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This is 3/3 of this month's Q&A. Folks in the 🔵 and 🟣 tiers will get the opportunity to ask new questions in the last month of August!

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August Q&A 3/3: "How Deadlines Help your Evaluate Your Game"

Comments

Patrick Pilmeyer

I found maybe useful to have a set of rules/guideline even as a solo if it is related to a topic outside of my expertise. I am a dev, and having external strict rules for visual asset I need to do just because these rules are not part of my natural inconscious process unlike rules in programming.

Ignacy

THANK YOU for the single-sentence definition of juice that isn't "oh its sparkly and juicy and just fuuuuun and squish and it's like..." NO! No, no, no, it's sensory feedback designed to evoke specific emotions and associations and to teach game rules and inform about its state, its feedback loop, that's it! When the game is good enough / production ready... I guess when playtesters are as or more excited about it than you are, without getting explained anything? This seems like a good rule of thumb too. Valve supposedly had this rule that "the game is ready when watching your playtests doesn't make you wanna cry" or sth like that, this is good too :D *Games... are bout feeeeeliiings... Understimate that... and make craaapy gaaaaaaaaameees...* < 3 I really appreciate your patreon content ^^

Indie Game Clinic

Yeah - this is it entirely! Writing down the rules and the logic behind them is how you initially "notice the need" for them, and then eventually that will become intuition over time. I think it's pretty much the same approach you'd take to learning programming principles the first time around.

Pangbot

(Yes, I seriously didn't watch this until just now, don't @ me 😤) Really useful. At the time I wrote the question, I was at a point in my project where a lot of the visual assets had been finalised and it was time for me to go into the project and actually start cleaning up interactions to "bake in the emotionality", if you like. I wasn't necessarily referring to an actual document, but that idea of just having a list of what stage certain interactions are in is something I hadn't considered for this purpose (primarily it was more "X feature needs to exist..."). This isn't the first time I've seen you talk about setting deadlines etc., but I think specifically hearing "actually, you can't judge this sort of thing if you don't" finally lodged it in my brain as something I need to take more seriously. (Funnily enough, this was something I was hardcore about to begin with, then as my project's gotten further along, I've neglected it more and more) Anyway, cheers for the answer! I've been catching up on them because I'm awful at remembering Patreon exists and saved this for last, haha.