Snacker
kiwifarms.net
- Joined
- Oct 25, 2016
Alex, I know you're reading this:
- Get your act together. Working 70h/week is pointless, creative work output starts dropping after about 50h/week, so you would literally work faster if you worked only 40–50h/week. (And if you actually work for 15h/week, like most people here think... well, then you'd obviously work faster if you switched to 40h/week.)
- Hire a programmer. A good programmer with both Unity experience and some business software experience. Hire him for a month. It will cost you, but you need to do it. Go for Eastern Europe if you want to be cheap, they're cheap as Indians but without all that Indian outsourcing bullshit. Or go for an American like a true patriot, but that'll cost ya.
- But most importantly, don't be a Jew and pick a volunteer just because he's free – unless that slave is experienced, it would mean two spaghetti benders instead of one, which is as bad or even worse than before.
- Give the programmer a single task: refactoring and optimizing the whole codebase. And I mean deep refactor, not some lipstick on a pig that was done recently thanks to TinyBuild.
- While the programmer is working, you are not allowed to touch the code. Just check on him every two days to see if you aren't paying him for nothing and learn from his code, because that code will be the base your work will be built upon from now on.
- If the programmer asks you if he can remove or simplify some easter eggs or some other bullshit, consider allowing him. Scratch that. Allow him. The easter eggs are one of the main reasons the code is shit. It's not like people care about them for more than a week.
- Spend the remaining time on reading programming books and game design books, designing the game, "research", story writing, fixing the copyright status of your assets, dicking around, whatever. Just let people smarter than you fix your mess. And don't cry like a little baby when you see your code totally changed and different – that means that it's no longer such a hot mess
- Yes, I know this plan means no new features for at least a month. Doesn't matter – it's not like you churn out new features that fast anyway. You don't have deadlines, so stop trying to add haphazard things to your katamari ball of spaghetti and look at the bigger picture.
- Don't be afraid of removing things from the game. No one gets things right on the first time. Fans will whine, but they'll finally accept it. Start by fixing the ridiculous character names and backstories.
- It will be still your game even if you don't make everything yourself. It's a sign of maturity knowing when to give up on something and asking someone else to do it. Your tween fans would adore you even if you were just a façade for a large faceless company.
- Or you can continue as usual and nothing will change.
Such solid advice. Such a shame that he is incapable of taking criticism and will never listen to it.