the advantages on creating the project and found that it be a fun challenge to overcome the project with the disadvantages on how to complete the game.
Spiral can be used on the project to see if there are any risks/problems that might occur, I can use spiral to check out for any errors and how to fix them for the project. On the first draft I’m expecting sum problems to occur as I can find the solution almost immediately to fit them, the issue is about the time it will take to fix the problem or not.
I can use the spiral method to revolve around the all-over amount of time it will take to complete the game by trial and error in the making to see what can go wrong and what can be improved as I will take this method on how long and how much time it will take to finish the game.

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The Methodology I have chosen for my project after careful consideration of both traditional and more modern methods I have chosen the agile method , I feel this would be effective for my project as it allows flexibility throughout the project for changes and assessments which allows me as the user to fix any issues and test the product and it will therefore in the long run better rather than creating a software which may have multiple bugs and may take longer in order to work out because of the flexibility of the  development the software will be allowed to be continually gone over to work out any issues and work through any issues faster because of this choice will be cheaper as resources can be gathered whilst the project is still in motion, another reason I chose to use the agile  method is that it keeps development on the toes and safe guards against the possibility of a software being released and the software never amounting to anything as it pertains to keep market relevance. I also feel that this would give me the freedom to work on the software carefully and more effectively rather than taking steps to move forward but instead to go at my own pace for the software development, in conclusion I feel that this method would allow me to explore my ideas and be more creative by working through the software and develop the software in more ways as it evolves.

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My methodology

The methodology I choose after looking through the different advantages and disadvantages of each one was the waterfall methodology. I have chosen this method because it is one of the easiest methods to use for making a game and it will suit the way that I work. The advantages to this methodology is that It allows you to know if you're doing it right, at the end of each part it will go over what you've done and tell you if you're doing everything right and if it’s all ok then you will continue on but if it’s wrong get rid of what you've done and start again. Another reason I chose this methodology is because now you can break down the game into separate sections so you can build that game up level by level this is a simple method for users with no experience so anyone can use it.

The big disadvantage of this methodology is that once it is in the testing stage it will be very difficult to change anything as it will all be completed and if you have made a mistake at one place you might have to start the whole project over again or it will take you a long time to find the error in it.

I hope when I am using this methodology to create my game it will be the best for me as the advantages I have read made me want to choose it so I hope that it is right for me.

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When developing my specific project, in order to successfully create and complete the project I must have a set plan or method to follow so that I don't miss anything out or/and I have an idea on what stages I am at while I go through the development of the project.

Therefore I shall require a suited methodology that I can easily work with. While looking through the various types of methodologies, I have come to the conclusion that the Iterative methodology is what I would prefer to use for the development of my project.

The Iterative methodology to me is what best suits how I would develop my project, since the steps are straightforward and act as an ongoing cycle until the project is complete and no further improvements, edits, or changes can be made.

Like I previously mentioned, I required a plan or method that I could step by step work my way through the development of my project without missing out anything. With the Iterative methodology, it shows me the steps to take and in what order to complete them in. I will also keep in mind that I shall not continue to the next step of developing my project until that step is complete.

In the Iterative methodology system it displays the stage/step ‘Evaluate’. I value this in the methodology system as this will allow me to assess my entire project, allowing me to notice anything that could be improved or even replaced or removed altogether. If anything needs to be changed then I will go through the steps again as the cycle shows until I am back at ‘Evaluate’. Only when I am content with the project, it will be complete, if not I shall continue to go through the cycle of steps.

From what I have discussed, these are my main reasons as to why I have chosen this methodology, and how I plan to successfully develop my projects.

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After searching through the different types of methodology's and researching the advantages and disadvantages, I decided to chose the "Waterfall" methodology.

I have chosen this methodology because it is very easy to use.This is mainly used for small projects (like the project I'm going to be doing)  and each phase must be completed before you move onto the next part. It also tells you if you're doing it right, what I mean by this is that at the end of each part it will go over what you've done and tell you if you're doing it right and to continue or discard what you've done. This methodology helps you a lot because I forgot to also mention if you get stuck or unsure how to use it, it will give you step, by step instructions on how to use it and this will help you a lot when doing your project. These are most of the advantages of the Waterfall methodology and now for the disadvantages. The disadvantages of this is that once it is in the testing stage it will be be quite difficult to goo back and change something. Another big disadvantage is that there are high amounts of uncertainty and risks.

So in the end it came to my conclusion to pick this as you can see it's a decent methodology as it will be able to make me get through my game and shouldn't have not that much of a bother to do it.

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The methodology that i have pick for my assignment will be the waterfall method. I have chosen this method because it is one of the essayist methods to use when making a game and can it will suit the way that i like to work.  The waterfall method allows me to decide up my project into different steps so i no longer have to worry about the end product and just complete the section of the project that i am currently working on. The waterfall method works by going from one stage to the other but it is up to me to make sure that the stage i am working on is perfect before moving in to the next stage as it will only come back to hurt my project when i am working on the next steps. My first step will be ware i can put out all my ideas for my game onto paper or a worksheet and plan out how i will advance my levels harder and harder as the user plays throw my game. This will also be the stage were i need to spend a large amount of my time on before i go to the next step because i need my plan to be perfect so that i can go and design the game with a good picture in my head in what the end product should look like. This is one of the main reasons why i chose this method so i can get all of my planing out of the way and i can focus on the game design.

