To see your game take form and start to resemble a “real game” is immensely satisfying.
Many times, I set out a schedule of development, and I couldn’t make it, but each time I reevaluated, it came from deeper knowledge and experience, trial and error.
Eventually, your timeline starts to be accurate, reasonable and you gain knowledge about the unknown unknowns which often affect such large projects, quantity surveyance, if you like.
I haven’t posted much of the development work I’ve actually done, as, and this could be a mistake, I just haven’t felt comfortable that the quality I want to achieve in the work has been achieved yet.
Like I said in a previous dev log though, the time constraints are immensely clarifying.
Again it’s still possible I just miss the February deadline, which I won’t lie, would be still disappointing, but while I am working to this timeline, it gives me focus, scope and clarity.
My game, is somewhat like a baby to me, and I don’t want to throw it out of the nest before it can fly.
Dev-log 15/27
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