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| "It's just behind that one over there!" |
I always have this kind of mental picture in my head about all the things that need to happen before I can launch a game.
It's filled with lots of tiny little things :
- Putting in a 'squish' sound when you press a button on the main menu. (5 minutes)
- Re-export a piece of artwork with different quality settings. (10 minutes)
- Building out the website with a FAQ section. (15 minutes)
For each one of those little user stories, I'm thinking : "Oh, I can do that, that's easy."
There's also a whole bunch of medium sized things :
- Make the draw routines faster so it doesn't skip quite so much. (1 hour)
- Add a 'Load' screen to, umm, cover the loading. (1.5 hours)
- Make the 'Undo' button work properly. (2 hours)
I guess if I had to, I could cut those user stories, but in the back of my head I'm thinking, "Oh, I know how to do that too, it's not that hard..."
Of course, there's a whole bunch of difficult things to do too, but even those I'm not too worried about. I know in principle that they're solvable, and I've solved similar tricky problems in the past.
The problem comes when I try and find all the things that need to happen before I can launch a game, and then add up how much time it is going to take to get all of those things done. It's a huge chunk of time. It can be a little daunting.
The Plan
My original plan was to have an app out on the appstore by now. So I guess that didn't happen :)But I hope you'll allow me the indulgence of quoting former US president, Dwight D. Eisenhower:
"Plans are worthless, but planning is everything."
The easy thing to do right now would be to just keep chipping away at the original plan. I am making good progress after all, even if there has been considerable discovered work. It definitely feels like I'm getting closer to something.
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| "... That one over there looks easier to get to..." |
...hmmmm...
What would you do in this situation? Any advice? What do you think I should do?
... watch this space ...












