oh man… thats tough. Code Quality is like second nature to me… compromising it is like… like…
that and code formatting
Such is the plight of software engineer types. Believe me when I say I’m still fighting this after more than 6 years, and it still slows down my games because I can’t always make myself write trash code.
I think we should target a casual-type game – something fun and small-scale. We can always add more features and levels/content once we get the basic thing done.
That gives us the best chance of finishing (we have something done in ~30 days) but space to add to it once we have something going.
Obligatory read: http://gamedevelopment.tutsplus.com/articles/1gam-how-to-succeed-at-making-one-game-a-month--gamedev-3695
How? Reduce Risk: Use Save Points!
Imagine having to finish an entire game without a single game save. This is how many game developers create software: all-or-nothing, no safety net, you either hit it out of the park or crash and burn. No middle ground. No accounting for unplanned contingencies. This is a sure fire way to unintentionally aim for failure.
After you do this a few times, you will start to see the pattern: optimistic plans without save points along the way are extremely risky. Why not lower the risk and give yourself multiple exit points along the way?
Essentially, it’s like getting your game working with random/simple/hard-coded content, then add more features/levels/etc., better art/polish, etc. and you can launch your game at any time.