This entry is a continuation of Work Archeology, Part 1
Atom Zombie Smasher
Here’s how the development of Atom Zombie Smasher fared.
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
Here’s how the development of Quadrilateral Cowboy is going so far.
The other three monthly graphs consist of one mountain hump. QC has been a rollercoaster of humps.
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.
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