As Ad Astra was to be
developed solely by myself then the most precious resource was going to
be time. To this end I employed a rigid set of timescales against each
aspect of the game's development so that I could accurately gauge my
progress. I determined that I couldn't afford to get bogged down
perfecting any single aspect of the game and if promising results
weren't yielded within days then the approach would be abandoned and a
new strategy explored.
During the application's design many blind alleys were
followed but a ruthless approach to culling these at any early stage
ensured that wasted time was kept to a bare minimum.
This section of the Web Site gives a brief summary of
games development, the problems encountered and how these were solved. |