December 19th, 2019 Video
Jace, Snutt, & Birk Talk: Project Management
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Transcript
but it's hard yeah like to to to plant like it's impossible to plant yeah I mean it is really difficult and we also like 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 that we're or we're not done yet, specifically with like when we do new stuff, that we haven't, either haven't tried before or new systems then it can be really hard to estimate how much time goes in there yeah set a goal we hope we can do it sometimes we can sometimes we can because that's a big problem with games in general because like we want to be adaptive and we want to like kind of like agilely or like we want to work agile which is a common but like games tend to be very like, planned very like water flow so like we have like there's pre here's pre-production here's like production here's like 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 up as we go yeah we haven't tried everything out yet that we want to potentially have in the game yeah so every time we do a new update it's like we need to do pre-production, we need to try out every feature yeah we need to like see if they're actually if they're actually fun and and like like I don't think it's like an efficient way in 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 then so in that way maybe it is efficient yeah, because at the end of the day, we have to make what's good and I'm often the kind of person that we're gonna delay I'm always like come on guys it's probably you know like I'm trying to I'm always like the oftentimes when we're discussing things I'm on your side community and I'm like come on man like they want to pull they want to play and then these guys are just like look it's going to be we can't put it out like all right all right it's gonna be we can't put out all right so like we tried we don't want to delay anything we really do it because we have to, but but it's really it's really beneficial because usually a lot of students work the way that like here's here's how much money you can spend on developing your game and like you have to fit in development during that time frame right so it's really it's really nice for us that we're not doing that without we're not saying like hey on march 19th we're releasing a game it has to be in it it needs to be in a releasable state which means like cut anything that you can't put in the game no that's some on your face we got on my face there you are oh no okay yeah but what are you saying like yeah even the early access release like when we said when we actually committed to a date was I guess comparatively a bit shorter time frame because we're actually okay now we can yeah yeah yeah that was tricky because the the options were low like picking a release date option is is tough especially when you're when you're going on a store as well like you don't want to stop on any other games release and you don't want them to stomp on you so it really is this kind of thing where it's like well they're releasing here and then there's you got a window here, so so 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 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 three here in december we'd all be insane right now yeah 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 no it would we'd have to just cut stuff and you'd get it later anyway yeah so