Author Topic: Beating up evil rocks for money: Anticrystal Knight  (Read 12069 times)

I guess the real issue is I had unrealistic expectations going into it. I was hoping to get everything done by the end of this month but I really need more time to actually experiment and learn more stuff. I mean yeah that applies for everything but bluh. it keeps happening

https://youtu.be/MGPpMmXmxH0
Heh, funny thing is from what I've read, making sound effects with your mouth is something even professionals do. Like sometimes a jet sound is really just someone blowing into a mic with a bunch of effects and stuff on top :V

Moogs Parfait

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I guess the real issue is I had unrealistic expectations going into it. I was hoping to get everything done by the end of this month but I really need more time to actually experiment and learn more stuff. I mean yeah that applies for everything but bluh. it keeps happening

Humans are actually really bad at estimating but something I know that works is actually keeping track of your tasks and measuring your expected vs actual.  The problem is it takes months to start getting accurate, but over a long project or series of projects it does work.

Start with a typical task list:


Then track these things:

Estimated Size
Estimated Effort (Time and/or Difficulty)
Actual Size
Actual Effort
Timestamp

Keep rolling averages of the first four.  Since you're a one man band on this you might include Type in your tasks

This provides a few benefits:
  • Keeping track of your time makes you more efficient, the same way that simply counting calories helps people loose weight
  • Over time your awareness of the actual cost of things increases, and you can avoid getting in over your head and burning yourself out


</unwanted advice>

Sorry
« Last Edit: April 29, 2015, 07:53:44 PM by Moogs Parfait »

</unwanted advice>

Sorry
Oh man don't be sorry, this is actually super helpful and not unwanted at all :V

Hmm thinking about it, I have sort of been doing this by keeping a calendar record of general stuff I've done, but it's really informal. Like I have down that I started working on the 4 character portraits on March 23. And then I finished the 3 merchants on April 14 and the Goddess on April 20, so exactly 4 weeks in total. But during that time I also did other stuff though like art for the crystal and the town (and also I usually mess around on weekends :derp:). So I guess in reality it took around 4-5 days of work per character I guess.
I think in terms of expectations I actually anticipated around a week per character, since that one Miku drawing also took a weekish? so that worked out alright. I guess with more practice I can go faster.

On the other hand I think it kind of messed with my expectations with music. I was hoping to get the trailer track done in a week as well, but now a week has past and I'm not really satisfied with what I've done at all.
Also with art I did a shitton of 'referencing' aka 'idk how the hell this arm is supposed to go so i'mma just look for a picture of an arm in the pose I want and basically go with that' (followed by 'actually no that's not the pose I want lets try that again and again and again').
But with music it's a lot harder to be like 'oh I want my track to sound kind of like this song so I guess I'll reference it' because I need to find the right instruments/plugins and then mess around with mixing to make it sound right but then does it actually sound right with the rest of the song? No it sounds kind of off, but is it the wrong instrument? Or maybe this sound can't be effectively replicated with my plugins so I'll need a sample? Or is it the composition? Maybe I need to tweak the mixing some more? Bluh I don't knoww. It also doesn't help that most video game soundtracks are usually composed by a single person, so I get the feeling like oh well I have some music background from school so I should be able to do that too.
And on top of that I'm trying to make a 'trailer-like' song, so I'll come up with a ton of little tune and melodies, and then throw them all out because they don't feel 'trailery' enough.

Well I guess on the other other hand, looking even farther back though I've had the exact same problem NUMEROUS times with art. Jan to Mar was basically spent trying to get from this to this. But even way before that, the past year of 2014 on my calendar is pretty much littered with "Art Design", "Try Art", "Art pls". Meanwhile for Music there was really only one time where I spent about two weeks trying to make some main themes for the town and for battle, and that didn't get too far so I don't really know what to expect in terms of how long it takes to make a good song.

So yeah that help me put things into perspective for myself so thanks BV

Re: Beating up evil rocks for money: Anticrystal Knight
« Reply #63 on: May 04, 2015, 01:48:48 AM »
So unfortunately as of now I'm putting Anticrystal Knight on indefinite hold.

I had a personal deadline to complete this game by the end of April, which unfortunately has past and I'm still quite far away from completion. I did have the idea of trying Kickstarter to get some funds to sustain me through more development, but I don't really have any industry connections or a big fanbase or anything like that so I think the odds of that working out are pretty low. Either that or I would have to aim for a really low goal, which would most likely not last me long enough to actually finish the game and I would risk joining the uncompleted Kickstarter hall of shame.

Although I've had to end things prematurely, I'm not too hung up about it. This is the first project I've done that's taken more than just a month or two and the first where I've fully created all the assets by myself, so I've learned a whole bunch of things about game development. Maybe the work I've done on this game can help me land a job at an actual game studio? Who knows! :derp: