Monday, March 10, 2014

Deadlines..

I'm beginning to see big difference between how long something could take me to do, and how long it always will.

I always say to myself, "I can do this feature in 20 minutes", and I draw a sprite or two for it that would do the job. But then I end up redoing them completely because I wasn't satisfied with them, or it makes me think of something else I want to try. Then I look at the clock and two hours have passed.

For instance, yesterday I played with the idea of adding friction to make the platforming more interesting (since you can jump on enemies). I went in, programmed it, sprited a run animation for the player that transitions from walking, and changed the way the sprites animate while moving. it took around three hours. Then at the end, I decided I didn't like it for this game, and just loaded the previous state. While I learned a lot about programming mario-style movement, among other things, it didn't exactly put me anywhere closer to a demo.

But, in the end, that's just how I make games. If I don't play with ideas along the way, or try doing something just to see how it will work out, it just isn't as fun. When I start composing a low-key song for a cutscene, but it turns into an epic last boss theme, I have to see it through, even though it's not what I'm supposed to be making. (Even if that happens 2-3 times in a row..*sigh*)

In other words, while I feel bad for disappointing you, I'm not going to try and meet a deadline for the demo. I'm just going to continue to work on it (pretty much all day, every day), and finish it as soon as I can. Disappointing you twice is bad (though I doubt many of you expected me to release it anyway), but setting you up to be disappointed even more is worse -__-

If you think this is me slacking off, well I am working more than 10 hours a day on this now, so it WILL get done. And when it does, I'll move on to finishing the full game. (which really, won't take as long as you think after everything is already implemented)

Now, back to work. Again, sorry for disappointing you -__-

29 comments:

  1. Can't speak for everyone but just knowing progress is being made is enough for me. Especially more so when you know the creator behind the game is literally giving 110% to the game when compared to others that don't even seem like they tried. Granted, when also compared to a few other games I am following any update, good or bad is better than nothing haha.

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  2. I agree with UnknownFox there. As I stated last time: It's better to present something you can really stand for, than to throw something out that is unfinished and does not satisfy your self. Getting sidetracked while working on something is a common theme. I hit that wall way to often myself ending up doing something completely different then what I've started in the beginning while developing my PNPRPG. So I can completely understand you on that matter. Just go at your paste and it will turn out well. I bet. ^^

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  3. We're only disappointed when there's no blog post for more than a week. We can wait, but we're happier knowing how you're doing and what you're up to. We're all here because we support you and your work.

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  4. Respect Level + 100.

    As long as you stay honest and work hard, I think you'll be fine. Keep up the good work :)

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  5. You can do want you want, but I think it's much better to work on completing goals than just working on random things all day. You say you're working ten hours a day, but as a fellow artist/programmer, I -know- youre not getting ten hours of work done by doodling random things and screwing around all day. I think youre a perfectionist who's afraid of failure, going by your record. You'd rather break off on random tangents all day than face the hard work of getting something fully functional together. I think you had the right idea when you said you'd simply release weekly updates on your project. It would force you to release imperfect versions, and you'd crush your fear of doing so, allowing you to get more meaningful work done. I was the same as you before, going black on my project for months at a time, bullshitting myself into believing I was getting real work done, when really I was just staying in my comfort zone and avoiding what needed to be done. Or maybe you're actually happy with your work output, and I'm just projecting here. Either way, think about what I said while taking an honest look in the mirror. Procrastination is a thousand times more stressful than simply buckling down and doing the heavy lifting, even if you fail a hundred times at it. Sorry if I sound rude. This is my honest advice to a developer who seems to share the same work pattern as myself. Ganba, kyrieru. :)

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    1. I'm not doodling things and screwing around all day. The point is that I go off on tangents that benefit the game or development in some way. When it comes down to it, a 3 hour tangent right now that makes dialogue easier to work with is going to save me ten times that when I'm actually putting it together. Rushing things out to meet deadlines just creates problems I'll have to fix later, and the overall product suffers for it.

      I'm not worried about making something functional. I'm worried about making something good. That doesn't mean avoiding goals, because I'm not. I'm still working towards a demo. The point is that I'm working towards a demo with everything I want, rather than everything I can manage by a deadline.

