Me and my brother wrote our first commercial videogame in 1987 as a 16-17yo pair of self taught programmer/artist/designers. We just did what seemed like common sense.
- We had periodic meetings with the client (publisher). we showed them progress and they suggested directions to move towards
- We didn't stick religiously to the initial design, and adapted as we saw things work or not work to make the game fun
- We stuck to the deadline and just cut what didn't make it
Erikbye is correct, Stardust for Topo Soft on the Sinclar Spectrum and Amstrad CPC 8-bit computers.
I attribute a lot of the merit to us being mentally organized, but mostly to our producer Javier Cano (RIP), who had that magic touch for ensuring that things around him just ran smooth, always with a smile and making it feel natural. My god he was amazing.
- We had periodic meetings with the client (publisher). we showed them progress and they suggested directions to move towards
- We didn't stick religiously to the initial design, and adapted as we saw things work or not work to make the game fun
- We stuck to the deadline and just cut what didn't make it
It felt quite agile to me.