It's the little things that make a product nicer. I implemented a screen shake today similar to that in Elama. It isn't caused by anything just yet but it works very nicely -- you can vary its intensity and duration and all that. It's nice. Needs a little smoothing for a dropoff but other than that it's great.
People are having fun playing the builds and it gives me confidence. If the 9th goes well I'll push a build out to a large audience, primarily full of people I don't know. I know the combat is shaky, and that's ok. I don't even care about the art, which is a first for me: that can wait. Because I understand now that these things aren't meant to be rushed -- it creates tension and lowers the quality of the product and everyone's time spent. The concept, the idea, and I dare say even a slight majority of the execution are all there. And that's a great start.
Finding the balance between "development" and "production" when working on personal projects is a challenge -- always has been, but hopefully will not always be. I'm starting to learn how it works; how to let my developer side flourish while still keeping to deadlines. And to be honest, knowing there was a small meetup on the 9th helped me with that: As soon as I heard it was going down, I set a deadline. And if I continue working on this project afterwards, I will set another one for another month down the road. And I will meet it. Sure there will be bugs -- sure there will be errors. But that's all part of the learning experience. And no matter which way things go for Super Virgin Samurai, I've learned a lot in this past month. One thing I've learned most of all is that I don't need to be in college to learn; that it's only the beginning. I always complained that I didn't learn enough in college. Maybe that was the point -- to really get to know what I didn't know. To get in touch with that side and learn to deal with it and even love it.
And as I push through ugly bugs and nasty blocks of code and learn more every day about what makes "good" code versus what makes "bad" code, I still don't hate the project. Some days I get sick of it. Some days I want to strangle the damn thing. But at the end of the day, if someone plays it and it puts a smile on their face...dammit, I did my job.
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