You all think deadlines are fun? ADHD makes it all 10x better. :^)
ANYWAY.
- How do you deal with a definitive deadline creeping ever closer?
One of my teachers once said "you managed to take a project which you had two-thirds of the semester to do, and turn it into a game jam."
- It's a given that overly ambitious projects don't make it, so how do you keep the scope of your project small enough to make it manageable, but big enough to have a rich and fulfilling experience?
I use Trello for some things. For whatever reason, Trello seems to be an all-or-nothing sort of deal for me, and for some projects I just ignore the board from Day 1 and for other projects I use the board religiously.
This is the current state of the board for what I'm working on right now (it's not a Pokémon game). Certain features have been deemed critical for the vertical slice, ie single systems that we think do a good job representing what the final game as a whole, and they've been marked as high priority (the black tag) and most of them have been given a due date. Everything else that my friend (art - orange tag) and I (programming - blue tag) have said "that would be neat" about has no priority tag, and most of them are in one of several Future Discussion lists which we'll hash out when the vertical slice is finished. It's almost finished, by the way, which we find exciting.
Inevitably, a good number of the "that would be neat" features aren't actually going to happen, if / when we finish the final thing, and that's okay: there's a finite amount of work that two people can get done - hence keeping projects manageable - and even if that was not the case not all of the features are going to end up being
fun, or make sense having in the game as a whole. A few months ago we both ranked the mechanics and features we wanted to see in the game, and those are probably going to evolve as development goes on and we get a better feel for what it's about, but that should help us focus on the important bits and make it easier to cut what we don't need.
In the past I've also used Google Sheets quite a lot for task scheduling, but that's more time-intensive and unless you're trying to schedule tasks with more than two people it's probably not worth the time investment. You can use spreadsheets to do some nice scheduling forecasts and other bits of analysis, though. That might be worth talking about some time.
- How do you split your workload up over time? Do you set internal deadlines, such as finishing all maps or writing by a certain date? What if you don't meet that pseudo-deadline?
So the memes you've probably heard about adhd are like 70% accurate, which is a double-edged sword: some days I spend 15 hours writing code for game dev and get more done than most of my peers do in a week, and sometimes I spend the entire day trying to figure out which key on my keyboard makes the most noise if I hit it with my pinky finger.
It's actually really annoying, but I also kinda know how it works by now, and I've noticed that on average I usually get a reasonable amount of stuff done, I just don't know when or where it's going to happen. I've only actually started using trello's due date feature on that board recently (prior to this month most of our deadlines have been established in the pinned messages of Discord DMs, which is far from optimal) and with a few exceptions I normally try to allocate a few weeks to get a group of related things done than trying to commit to having certain specific tasks finished by an exact day.
It also helps to work on related things at one time, because there's a lot of inertia in writing code and having to system to another can waste a lot of time. On the other hand, sometimes after three days of looking at combat AI states I'm completely sick of it and just wanna think about shader code again, and unless you have a boss giving you the stink eye from across the room, for the sake of not burning yourself out it's probably a good idea to vary what you're working on so that you don't end up detesting the whole thing.
- Do you think deadlines are good for a project or not, and why?
Parkinson's Law: work expands to fill the available time.
Obviously in hobby projects, that's okay, since there are usually other demands on your time and the consequences of turning in a hobby project late aren't very dire - but they're still good to shoot for. But also, be realistic about it,
because this is not healthy for both you and your game.