They say the last 10% of a project is the hardest, and that’s certainly true.
But I’ve also found that there is a tipping point. It’s like pushing a boulder up a hill. You strain and you grunt and you push that sucker up against gravity and your own desire to just say “fuck it” and have a lie down. And there just seems to be no relief in sight. But somewhere along the line, you crest that hill. And then, without noticing it, you’re over the top, on the other side, and it feels like the project takes on a momentum of its own, picking up speed and pulling you along with it, like it did in the beginning when everything was fresh.
I’ve hit that point again with System Crash. The decision to do some major reworking was, honestly, a bit demoralizing. It’s like burning every drop of energy in you for the final stretch of a race, being right in front of the finish line, and then having that finish line suddenly teleporting a few hundred meters away. Wrenching.
It’s been hard to retread code/design I thought I’d finished. Hard to dredge up the motivation. Hard to find a third wind.
But I’ve crested the hill again. Everything’s coming together, motivation is welling up without effort, every day I sit down eagerly to tackle my dev list. System Crash is almost feature complete, now. Seven tasks remain on the list, which I hope to complete by the end of this week. Then it’s a month of revamping the content of the campaign and commissioning new art for that content, followed by a month of packaging it all up for sale and prepping marketing. I’m aiming for release in June.
And then it’s done. Two and a half years of work, fifteen years building toward this moment, to releasing my first commercial game. What a ride. Whether it’s a commercial success or not, I have done what I set out to do, and built something I’m proud of.