{"id":738,"date":"2023-02-22T16:41:20","date_gmt":"2023-02-23T00:41:20","guid":{"rendered":"https:\/\/lithier.com\/w\/?p=738"},"modified":"2023-02-22T16:41:20","modified_gmt":"2023-02-23T00:41:20","slug":"dev-journal-find-your-stride","status":"publish","type":"post","link":"https:\/\/lithier.com\/w\/2023\/02\/dev-journal-find-your-stride\/","title":{"rendered":"Dev Journal: Find Your Stride"},"content":{"rendered":"<p>At this point, developing v0.05 has been such a long, strange journey, with so many big, real-life events getting in the way, that it&#8217;s hard to even retrace everything that&#8217;s happened. It&#8217;s always been a struggle finding the right time to post these journals&#8211; motivation and focus can be tough at times, especially when I&#8217;m recovering from the rush at the end of publishing a new release, and that transitions into frustration and pushing to get all I can done before what motivation I can find runs out. And when things are going slower than I&#8217;d like, the last thing I want to do is sit down and talk about how little I&#8217;ve gotten done.<\/p>\n<p>As such, these journals seem to have fallen into a certain rhythm the last few updates: when I&#8217;m struggling to get back into it, I put off writing an update until I finally turn the corner and hit my stride again. Then, when I&#8217;m satisfied things are going better and the most important work is done, I post the <a href=\"https:\/\/www.patreon.com\/Lithier\/posts?filters%5Btag%5D=Supporter%20News\">supporters-only dev journal<\/a> to vent about the troubles I faced and finally say &#8220;while that sucked, things finally look good for the next version now.&#8221; Then I enter the &#8220;less exciting&#8221; part of development where I work on all the details and polish to get the big, rough things I got put together actually working smoothly and reliably. When I can play the game without seeing any major issues, I send it off to my proofers and write up a dev journal in that small window of satisfaction and having nothing to directly work on, to say &#8220;hey, the new version is on the way.&#8221;<\/p>\n<p>Well, more personal life stuff reared up at exactly that moment to stop me this time around, and for that matter, I still had loads of stuff I wanted to fix and polish even after sending an initial test version to the proofers. So that threw the rhythm off further. At this point I&#8217;m almost ready to send out what will <em>hopefully<\/em> be the final test version, with the last of my last-minute changes and additions and a bunch of fixes from their reports so far. So it&#8217;s already pushed so far back, it feels almost silly to be writing it when I should hopefully be writing the big explanation\/announcement for v0.05 soon.<\/p>\n<p>With that in mind, <strong>I&#8217;m not going to talk too much about what I&#8217;ve been working on in this release<\/strong>, as much as about my actual development process. I&#8217;ve been dissatisfied with all these ups and downs I&#8217;ve been going through and what a strange mess the cycle above has become. It&#8217;s hard on me and I suspect it slows things down in the long run. I always try to rush through this final stage, to get the new version ready absolutely as soon as possible, because I know everyone is waiting. I let the anxiety get to me, and that just leads to burnout and a slower next version.<\/p>\n<p>So on the development side, this update is about breaking that cycle. I&#8217;m pacing myself and working steadily on polishing up the game, even now that it&#8217;s almost ready. And honestly, I think the game is benefiting from it a lot. I&#8217;m doing a lot more actual playtesting myself, and I&#8217;m seeing a lot of things my proofers don&#8217;t think to bring up about the way the game is designed and how it feels playing, because they don&#8217;t know exactly what&#8217;s intended and what isn&#8217;t. I&#8217;ve been making a lot of little fixes, adjustments, and fixes that I think will improve the experience in a subtler way, and usually I would just rush past that stuff. And it&#8217;s making what is usually the &#8220;boring and stressful&#8221; part of the cycle a much more rewarding experience, actually.<\/p>\n<p>I&#8217;m pretty happy with how this is going so far. I&#8217;m hoping that in the long run it won&#8217;t mean releases will take any longer to come out&#8211; if anything, I&#8217;m hoping it will shorten the cycle a little if the day after I publish an update I feel just as ready to keep working rather than feeling like a wreck.