"My Dream Game, Our Doom: Timeline Trauma for New Indies"
My Dream Game, Our Doom: Timeline Trauma for New Indies
So, you have a dream game. It’s epic. It’s genre-bending. It’s going to revolutionize the industry. I get it. I’ve been there. We all have.
The problem isn’t the dream itself. It’s the illusion that you can – or should – build that masterpiece as your first game. That’s a fast track to burnout, financial ruin, and a whole lot of therapy.
The Siren Song of Scope Creep
“Scope creep” sounds clinical, but it’s more like a seductive demon whispering in your ear. “Just one more feature,” it hisses. “Imagine how much better it would be if…”
Resist!
The single biggest mistake I see new indie devs make is vastly underestimating the time and resources needed to implement their grand vision. A mechanic that seems simple in your head can quickly balloon into weeks of work, filled with unforeseen bugs and dependencies.
I remember working on a top-down shooter. The initial plan was simple: enemies shoot, player shoots, enemies die. Easy, right? Wrong. Pathfinding became a nightmare. AI behavior got complex. Animations took forever. Before we knew it, weeks had vanished into the void.
The feature list expanded. The scope increased. The timeline exploded.
The Timeline: A Map, Not a Mandate
Treat your timeline as a living document, a flexible roadmap. Not an unbreakable commandment carved in stone.
New devs often create overly optimistic timelines based on gut feelings or rough estimates. This is a recipe for disaster. Break down tasks into the smallest possible units. Then, double your estimated time for each. Seriously. Double it.
Consider these common timeline pitfalls:
- Underestimating art asset creation: Art always takes longer than you think. Especially if you’re relying on a single artist.
- Ignoring polish: Polish is what separates a good game from a great game. But it’s time-consuming. Don’t skip it.
- Failing to account for testing: Bug fixing is an inevitable part of development. Don’t shortchange your QA process.
Iterative Development: Build, Test, Repeat
Embrace iterative development. Build a core loop. Test it. Get feedback. Refine it. Repeat.
Don’t try to build the entire game at once. Focus on a small, playable slice of your game. This allows you to validate your core mechanics and identify potential problems early on. It also helps maintain team morale. Seeing progress, even small victories, keeps everyone motivated.
We originally planned our roguelike to have 10 distinct classes. We quickly realized that balancing even three classes was a monumental task. So, we launched with two. And we added more later, based on player feedback and resources.
Ruthless Prioritization: Kill Your Darlings
You need to be willing to cut features. Even features you love. Especially features you love.
Prioritization is key. Use a system to rank features based on their importance and impact. Then, ruthlessly eliminate anything that isn’t essential to the core experience.
“Kill your darlings,” as the saying goes.
Think about what your game needs to be fun versus what would just be nice to have. Launch with the needs. Add the niceties later, if possible.
Managing Team Morale: Transparency is Key
Delays and scope reductions are inevitable. How you handle them will determine the success or failure of your team.
Be transparent. Communicate clearly and honestly about the challenges you’re facing. Explain the reasons behind your decisions. Involve your team in the process.
Don’t try to sugarcoat bad news. It will only erode trust and breed resentment. Acknowledge the disappointment, but focus on finding solutions. Celebrate small victories along the way.
We had to cut a major story arc from our RPG due to time constraints. We were upfront with the team about it. We explained the reasons. And we worked together to find a way to salvage as much of the story as possible.
Pivot When Needed: Don’t Be Afraid to Change Course
Sometimes, the best course of action is to pivot. To completely change direction. This can be a difficult decision, but it’s often necessary.
Don’t be afraid to abandon ideas that aren’t working. Don’t be afraid to simplify your game. Don’t be afraid to change genres.
The goal isn’t to cling to your original vision at all costs. The goal is to make a fun, engaging game that people will enjoy.
We started developing a complex city-building simulator. We quickly realized that it was too ambitious for our team and resources. So, we pivoted to a smaller, more focused game. It was the best decision we ever made.
Your dream game is achievable. Just not necessarily as your first project. Start small. Learn. Grow. And then, when you’re ready, tackle that masterpiece. Just do it with realistic expectations, a flexible timeline, and a healthy dose of pragmatism. Your sanity (and your team) will thank you.