Dealing With Deadlines

Before my summer vacation, I had a plan to get the first version of Edoiki online, but we missed the deadline. Basically we didn’t have the necessary art, user interface, code and music to put the first version online. What we have is some art, some music and some code. Not enough to put the first version out.

When I look back I can see some reasons for why we missed the deadline: first reason being the fact that our artist is overbooked. The second reason is that I had been terribly busy doing marketing, promoting and negotiations with 3rd parties – to prepare the launch. As I have been the only programmer – after Arex left – I haven’t got enough time to do the necessary programming. What I have managed to do is to make the core of networking system done: two players can now move the cursor (read: 3D hand) over the board and move units. The online multiplayer system is pretty much done to make player finding fast & easy. Several other things – such as level system, and design for moddability – have been done or prepared.

Third reason is that it has took more time than I realized to put things together. As we have several members in the team, it requires more work to get parts from everybody, and assemble everything together. The project management has taken more time than I thought. I was thinking that the myth of ‘simple game would be simple to code’. I realize there is no such thing as ‘simple game’ or at least no ‘simple game project’. There’s way too many moving parts to even think that simple game would be fast to do: number of team members, design considerations, online networking, user interface – everything takes time. I had planned time for them in the project plan, but I didn’t realize that after our programmer left, I should have find another one to program the game.

The next moves will be:
– I’m going to search for a Blitz3D programmer to work on royalty basis. I’m not looking for expert coder, or guy that would need to be top notch coder. I’m also not looking for unexperienced coders. I’m looking something in the between: somebody who can work in a team, understands what objects and modules are, has finished at least some modules (or mini games) that are available, and has time to put several hours per week for coding.
– I’m currently trying to put together the first working demo… although there’s quite many missing pieces (besides code, I need art and music) so it will take some time.
– I’m also proceeding with contacting couple of corporations regarding distributing deal of online games.
– I will simply move the deadline for Edoiki. I won’t rush the launch until the quality level is what I want it to be. The game will be published when it’s done.

Juuso Hietalahti


  1. We are using Blitz3D which has a BASIC like syntax. It doesn’t have decent OOP stuff, but it has Types which can be used to do all kinds of fancy stuff. It has 3D features as Jake mentioned.

  2. You know that Blitz3D isn’t object oriented right? You can make Types (same as Structs) and functions to deal with them, but you can’t do any decent OOP stuff, it all has to be “simulated”. I was using BlitzPlus and I changed to BlitzMax as I really wanted OOP (because I was used to it from my day job in business software) plus it can use all the 3D card fancy effects. However, it’s only 2D right now, the BlitzMax 3D module isn’t due out for a little while…

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