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If last week was the week of technical issues, this week has been the week of lost time.
When you are both the producer and the game designer sometimes it feels like you get lost in translation and that is what happened this week. I usually log my time everyday on what I have been working on but now when I look at my log I realized have not actually written anything down except on Monday and this is what I wrote:
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| That’s a planet being eaten by a black hole, it’s like a strange metaphor for this week… |
9:00-20:00 Crunched all day, wrote down new schedule and worked overtime with stuff from last week, the rest is a total blank this says quite a lot because it’s not like me to do that …
It is cliche to say you should have done things differently in hindsight but it is also extremely true.
When developing one thing that has affected our process deeply in a horrible way is one simple idea called architecture. For example if you are programming a project on your own the structure of the work is not that relevant, you know all the variables, how you send information and how the program works, as soon as you add someone else to the process things become complicated.
This is an important factor that has been fundamental to the issues we have had with the game progress. We did not spend enough time on the architecture of the design, maybe half a day.
In hindsight we should have spent maybe a week, this might sound like a lot of time to spend on planning but believe me when I say the amount of headaches saved, stress nullified and just amount of time saved more than makes up that sacrifice. Especially if you are working on a complicated project that involves networking.
I will leave you with two pictures that embodies the emotional state of developing with architecture and one without, guess which one is which.
 
Until next time
/Daniel Svensson
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