The game is far from finished, but I'm looking forward to share a more beautiful world, the function for swapping character in-game, and more indoors gameplay & details.
I know "This Is (NOT!) A Car Club" turned out to be buggier than I planned... but I still think testing is overrated. I'll still put all time into producing and let all errors and bugs be there as decoration.
Also thinking about putting more time into "meaningless" side-stuff like a beautiful manual for the game. All the stuff that keeps me from actually finishing the real game. I just feel like it.
If you've created something and released it to the public and get "too few" views or similar, it could be because your thing isn't good enough. But it could also be the platform or audience that's wrong for you. If what you've created isn't good enough you know it deep inside. Just remember that the reaction to this should be to put more work and soul into it, not to cater more to the audience. Maybe even cater less?
The goal of a "deadline" should be to release SOMETHING, not to release something with a certain quality.
Having a high quality bar for yourself should be just a suggestion and inspiration, not a requirement.
You can force away procrastination by setting a deadline, but you can't force yourself to do more than you can do.
The game is far from finished, but I'm looking forward to share a more beautiful world, the function for swapping character in-game, and more indoors gameplay & details.
I know "This Is (NOT!) A Car Club" turned out to be buggier than I planned... but I still think testing is overrated. I'll still put all time into producing and let all errors and bugs be there as decoration.
Also thinking about putting more time into "meaningless" side-stuff like a beautiful manual for the game. All the stuff that keeps me from actually finishing the real game. I just feel like it.