A Slice of Life
Evidence from the 13th Sprint Meeting that shows that the Bulge development team is so close to completion:
1) Pat Ward, on the Vito Corleone approach to software development:
David: “We’ve had a note from a Beta tester that the front lines are making it hard to see the rivers [on the map].”
Pat: “Well, can we just eliminate them?”
David: “What, the rivers?”
Pat: “No, the tester.”
2) Solution for Easter Eggs Bugs – If there’s a problem with them, we really don’t have to tell anyone about the Easter Eggs at all.
3) Eric & I sat down and put together the Credits list; the list of people we’re sincerely grateful towards – our Kickstarter backers and our play-testers, amongst others. It’s sent off to the programmers to be incorporated into the game.
4) We’re discussing trade-offs. It’s a pretty brutal process because there are so many good ideas for the game but unfortunately, we can’t have everything. Previously, we would have welcomed all ideas with open arms but of late, the rule of thumb is: Are we “shippable”?
5) We still have some bug reports but none of them are crippling.
6) Nick, rather passive-aggressively, suggested we change Bulge to Waterloo; just ask Pat, our beloved art designer in the UK, to change the tank units to horses on the interface. Everyone else agreed because they were pretty much done with Bulge themselves.
As we get ready to move on to another phase of Bulge, there are mixed feelings around the Shenandoah office. While we’re looking to launch the game with the greatest anticipation, even before the game actually launches, we’re already choking back on Bulge development nostalgia.
[Cheesy Music Cue: Kenny Chesney's It's Never Easy to Say Goodbye]
Enough melancholy; now I’m looking forward to the “BULGE GAME LAUNCH PARTY – Music! Dancing! Bring the