This seems like a pretty standard question: should I be task focused or big picture focused. In this conversation Jordan and I discussed where we should be looking at this point in the project. I told him that I have no interest in dragging this project beyond two weeks. Whatever get's done within the allotted timeframe is what I'm going to call the finished project.
Jordan points out that just because we are working and doing essential tasks doesn't mean we should stop thinking about the big picture. His concern comes from wanting all things to mesh together while we are doing our tasks.
Here is the conversation:
Jordan says: I'll see
what I can do
I'll at least start with a couple basic units and we can expand from there
I was thinking of basically making fighters, clerics, and rogues
with the rogues doubling as archers
as the standard enemies
[S]ean says: I was thinking for one of the three scripting sequences we could set it up so that when the player enters the oxford village, his Blood Defenders start attacking nearby enemies
then by the time the player is done with the zone, all of his allies are killed except for him and Rasmus
Jordan says: yeah maybe so
that's cool with me
[S]ean says: so you would need to make two other blueprints. One for a barbarian warrior, and one for barbarian shamn
Jordan says: for the defenders?
yeah
[S]ean says: yeah
I want to see shaman casters for the barbarians
and I have a feeling that the scripted attack sequence could be more difficult than we think
we might want to look online for a basic script then edit it as needed
Jordan says: probably so
we may not want to do it for sure until the second release
[S]ean says: there isn't going to be another release, whatever we get done with this project is the end
that's what I get tired of hearing at my work :/
"we'll patch that later."
Jordan says: yeah, but unfortunately it
is really neccessary
and there's a difference between putting off patches that effect functionality and versions that expand on the project
I don't know... I just think that we shouldn't necesarily trash all the work we do
doing one big project in chunks can be just as useful as doing several small ones
[S]ean says: I have no intention of doing that
but that's what we're doing
several small projects over the course of two weeks
Jordan says: I don't see the point in starting over each time
[S]ean says: Maybe I haven't made it clear why I'm doing this project. I'm interested in learning the toolset while practicing skills in the development cycle. I want to make a mod that's a proof of concept that I can push something out the door under a deadline.
Jordan says: right
I completely understand
so, if you take this idea and run with it, you can still do that
[S]ean says: * 3+ separate and fully decorated areas with transitions to eachother
* 3+ different sets of scripted battles
* 1+ NPC conversation
* Fully written flavor text for all examined objects
Jordan says: you just also run across things that would ONLY happen in a relatively big project
[S]ean says: those are the only things I care about doing in two weeks
Jordan says: I know
and that's fine
[S]ean says: one of those three scripts should be a battle scene in the town
Jordan says: but the nexty two weeks, we can keep our original template and create new goals
[S]ean says: Sure
If we decide to expand on the project that's fine
Jordan says: ya
[S]ean says: but that's not something I'm concerned with at this point. That's something I'll concern myself with AFTER we've completed all the requirements
and hopefully we'll have completed them in the two week timeframe
that's my goal
Jordan says: that's fine
[S]ean says: jsec
can you do me a favor and copy this transcript and email it to me?
Jordan says: hold on
[S]ean says: thanks
Jordan says: on a conference call
[S]ean says: ah ok
Jordan says: I'm just saying, there's no reason to overly compartmentalize, or be short-sighted. Taking a big project in chunks is extremely valuable for learning the toolset and meeting deadlines
probably moreso than a bunch of small, unrelated projects
[S]ean says: But you can't just be a big picture thinker. That's always been my problem. I'm trying to quantify the work. Make this many NPCs, create this many areas, have at least three scripted sequence, etc
Jordan says: it's a combination of both
take the section you're working on as a project in itself
[S]ean says: I'm telling you that you have barely have used the toolset and your already thinking about what we'll be doing in a month
exactly
Jordan says: but keep in mind that it's not a complete level or platform in and of itself
[S]ean says: that doesn't matter when it comes to the pipeline. You have to do certain things before you can do other thing
Jordan says: well, I know
[S]ean says: You have to have the areas made and the NPC's ready to place in the level before you start writing the scripts
I'm not trying to argue with you Jordan
Jordan says: I didn't know we were arguing
[S]ean says: ok, I just wanted to make sure we were on the same level
Jordan says:
i know what you're saying
[S]ean says: I'm trying to point out that there is a lot of work that needs to be done before we start thinking about the big picture again
the big picture is all thinking and zero work
Jordan says: I know
[S]ean says: right now, it's simply buckle down, use the toolset, show eachother some proof of concept then go from there
Jordan says: but just because you're working it doesn't mean you shouldn't be thinking