October 30, 2013
development

Work archeology, Part 2

This entry is a continuation of Work Archeology, Part 1

Atom Zombie Smasher

Here’s how the development of Atom Zombie Smasher fared.


azs_monthly

Monthly

The September spike is me implementing a sprawling metagame component to the game.

The October dip is when I learned my metagame was garbage.

The November spike is me working on the part that did work, the cityscape component.

Release: January 24


azs_weekly

Weekly

 


azs_hourly

Hourly

 

 

 

 

 


 

Quadrilateral Cowboy

Here’s how the development of Quadrilateral Cowboy is going so far.


qc_monthly

Monthly

The other three monthly graphs consist of one mountain hump. QC has been a rollercoaster of humps.


qc_weekly

Weekly

 


qc_hourly

Hourly

Unlike the other hourly graphs, QC is one smooth hump (with a dip for noontime lunch). I’ve been trying to do a better job at keeping more regular work hours, so it’s nice to see that reflected here.

 

Et al

You need momentum to reach a certain speed, and you need time to gain momentum. For me, that time seems to be 2-3pm, with Wednesday being the most productive day.

With that being said: when you have to choose between you and your work, choose yourself. It’s lovely to be productive, but probably not worth it once you’ve become a burnt-out husk of a human being.

In short: eat your lunch.

 

Continued in Work Archeology, Part 3

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