I understand where you are coming from. You only have one chance to make a first impression, and if you lose at that impression - then even later if the map has been vastly improved, players will continue to disregard the map based on their first impression. That's why I suppose I should have specified in Alpha and Closed Beta that most of the polishing should be done.
I myself am a perfectionist, so I actually have a hard time creating anything if it doesn't look amazing from the get-go. If I focus on visuals at all during the beginning development stages, it's only to help keep my motivation up for the project as I'm testing it myself; but for the most part I still only create the essentials first.
The reason I emphasized deadlines was because that's how the actual game industry works - which may be entirely irrelevant to you if you don't plan on working in it - but if you do, then deadlines and milestones are what it's all about. If they're not met, then a project suffers and is either canceled, delayed, or released prematurely. Also, it's helpful to have a deadline because it motivates you to work on it more. If you think you have all the time in the world to finish the map, it's never going to be finished due to the nature of humans to procrastinate. Sometime's it's also helpful to set a sort of "daily quota" as in to work on the map for a certain amount of hours per day; even working on a map for just two hours a day or so can create very good progress.
I don't like them more. That's a horrible misunderstanding of what I said. I just said that I pay close attention to details, not that I like visuals more than gameplay.
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@DogmaiSEA: Go
I understand where you are coming from. You only have one chance to make a first impression, and if you lose at that impression - then even later if the map has been vastly improved, players will continue to disregard the map based on their first impression. That's why I suppose I should have specified in Alpha and Closed Beta that most of the polishing should be done.
I myself am a perfectionist, so I actually have a hard time creating anything if it doesn't look amazing from the get-go. If I focus on visuals at all during the beginning development stages, it's only to help keep my motivation up for the project as I'm testing it myself; but for the most part I still only create the essentials first.
The reason I emphasized deadlines was because that's how the actual game industry works - which may be entirely irrelevant to you if you don't plan on working in it - but if you do, then deadlines and milestones are what it's all about. If they're not met, then a project suffers and is either canceled, delayed, or released prematurely. Also, it's helpful to have a deadline because it motivates you to work on it more. If you think you have all the time in the world to finish the map, it's never going to be finished due to the nature of humans to procrastinate. Sometime's it's also helpful to set a sort of "daily quota" as in to work on the map for a certain amount of hours per day; even working on a map for just two hours a day or so can create very good progress.
@Trieva: Go
I don't like them more. That's a horrible misunderstanding of what I said. I just said that I pay close attention to details, not that I like visuals more than gameplay.