Update (time management):
I have been using a method I used for the first game I finished, which is keeping a private dev journal. But I added now a twist to it. Originally I was just keeping a track of "work days" (days I worked on the game, ignoring real time) which is great for efficient use of development time (and to fight feature creep). But then I noticed the realtime become lagging behind. So I added another metric, which is a ratio of real days to work days. It helped me improve to dev pace.
Some stats: The game has been in development for 33 work days (83 real days has passed), the earlier part was at 0.35 ratio (so I worked once per 3 days), this month I improved it greatly to 0.6 (ideal being 0.71 which means 5 days per week), but the ratio will surely fall this month due to Christmast, New Year and so on.
And how you manage the time budget of your project? Any useful tips?
Might be entitled its own thread? right now, I'd have a hard time circling back to this conversation based on the thread's title?
Maybe. But at the moment I have no questions about governors, plus it will be rather late impolmented. So, maybe later.
Is it me or is name "Pocket Space Empire" a bit odd for a (PC) game you can't have in your pocket?
:)
There is a long story about the title. But the 2 most important parts:
- it kind of conveys a semi minimalistic feel, which is kind of compatible with the premise, althrough I'm not sure I want to focus on that part
- it helps me fight feature creep. Historically ALL my games turned out complex :D So, if I gave the game a title "pocket" it will help me focus that it should not be complex, so I will try to make it simple. Of course I will fail and the game will be overly complex (as usual), but at least this trick should make it merely complex not super super complex :D
My only worry is if this won't be confused with a mobile game.