Runners in silhouette

Running As Fast As I Can

Stick figure running Multi-colored runners in silhouette

It is my belief that all developers, at some point in their process of understanding the craft of making games, acquires the belief that everything they do will have problems and nothing will come easy. This has been my experience with game design, thus far. Code that had worked flawlessly the day before is, mysteriously, rendered useless and is followed by several hours to several days of tracking down and eradicating the problem.
It's a process of two steps forward and one step back. Slowly making your way to the, ever elusive goal, of a finished game. I had come to accept this as a fact of life. I had accepted it as gospel. This was until something curious happened. I stopped caring. Not about the game I was making but about it being perfect. I stopped thinking that every graphic was a museum piece and every line of code a bar of gold. What I reminded myself was that by always perfecting one thing before moving on to the next meant that things didn’t get done. I was so consumed with perfection that I was preventing myself from moving forward.

What helped me realize this, was watching interviews of other developers and finding out that they were often learning as they went along and that they made a lot of mistakes. Despite this, they just plowed ahead and learned as they went along and, in some cases, they learned to work around the limitations of the technology that they were using and around the limitations of their skill set and experience. Understanding this allowed me to take myself off the hook. Once I took the weight of the world off my shoulders, I was able to work much faster. There are still mistakes that need to be corrected. Glitches that need to be ironed out, but I can polish things up at the end after everything has been fleshed out.

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