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@ -14,8 +14,40 @@ This is the story of the Politburo project, a group effort between myself, and R
It all came down to skill ceiling, and experience.
Rowan Luti and his friends are all history bufs, and they love strategy games like [Hearts of Iron 4](https://www.paradoxinteractive.com/games/hearts-of-iron-iv/about), [Foxhole](https://www.foxholegame.com/about-foxhole), and [Kards](https://www.kards.com/). The latter game, Kards, is the only one I've played ever; and the former 2 I have absolutely no experience in. I've never played a strategy game like HOI4 or Foxhole, and I only have the relatively small knowledge of history that I learned from primary school. Rowan, however, knows an order of magnitude more about history than I do. He's the kind of guy where you can ask him a question, and he responds with "pourquoi?" (A french word that translates to "why" in English). He's the kind of guy that knows what the hell the [Politburo of the 17th Congress of the All-Union Communist Party](https://en.wikipedia.org/wiki/Politburo_of_the_17th_Congress_of_the_All-Union_Communist_Party_(Bolsheviks) was. This is knowledge that I absolutely did not possess, but assuming Rowan would do all the game design, and all the cards for the game, we thought that wouldn't matter.
Rowan Luti and his friends are all avid history bufs, and they love strategy games like [Hearts of Iron 4](https://www.paradoxinteractive.com/games/hearts-of-iron-iv/about), [Foxhole](https://www.foxholegame.com/about-foxhole), and [Kards](https://www.kards.com/). The latter game, Kards, is the only one I've played ever; and the former 2 I have absolutely no experience in. I've never played a strategy game like HOI4 or Foxhole, and I only have the relatively small knowledge of history that I learned from K-12. Rowan, however, knows an order of magnitude more about history than I do. He's the kind of guy where you can ask him a question, and he responds with "pourquoi?" (A french word that translates to "why" in English). He's the kind of guy that knows what the hell the [Politburo of the 17th Congress of the All-Union Communist Party](https://en.wikipedia.org/wiki/Politburo_of_the_17th_Congress_of_the_All-Union_Communist_Party_%28Bolsheviks%29) was. This is knowledge that I absolutely did not possess, but assuming Rowan would do all the game design, and all the cards for the game, we thought that wouldn't matter.
I, according to a friend of Rowan's, live and breathe programming. I
I, according to a friend of Rowan's, live and breathe programming. Whether it's programming for this publication, or my PowerPoint clone [Grezi](https://github.com/StratusFearMe21/grezi-next), or some other project entirely, I use most of my free time doing computer programming of _some kind_. Rowan has taken AP CSA and the like, and learned Rust over the second quarter, but he still has a relatively small amount of knowledge compared to me, who started programming at age 7. I'm the kind of guy that watches technical lectures on YouTube for fun, I'm the kind of guy who hears something like...
[^Peale]: <https://www.goodreads.com/quotes/4324-shoot-for-the-moon-even-if-you-miss-you-ll-land>
> "Instead of using CSS, compiled into a DFA ahead-of-time, the new `TSQuery` API uses S-expressions, compiled into an NFA at runtime."[^Brunsfeld]
And knows what the hell that even means. Rowan is a great computer scientist, but I'm very very ahead of him. Assuming I would do all the networking and all the backend game engine stuff, we thought that wouldn't matter
## The writing was on the wall
An important part of our Capstone project was the planning phase. Basically getting all our ducks in a row, figuring out what we were gonna do, how we were gonna do it, and meeting with our teacher and our peers about it. Our teacher did these meetings in 3 groups, and ensuered that no groups had partners together that were working on the same project. I was able to describe in the meetings how the game engine and networking side of the project was going to work, but I could barely describe our vision of the gameplay for our game. For Rowan it was the opposite situation, he could describe the gameplay elements of the game and the historical context in detail, but he could barely describe how the game engine part of the game would work.
This should've been our queue that we were doing something wrong. One of the biggest things that Rowan and I lacked for this project was synergy. We both excelled greatly at our own skillsets, Rowan at historical game design, and myself at programming and computer science. The issue is that those skills are so far apart, that it caused us to deadlock in development.
When were around halfway through our time, Rowan burned out on doing the game design, and wanted to get into working on some programmming things for the game (Which I _*absolutely*_ would've done too in his position). This caused Rowan to have to take on the huge learning curve of the engine we were using, and me to have little material to work with when it came to implementing game design in code. Around 3/4 of the way through development, I burned out too and just started using our time to work on things from other classes. By the time development time finished, we had a main menu, and a matchmaking system with chat. Nothing more.
## Time flies
The other thing that ended up biting us in the end was time. We had a pretty large scope of time in our heads when we were planning this project _"One whole semester."_ As it turns out, we only had 2 months to finish the entire game. We grossly underestimated in our heads
a. What the scope of our game was
b. How much time we _actually_ had
Overall, this means that we gave ourselves _a lot_ to get done in a very small span of time, which in our heads we imagined to be much longer than it was.
## What could we have done better
We made a lot of mistakes in the process of developing this project, and there's a lot of things we could of done better
- We could've used an easier game engine like Godot
- We could've come up with a game of less scope
- We could've play-tested a paper version of the game before beginning development to even see if it would be fun (and so that we could fully realize the game design ahead of time).
If I could go back in time, I'd probably tell myself that we only had 2 months to complete our project, and from there we probably would've come up with a better idea.
[^Peale]: <https://www.goodreads.com/quotes/4324-shoot-for-the-moon-even-if-you-miss-you-ll-land>
[^Brunsfeld]: <https://github.com/tree-sitter/tree-sitter/pull/444>