"It became very clear that we were missing the large final location that was going to tie the story together," says former lead quest designer Will Shen.
In the few years I’ve been making games for shits and giggles, the best rule I’ve developed is Always Be Shipping. You can tweak like crazy in the last hours of a project. You can build whole concepts only to throw them out. So long as you have A Game to push out the door, day-of, you are free to do whatever the hell you want.
Doing your first level first or your last level last is absolute rookie shit.
I don’t quite understand what you’re saying. Could you elaborate what you mean with “Doing your first level first or your last level last is absolute rookie shit.”?
In the few years I’ve been making games for shits and giggles, the best rule I’ve developed is Always Be Shipping. You can tweak like crazy in the last hours of a project. You can build whole concepts only to throw them out. So long as you have A Game to push out the door, day-of, you are free to do whatever the hell you want.
Doing your first level first or your last level last is absolute rookie shit.
I don’t quite understand what you’re saying. Could you elaborate what you mean with “Doing your first level first or your last level last is absolute rookie shit.”?
They are saying: do the most important bits first, so that if you run out of time, you still have the important parts in place.