There is also a stage in the development where i can move on to testing and if there is something wrong with the game i can loop back to the development stage and correct my error. this is a good thing because i can then go back and fix what i had made a mistake.

Another reason why i chose this one is because it is one of the essayist on that i can use and it is very straight forward so i am not overthinking everything and worrying about if something goes wrong so i can then just focus on my game.

This is a diagram of the waterfall method:

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After analysing through the advantages and disadvantages of each methodology available to me, I have decided to select the waterfall model for my project as the strengths of it are key to me and would benefit me due to suitability, now I am going to discuss with you why I’m choosing this model. If you are a little inexperienced, the waterfall model provides you with a perfect structure for you to follow which could help with the stability of the requirements and it sets out good management control for the user which will result in a very high quality game.

Another reason I chose this methodology is because now you can break down the game into separate sections so you can build up that game level by level, this model is simple for inexperienced users as I said before, and anyone can use it. Being able to break down the game you can really inspect certain parts of that level and improve it to make the game full and be done to a higher standard for yourself and the customer. One weakness that stood out to me was that the customer wouldn’t be able to preview the system first or they would have a small opportunity to do so which would work vice versa so that would bother both user and customer.

In conclusion from the discussing above I believe it can justify my reasons for deciding the waterfall model.

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I have came to the conclusion that I will be using a iterative & incremental model for creating my game. My reasoning for this is that I believe this methodology will be the best choice for the game I am designing I know some of the requirements for the project but they will more than likely evolve over time. The project I plan will also be very complex to to the nature of designing a game.

With this methodology I will be able to break down of the tasks for the project to be completed, with each each release I should have a working build of at least some of the final product, I can get feedback based on what I have released so far with each iteration of the product,

The problems that could arise with this methodology are that I will have to thoroughly plan and figure out the design of the game, I will have to figure out early on in the design what the game will be like when completed so I can decide what increments to create the game in and certain parts of the game will be completed well before other parts and might not even be use able in the current version that is designed so far.

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Following my review of all of the different varieties of methodology's that i can use to help create my project i have chosen the iterative and incremental methodology model  because in my opinion this is the best option and most suitable for me due to the fact its tactic/process of dividing each function up bit-by-bit and completing that part before moving to the next will make the game easy for me to create and develop and also in my opinion quicker which will help me complete a detailed and working game well within the deadline set for the project.

Another reason I chose the  iterative and incremental methodology model is that even if my initial complete game is not up to my or the user standards i can always restart the process quickly which makes this method more efficient.

my final reason for choosing the  iterative and incremental methodology method to carry out the development of my game is that if i forget about a requirement i can always come back to it which is something that is impossible  if you are using a method such as the waterfall model.

The only real effective downfall that this method could have would be that it would require better and more extensive planing and compared to the more simple methods

In conclusion i believe that if i use the iterative and incremental methodology model i will easily and quickly complete a well functioning game which will reach the requirements given.

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After reviewing all of the different methodology's available to me I decided to choose the waterfall methodology. I have decided to choose this methodology because my project is not big and should not require anything complicated.
With the waterfall method I am able to break the game down into different parts. I am able to build the game level by level. This is a good thing because I am able to figure out if there is anything wrong with the different parts of the game. I am able to take my time with this methodology and make sure that everything is tested properly. If something is not working I can fix it and then I can move o once everything is working as it should. I also like that I can review the game at any stage during the development cycle as I can figure out the different things that are wrong.
This is a very simple methodology and this suits the project that I am going to be doing. It suits it because it will only be me working on the game so I do not need other methodology’s that would be more complicated as they would be more suited to bigger projects that involve more people. I just need something simple.
In conclusion I feel like this would be the best methodology that I could use as it is simple and my game is going to be something simple so it fits the project well.

http://www.meyertechnologies.net/images/waterfall.jpg

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After looking every one of the methodology’s and taking into consideration each of their advantages and disadvantages I have made the decision to use the waterfall methodology for my project.  I will now discuss some of my reasons for making this decision.
I have chosen waterfall for these following reasons my games project is a pretty small so waterfall is perfectly suitable for the project. Also I really like how after each step there is a review which will determine whether or not to continue the way in the which the project is going or whether to scrap the idea and start over.

In my opinion I think that breaking it down like this and reviewing each stage will mean that when the project is fully completed it will be done to the very highest standard.

Another reason that I decided to choose the waterfall methodology for my project is its usability, this methodology is very easy to use because of the fact that it is not very complicated and the majority of people will be able to use this. Waterfall is also very easy to understand and manage.

In conclusion I feel like all of the reasons I have given above more than justify my decision to choose the waterfall methodology.

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My methodology that I have chosen is the waterfall model effect because I have a very good understanding of this type of methodology. I also have chosen this because it is a very easy methodology to use and also it is easy to understand. I have also chosen this type of methodology because I would rather have to do the game first then test out the first level to see if it works and if it does work on building the score for that one level . Once I have done this I can then move onto my other levels and then build the score for the extra levels that I may add into the game. Also if I didn't want to do my game all in the one go I could set the separate requirements for this I could want to do one thing at a time and test it to make sure that it is working correctly and responds and moves at the correct times. I hope that whenever I am making my game with this type of methodology that I can make bits of my game at certain stages and make sure that they are working and then move on to completing the level.

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Please insert your methodology image and write 200/250 words about why this methodology is the most efficient for your project.

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Please insert your methodology image and write 200/250 words about why this methodology is the most efficient for your project.