This watercolor painting was made by shutterstock user Marvalen.
When putting time and effort into something large, it changes gradually. For us game developers, sometimes we need to go back and update assets, once the passage of time removes old bias. Other changes need to be more drastic. When walking the line, it's stressful between forms, and it hurts to see people lose faith when changes get ugliest in the middle. Rarely are entire teams satisfied with any one thing. Furthermore, making clarifications can lead to change and contention, which was something I never thought about until I lived through it.
Until recently, we had been struggling with the story of Paper Soul Theater. Two weeks ago, I had created a basic plan for the entire main plot, start to finish, and just about everyone had problems with it. I tried to defend it, but a few days later, I no longer favored it either. I had to admit to myself that half of it was decided in haste, and it even strayed from the reason I wanted to tell the story. More recently, I revised the plot heavily and presented it. I was shocked to find that everyone seemed to be a lot more confortable after the change, which is a miracle for me, since the team has 8 individuals. Thanks to that, I was able to continue to the details in the demo's section of the plot with the team.
One early morning, before even rubbing my eyes, I had the question for myself asking why we weren't yet making content for the demo. Upon reflection, I felt it was natural, even after all these months have passed. I think of the process we need to go through like rain water on a mountain to the sea. It flows down that river at a good pace, but the river doesn't take the quickest and straightest route to the sea because that wouldn't be logical. The best way to the mouth of the delta is by going down hill, no matter how long that takes. If you try to take a short cut, you become evaporated and wind up back at the mountain. It may be important be be punctual as developers, but the planning stage is seriously not the place to cut corners so long as you aren't sitting around planning more than what's necessary.
Right now, we are planning out the details of this particular setting/ the sequence that kicks off the game, and making very rudementary assets for the demo, but soon things will get more physical, but until then, I have confidence we'll get there so there's no need for me to rush when we're so close to that milestone once again. Have patience with us; it may seem like we're going at a very slow pace, yet I know that we're on the right track.
When putting time and effort into something large, it changes gradually. For us game developers, sometimes we need to go back and update assets, once the passage of time removes old bias. Other changes need to be more drastic. When walking the line, it's stressful between forms, and it hurts to see people lose faith when changes get ugliest in the middle. Rarely are entire teams satisfied with any one thing. Furthermore, making clarifications can lead to change and contention, which was something I never thought about until I lived through it.
Until recently, we had been struggling with the story of Paper Soul Theater. Two weeks ago, I had created a basic plan for the entire main plot, start to finish, and just about everyone had problems with it. I tried to defend it, but a few days later, I no longer favored it either. I had to admit to myself that half of it was decided in haste, and it even strayed from the reason I wanted to tell the story. More recently, I revised the plot heavily and presented it. I was shocked to find that everyone seemed to be a lot more confortable after the change, which is a miracle for me, since the team has 8 individuals. Thanks to that, I was able to continue to the details in the demo's section of the plot with the team.
One early morning, before even rubbing my eyes, I had the question for myself asking why we weren't yet making content for the demo. Upon reflection, I felt it was natural, even after all these months have passed. I think of the process we need to go through like rain water on a mountain to the sea. It flows down that river at a good pace, but the river doesn't take the quickest and straightest route to the sea because that wouldn't be logical. The best way to the mouth of the delta is by going down hill, no matter how long that takes. If you try to take a short cut, you become evaporated and wind up back at the mountain. It may be important be be punctual as developers, but the planning stage is seriously not the place to cut corners so long as you aren't sitting around planning more than what's necessary.
Right now, we are planning out the details of this particular setting/ the sequence that kicks off the game, and making very rudementary assets for the demo, but soon things will get more physical, but until then, I have confidence we'll get there so there's no need for me to rush when we're so close to that milestone once again. Have patience with us; it may seem like we're going at a very slow pace, yet I know that we're on the right track.