December 19th, 2019
Jace, Snutt, & Birk Talk: Project Management
https://www.youtube.com/watch?v=3wSiuQBeR3I&t=1752
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Jace
But it's hard, yeah, like to plant, like it's impossible to plant.
Birk
Yeah,
Jace
I
Birk
mean, it is really difficult.
And we also, if we're not happy with it, we're not happy with it.
If it's not good enough or if we don't think people will enjoy something or we're not done yet, specifically with like when we do new stuff that we haven't tried before.
or new systems, then it can be really hard to estimate how much time goes in there.
Snutt
And then we just set a goal, we hope
Birk
we can do it, sometimes we can, sometimes we can't.
Snutt
Because that's a big problem with games in general, because we want to be adaptive and we want to work agile,
But games tend to be very planned, very water flow.
So we have like, here's pre-production, here's late production, here's late delivery.
Which our game doesn't really fall under, I think, because we're early access.
We're still going.
Yeah, we're still going and we're kind of like making shit up as we go.
Birk
We haven't tried everything out yet that we want to potentially have in the game.
So every time we do a new update, it's like we need to do pre-production.
We need to try out every feature.
We need to see if they're actually fun.
And I
Jace
don't think it's an efficient way, in a way, but at the same time, it gives us all this flexibility to make what we think is the absolute best thing.
And so in that way, maybe it is efficient.
Because at the end of the day, we have to make what's good.
And I'm often the kind of person that when we get a delay, I'm always like...
come on guys it's probably you know like i'm trying to i'm always like the
Snutt
oftentimes when we're discussing things i'm on your side community and i'm like come on man like
Jace
they want to put they want to play and then these guys are just like look it's gonna be shit we can't put it out like all right all right all right it's gonna be shit we can't put shit out all right uh so like we tried we don't want to delay anything we really do it because we have to
Snutt
yeah
um
Snutt
But it's really beneficial, because usually a lot of studios work the way they're like, here's how much money you can spend on developing your game.
And you have to fit in development during that time frame, right?
So it's really nice for us that we're not doing that, that we're not saying like, hey, on March 19, we're releasing a game.
It has to be in a releasable state, which means cut anything that you can't put in the
Jace
game.
Snutt
And some
Jace
shit on your
Snutt
face.
I got shit on my
Jace
face?
Here.
There you are.
Snutt
Oh,
Jace
no.
OK.
Birk
Yeah.
Jace
But what are you saying?
Birk
Even the early access release, when we actually committed to a date, was, I guess, comparatively a bit shorter
Jace
time
Birk
frame.
Because we're actually like, OK, now we can.
Jace
Yeah.
Yeah.
Yeah, that was tricky.
the options were low.
Picking a release date option is tough, especially when you're going on a store as well.
You don't want to stomp on any other game's release, and you don't want them to stomp on you.
So it really is this kind of thing where it's like, well,
Snutt
they're releasing here, and then you've got a window here.
So
Jace
we had to kind of pick a date.
and you know we don't really work to deadlines and occasionally you have to and it's stressful and that's where the crunch comes from man it's just like it's bad but it's good that we we never really get to that point where we have to have these hard deadlines like if we had up if we had to get update 3 here in december we'd all be
Snutt
insane right now and it would be but it's it would not be the quality or rather it it would not contain the stuff that it's going to contain
We'd just
Jace
cut stuff and you'd get it later anyway.