June Earnings, Changes to Art Development Plans
Judge Heath here,
Sorry these are running so late this month, things have been hectic what with getting game design documents back in order (it's amazing how much you forget needs to be changed and updated in them just from day to day conversation until somebody new is brought on, even if you're making a conscious effort to stay on top of that particular issue), and getting KodexKommander set up on the team.
That said, with Kodex's work this month on getting the combat animations and the general combat system working, it's become obvious to us that we need to take a month to just work on non-HD art, given that the HDs take up such an enormous amount of our time. The current plan is to set our catchup work on non-HDs (basically, sprite sex, combat, overworld, events animated, etc), to September, see how much of that we can get done, and then decide how many months of pure HD work we can safely get done in a row before having another non-HD catchup month.
Comments (5)
yep, as my boss likes to put it with how hectic we do our coding "A functioning piece of crap is better than a nice looking piece of crap". Meant to remind us it is better to expand the breath of functions and what available globally then come back and fix up the finer details.
Well in an international team with so many folks working at odd hours, it's better for it to look nice even if the breadth of function is limited, cause you need to have well documented, commented, and functioning code that'll easily be readable as much by somebody from India trained in Singapore as somebody raised in the South Africa trained in California.
it's for the best ^^ art is nice but a functioning game is nicer
Solid plan, makes total sense.
O,O
