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Taking the time to do postmortems can help.

My partner and I just had our first iOS game approved. We had to ship without a bunch of features we had planned for (e.g. non-English localizations) simply because we ran out of time. During the final stages of the project, we thought we'd like to do something like a web-comic, to share the human story behind the development of the game. Now that the game is approved and we're reviewing our notes and drawing the comic (it can be loaded dynamically into the game as a slideshow, and it will also go into our facebook page/company blog at http://noisytyping.com), our view has shifted from 'we could have done better' to being very pleased about the whole journey: how we started out, what challenges we faced (automating level-generation was one) and how we managed to stick to our plan and ship it. Without the postmortem, we'd probably never be motivated to make a game again.



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