<\/p>\n<p>So, as you may imagine, that means there will be a lot of small changes in this update. That was kinda already the case&#8211; developing it even from early on was a strange journey that ended up going a lot of directions. But even moreso now, this update has been packed with a mess of changes of all types, and hopefully the feel of the game has improved substantially in the process. I mentioned in <a href=\"https:\/\/lithier.com\/w\/2022\/10\/pwo_004_time_and_ties\/\">v0.04&#8217;s announcement<\/a> that I&#8217;d be working on enabling multiple locations so NPCs can do their own stuff in the background, and that&#8217;s still the heart of this update, but there&#8217;s a lot of other stuff going on by now as well.<\/p>\n<p>I already got all the grumbling out of the way on <a href=\"https:\/\/www.patreon.com\/posts\/dev-journal-fat-77436855\">Patreon<\/a> and <a href=\"https:\/\/subscribestar.adult\/posts\/791982\">SubStar<\/a> about things that got in the way early in development, but the short version is: I got incredibly sick, yet again, then the holidays were especially crazy, and then I got roped into a very draining working trip. Lots of stuff tried to get in the way and it slowed me down some, but I&#8217;m pretty happy with how this update is turning out in the end. I&#8217;m pretty interested to see how you guys enjoy it, too.<\/p>\n<p>I&#8217;ve always done better in most things in life maintaining a certain sense of momentum rather than starting and stopping too much, so I&#8217;m really hoping that forcing myself to pace out the final leg like this will mean more productivity overall in the end. I&#8217;ll try to be better about posting dev journals more often, and maybe shorter ones, as well. Hopefully removing that tension will help me feel like I can talk with you guys without feeling ashamed or like I&#8217;m wasting precious work time, too.<\/p>\n<p>Thanks for taking the time to read all this, and for following my work. Have a good one!<\/p>\n","protected":false},"excerpt":{"rendered":"<p>I&#8217;m not going to talk too much about what I&#8217;ve been working on in this release, as much as about my actual development process. I&#8217;ve been dissatisfied with all these ups and downs I&#8217;ve been going through and what a strange mess the cycle above has become. It&#8217;s hard on me and I suspect it slows things down in the long run. I always try to rush through this final stage, to get the new version ready absolutely as soon as possible, because I know everyone is waiting. I let the anxiety get to me, and that just leads to burnout and a slower next version.<\/p>\n<p>So on the development side, this update is about breaking that cycle.<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_monsterinsights_skip_tracking":false,"_monsterinsights_sitenote_active":false,"_monsterinsights_sitenote_note":"","_monsterinsights_sitenote_category":0,"jetpack_post_was_ever_published":false,"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":true,"jetpack_social_options":{"image_generator_settings":{"template":"highway","enabled":false},"version":2}},"categories":[12,14],"tags":[8],"class_list":["post-738","post","type-post","status-publish","format-standard","hentry","category-dev-journal","category-project-wild-one","tag-news"],"jetpack_publicize_connections":[],"jetpack_featured_media_url":"","jetpack_shortlink":"https:\/\/wp.me\/paRhev-bU","jetpack_likes_enabled":true,"jetpack_sharing_enabled":true,"_links":{"self":[{"href":"https:\/\/lithier.com\/w\/wp-json\/wp\/v2\/posts\/738","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/lithier.com\/w\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/lithier.com\/w\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/lithier.com\/w\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/lithier.com\/w\/wp-json\/wp\/v2\/comments?post=738"}],"version-history":[{"count":2,"href":"https:\/\/lithier.com\/w\/wp-json\/wp\/v2\/posts\/738\/revisions"}],"predecessor-version":[{"id":740,"href":"https:\/\/lithier.com\/w\/wp-json\/wp\/v2\/posts\/738\/revisions\/740"}],"wp:attachment":[{"href":"https:\/\/lithier.com\/w\/wp-json\/wp\/v2\/media?parent=738"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/lithier.com\/w\/wp-json\/wp\/v2\/categories?post=738"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/lithier.com\/w\/wp-json\/wp\/v2\/tags?post=738"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}