Earlier this year, around mid- to late-March actually, I decided to finally finish my game Monstructs and set a date for the Demo to be out by Early Q3 this year.
Sadly, I had to work and take care of family needs and that really slowed down my workflow (although I still think I did a fairly good job with the time I did use) and had to push the release deadline.
Then came the the Revive the Dead 2: Deader or Alive Event at the RPGMaker.net. The event ran from the 1st of October to the 31st. I worked like a mad man to get this finished in that time frame. Towards the end, I was working no less than 10 hours and day fixing, editting (sometimes reditting), bug catching to make sure the game would be great!
Guess what? I did!
Thing is, if I had released this, it would’ve given folks a bad impression of the game. I hadn’t even playtesttedit to find errors. When I did, I knew I couldn’t put this out in it’s current form.
So, very much disappoitned, I went back to work. But you want to know something? I felt relieved. All the pressure I put on myself to get this done was gone, and I was free to let my creativity out and really bring out some great features and also correct errors I would’ve missed in my hurried mindstate.
Now, I’m finally playtesting and it’s going great, I’m really happy with how things are going. If possible, I’ll have an Alpha out for folks to consume!
To my fellow game devs, I want to leave you with this. Setting a deadline is good, as it will force you to commit to your project. But, never let your deadline control you so much, that you are cutting dangerous corners that will hinder your projects greatness. If you miss your deadline, it’s not the end of the world.
Your dream should die to please your deadline!