Alright, so on reevaluation, I'm clearly not going to make the deadline for the end of the month, so I'm going to scrap that idea, and the previous NaNoRenO project becomes now just a regular project. Even though it is what I would consider to be a visual short story, rather than a visual novel, I'm not willing to compromise on quality for speed, especially since this will be my first offering. Since I'm learning to do things too, I'd rather just learn to do them correctly now. So the production time will be longer (I'm sure it would have been anyway or else I wouldn't be changing my mind) but I'm certainly not dropping it. Which reminds me, I should make a page for it when I've got a bit more data to offer - and come up with a name >_<. For now I'm working on the ui. I expect it'll be done in one to two weeks because it's giving me a bit of trouble.
So, with that, it also means that Paper Tiger is coming off hold earlier than expected. I've been doing a bit more research and it seems like the package (if that's the right term in this case) that I was going to use, PyGTK, doesn't work with Python 3 yet, and of course I went and started coding Paper Tiger in Python 3. Truth is I was thinking it would be too much trouble to convert from Python 2 to 3 at a later stage. Just goes to prove what I know already, i.e. that if you try to cut corners it always comes back to bite you. So I'll be converting back to 2 and then I'll update back to 3 if I see fit in the future. *sigh* The other change to my plans is that I'll be implementing the image drawing directly in Cairo (PyCairo, which is part of and separate from PyGTK) because now that I took a look at it and because of the fact that Cairo can handle svg's anyway, it seems silly to implement the svg output when it's just creating double work for myself. This time I'm not cutting corners, I'm being smart, okay?
Alright, I plan to have the next version done by the end of April. That will be able to do faces (maybe not with a great number of features) but without any gui for now.
Thursday, March 18, 2010
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I never noticed you had a blog! Silly me. I added you to my links list. ^^ Awesome team name, by the way.
ReplyDeletePaper Tiger sounds really useful. When you finish it, you will help many people finish their Nano games in the future, I believe, even if you did not finish your own this time.
It is a good choice not to rush, especially with your first release. There might always be a few parts more complicated or time-consuming than you originally thought, so strict deadlines can be surprisingly hard to match.
However, I would personally recommend fuzzy ones: like "I will finish the script in about a year" or "the graphics should be done by autumn". Deadlines can become motivators when you set them according to your own wishes, possibilities and schedules. That is also one reason I personally have never done Nano - schedules, as March is always real busy for me. School stuff.
Good luck with your first project! :)