- Besides schedule, what does the work plan include?
Any good plan arranges the work you need to do around limits in money, time, or equipment. I think a Flash game will share these needs, even one where just a few people do all the art, coding, and test work.
Your plan should list each main task, a ballpark duration, and available work time (probably as a calendar). You can then match each task to available time, taking care to separate any interdependent work: if you need to finish one task, like "configure test system," before starting another, like "run UI tests," don't overlap them.
- Anyone know of a good template I may use?
If you've never planned a project before, I suggest using a spreadsheet (PC-based) or sticky notes (hand-written). List out your available work time and main tasks, then arrange them to "fit" the rough order of tasks.
This 6min video demonstrates sticky note planning: http://www.youtube.com/watch?v=80c-LRRJ0W8
To turn this example into a game schedule, do a second round of sticky planning that adds people and estimated work duration. This creates a calendar of tasks that you can rearrange to meet money, time, or equipment limits mentioned above.