Production schedule.

Michaël Samyn, May 21, 2012

After the mini-crunch of preparing a build for IndieCade, I have compacted my to-do list to a little over 80 tasks. I completed 1 of those tasks today. At this rate, I should be working on Bientôt l’été full time for the next 4 months to get it done within the foreseen schedule. That is not going to happen since my kids have holidays in the summer months, and there will be several other interruptions.

So either I work faster or we change the schedule.
I don’t think it’s possible to cut any more.

This is not counting any of the polishing that I want to do without scheduling. I just want to look at the game and tweak what I see. Preferably for a month or more.

Neither included is time for playtesting. Bientôt l’été is not aimed at the masses but I still want to make sure that the most obvious issues are dealt with.

So perhaps we will get an opportunity for the apparently required “hype” before release. If I schedule things well, perhaps I can work on cosmetics first, to a point where the work can be shared. And deal with under-the-hood problems while people -hopefully- get excited about our pretty screenshots and movies.

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