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.
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
Weekly
Hourly
Quadrilateral Cowboy
Here’s how the development of Quadrilateral Cowboy is going so far.
Monthly
The other three monthly graphs consist of one mountain hump. QC has been a rollercoaster of humps.
Weekly
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