Monday, June 3, 2013
So, that was May.
I actually shipped something, even though I didn't get everything done I would've liked. Actually, I spent all my spare cycles last week trying to get touch events added to Tangle's InputManager, so Quilt would have mobile support, but I ran out of time without getting it fully functional. Sigh.
That also meant I didn't get many more levels added to Quilt (it currently sports 8, and the difficulty curve is a little too exponential... level 7 should be around 10 or so, and level 8 shouldn't come in until 15 or 20), nor did it get the level-reset command I wanted to add, even though that would have been like 10 minutes of work. At most.
I may still sneak that one in, in fact.
The Importance of Moving On
I read Jeff Atwood's blog, Coding Horror, pretty regularly, and even though I don't always agree with everything he has to say, this post left a pretty strong impact on the way I approach software development:
At the end of the development cycle, you end up with software that is a pale shadow of the shining, glorious monument to software engineering that you envisioned when you started.
It's tempting, at this point, to throw in the towel -- to add more time to the schedule so you can get it right before shipping your software. Because, after all, real developers ship.
I'm here to tell you that this is a mistake.
Yes, you did a ton of things wrong on this project. But you also did a ton of things wrong that you don't know about yet. And there's no other way to find out what those things are until you ship this version and get it in front of users and customers.
I'll also keep tinkering, because that's what I do. But it's time now to turn my attention to June's game for #1GAM.
More on that soon.