Yeah, if anything, I think Lilith's Throne gives a good crash course on what NOT to do during development. Feature creep and grandiose ambitions, left unchecked, can kill most projects before they even reach the halfway milestone during development. Keep your scope small and within your capabilities and build with the future in mind; prioritize good, lasting foundations over short-term gains.
Plan your progress and stick to it. Spontaneous development can be fun for a while, and could be done to take a "break" from rigid goals, but do too much of it and you could end up losing your original vision. Same thing could be said about accepting player suggestions: too much and you'll be doing nothing else. At that point, you're basically being paid to to work for them rather than making your own game. It can also create disparities in the quality. Last, but not least, be honest with your community!
Plan your progress and stick to it. Spontaneous development can be fun for a while, and could be done to take a "break" from rigid goals, but do too much of it and you could end up losing your original vision. Same thing could be said about accepting player suggestions: too much and you'll be doing nothing else. At that point, you're basically being paid to to work for them rather than making your own game. It can also create disparities in the quality. Last, but not least, be honest with your community!
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