Fighting Eleven #11: The PlanOkay, it may not be much of a plan, but here goes.
The design is essentially locked down at this point. The weakness of the design is that certain seemingly minor elements are going to require a disproportionate amount of development time in order to create a game that feels realistic.
The strength of the design is how the different elements interact in convincing and interesting ways.
What I haven't had, though, is any development time. The request for service level has been extremely high since we moved up here, and it just hasn't let up at all.
Then, a development, so to speak.
Gloria and Eli 15.4 are going to Austin for five days, but I'm not going with them, for two reasons.
Reason one: we have traveled so much that the thought of doing another, major trip during the holidays makes me ill. It's just too much. I'm worn down and need recovery time.
Reason two: I'll have five quiet days with no interruptions to do development. That might be enough time to get a major portion of the recruiting prototype done.
This is absolutely the worst way to do development--in huge chunks, instead of steady, daily work--but given our schedule, it's all I've got.