Premortem
Hey fellas, it's Saturday the 24th July. One week from now, Trachi 1.2 will be released. Since this will probably the biggest update the game has ever received, I want to use this opportunity to take a look at some of the roadblocks and tough decisions I've had to face during the course of development. I also had a few in-depth talks with some of the testers, recently. On one hand, I received a lot of compliments and encouragements. And while I'm thankful for that, I here want to focus on a the parts of the game that they rightfully pointed out as being flawed. For this reason, I will not only cover game specific stuff, but also talk about general approaches to game design and project management.
An emphasis will be put on heuristic decision making and path dependencies. To illustrate my considerations, I will showcase examples from project T during various stages of development. That being said, let's start of with a comparison.