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    2. Yeah, if that's the truth, then that's fine. Like I said, I might've been just projecting there. Procrastination is my biggest problem, and you seem to share the same work flow as me ("just do whatever"), so I thought it might be your problem, too.
      If you're actually doing real work all the time, and feel like you're getting things done, then of course there's no problem with that. Just make sure that's actually the case. I, for one, fool myself pretty easily, hahah. Making set goals for myself, and working on nothing but those goals until they're finished is pretty much the only way I can keep myself honest. If you don't have that problem, then working on whatever you feel like working on is a fine method, I'm sure.

      Good luck with your work! =)

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    3. Well, it's not so much "do whatever". It's more like, I have priorities, but if I'm particularly enthusiastic about something at the time, like music, then I'll focus on it. Because I can't depend on that enthusiasm being there when and if I need to do it later.

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  6. Relax, you getting sidetracked means more cool features for your games.

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  7. I know a thing or two about sidetracking oneself. Deadlines can be a powerful tool, if you set them realistically.You just need to be careful and remember to overshoot rather than undershoot, because you won't disappoint anybody if you overshoot, especially since you answer to yourself before anybody else.

    On another note, you've released two fairly successful games and I doubt anybody reasonable will loose faith in you if you go off track a little.

    Keep up the good work.

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  8. I'll be waiting patiently Kyieru, have no worries!
    We're all believin' in you.

    On a random tangent, I wish Kurovadis has a CG Gallery sometimes. I need to find that info where every save is so I can find all the enemies that have GO CG...

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  9. As Shigeru Miyamato, a game designer, said, "A delayed game is eventually good, but a rushed game is forever bad."

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  10. SON, I AM NOT DISAPPOINT. KEEP DOING YOUR THING.

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  11. You're not being disappointing! Making the game as best as you're able is something to be proud of.

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  12. Your being too hard on yourself. Even with the monster game companies with hundreds of people working on it, deadlines come and go. Don't beat yourself up.

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  13. Honestly, so long as you update us, most people will understand. There's no hard deadlines if you're working on it yourself and really, everyone wants the best game you can give us. With the previous games, we know you can make great games, thus, if you're learning and improving while making the game, it only makes me want to see what you come up with MORE.

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  14. Dude, you make videogames for a living. Do you have any idea how many people want to do that? The fact that you care for your end product more than deadlines means you aren't thinking of how to make a quick buck like everyone else does. That's something that should be respected no matter what game you're making.

    I'm not disappointed. Humility is a very rare thing to see online, and it's amazing that it's coming from people like you and not somewhere you would normally believe.

    Sure, no demo, I can live without it. I'd prefer more posts from you than anything else. Even your little ramblings or thoughts are enjoyable to see.

    Keep it up.

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  15. It's the way you work. If it's not fun, why would you do it?

    I didn't expect it out. I never expect H on time. Ever.

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  16. In reality, it's going to get done when it gets done and that's fine. I've always found that setting deadlines is a fantastic way to get yourself working quickly. However if all it's going to do is cause you unnecessary stress and make the end result a thing that you are not 100% happy with, then it's not worth it.

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  17. You are the creator, we are the spectators
    You want to please the players, but don't forget you are one too
    Do what you love, we will enjoy it with you

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  18. Urist McAnon likes deadlines for the wooshing sound they make as they fly past.

    More seriously, and applicable to every field, if you rush to make a deadline you're going to end up with a defficiencies list that you need to waste even more time correcting, sometimes spending days tearing down things you've built just to do it again. My personal experience is construction, but it applies all over the place (possibly with less actual tearing down of things).

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  19. Still slack off.....

    Wonder if it will complete by the end of the year

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    1. Unnecessary douchebaggery, it will. He has a track record of two awesome games released in good time. Why all the snooty comments?

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  20. I don't care how long it takes. I'd much rather have a developer that cares and experiments to release something brilliant than something which is just ok. Keeping doing what you're doing. I'll wait :)

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  21. Eh, I'm not really disappointed. I've tried my hand at making games in the past and know exactly how it can be when you suddenly get the urge to try out a new feature. I won't be disappointed unless the game gets canceled, really.

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  22. I was just really happy to get constant updates, really.

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    1. Agreed, it's really nice to get an update, even if it's just about how little to no progress is made.

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    2. Indeed, we'll give you a ton of slack as long as you keep us updated. We're just happy to see shit continue.

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  23. Don't do this for us Chief, do this for you.
    Don't get complacent and release something you feel is inadequate.
    If you're having fun with learning to program, if you learned something new, and if you're proud of your work, that's what counts.
    Worry less about disappointing someone and more about how you can be proud of yourself.
    You're doing a great job, Chief.

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