Sometimes it becomes really apparent that, when making your own project like this, there is no frame work or quest guide to move you along. You figure everything out yourself, you organize all the work yourself, you set your own task list yourself. It can be easy to feel somewhat lost in the sauce, even with a smaller scope project. If you finish one task you can sometimes find yourself floating in the soup of the game's development screens, trying to pick out the pieces of work that you need to do next from the heavy broth of the code and the tools. You know you need to fix a couple glitches and improve some of the balance but there is so much to sift through that even when you have a seed of understanding of what to do next, even when you have a task list outlining what's next on the agenda, it can still feel like swimming in an ocean searching for a small island to anchor your mind to.
However I feel like this experience gives me a lot of strength as a developer and that going forward it gives me a foot up on any competition, because I know what it's like to have been lost in the ocean of development and I know what it's like and how to navigate through something that seems to stretch on forever in all directions. I feel like I'm becoming someone that others can rely on and turn to if they feel lost in the cycle of creation.
That being said, I actually got more done than usual today. Today was considerably productive.
>Implemented a side quest chain.
>Communication with the Priest implemented.
>Always working on bugs. Always.