Schedule Hassles

The project was bedeviled by a series of scheduling problems. Halfway into the project, Epyx was forced to pull out due to financial problems of their own. As I had expected, Joe Miller handled the breakup with efficiency and honor. I decided to continue the project on my own, and to that end, I repaid the advances I had received from Epyx. Joe was instrumental in getting all the legal documents taken care of so that I could proceed with publication of the game without a legal cloud hanging over it. I continued working on the project, knowing that I had just six months to finish the program, prepare the manual, and arrange for porting it to the PC, manufacturing, and distribution. It was risky to self-publish, but I believed in the game and I didn't want to see it die.

The rush this imposed upon me did not seriously hurt the game; I had already solved all the serious design problems. The only detriment I suffered because of the new rush was a slight reduction in the total number of variables used in the simulation. I still had plenty of time to test and polish the equation system.

Nevertheless, the rushed schedule was stressful. I managed to find a developer willing to carry out the port on such a tight schedule, and with the help of my wife, Kathy, I was able to make all the other arrangements. We shipped the product in time for it to reach store shelves on the week of Earth Day 1990.



Chris Crawford on Game Design
Chris Crawford on Game Design
ISBN: 0131460994
EAN: 2147483647
Year: 2006
Pages: 248

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