Beta week 8: rumble, stumble and bumble

It was another poor week, to be honest. I am now officially behind schedule. The problems I have been having getting across the finish line were not helped by missing my morning ADHD and depression meds twice in a week, which played merry hell with my sleep schedule, gave me nightmares, and destroyed my concentration during the day.

I can’t totally blame the meds for my behaviour. I have allowed myself to “waste” too much time on researching and writing GLSL shaders, because they are fun and creative. Even after the pep talk I gave myself on the blog last week, I still couldn’t bring myself to go cold turkey and get back to the needful items still to be completed. It took until mid-week for me to confess to the wife about my unproductive mindset, after which I felt better and got back on the job at hand.

My to-do list has evolved away from the flat text iPhone Notes file I had been using and into the in-game changelog outline JSON file. I am not spending much time working outside of home, as the remaining tasks I am able to do away from my desk are mostly to do with Journey chains, and it’s not easy to navigate long and complicated HTML forms on a phone. Or is that just an excuse for my lack of workrate? Bit of both.

One issue I managed to solve during the week was the iOS 50MB PWA limit problem, by shifting asset format from PNG to Webp. The visual difference for Webp is negligible for a 50% cut in app weight.

The open beta period leading up to a genuine launch should be mostly about balance rather than introducing new features. If I am going to run an official Season One of Mr Football with any degree of seriousness, I must lock down the game economy to be sustainable from day one, and be more cautious about adding elements and upsetting its equilibrium.

Exit mobile version