14 days to beta.
Things are getting more frenzied. I put in twelve hours today and got a fair amount done (added two new potions and a whole new level), but it definitely wasn’t one-fourteenth of the work that’s left before beta. I’ll just have to work twice as fast, or something.
Brian handed me the Larry McDermott draft of the box copy. It wasn’t very good. He asked if I could “rewrite it” (i.e., write it) – another little task to fill in the cracks.
I can’t even think about all the work I’ve postponed until after the beta version – princess and vizier animations, title screen music – and six weeks to do it all.
(How complete was Karateka two months before its QA signoff? I can’t remember.)
One thing’s for sure: This is no time to come up with new bright ideas. I’ll put in the little white mouse because I said I would, and because I’ll never hear the end of it from Tomi if I don’t (remember the leopard in Karateka?), but all other nifty additions go straight to the bottom of the list.
By June 6, I want things firmly under control. Levels 1 through 8 should be completely playable, with all features implemented, and as bug-free as I can manage. The things that are missing should be clearly defined, with a beginning and an end and no hidden ramifications in other areas. The palace and dungeon background graphics should be in their final form (although last-minute tweaking of the images themselves is, of course, allowed). Michael C. should have done his thing, and I should have it on videotape. (I’m hoping to shoot it Thursday.)