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by xandrius
640 days ago
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I think that's the pitfall: there are infinite things a skilled developer can do within "mere hours of work". The key is to find which ones are the most effective use of one's limited hours. I developed a small daily game and it has now grown to over 10K DAU, so now I've started going back to refine the low hanging fruits which just didn't make sense to touch when I had just 10s of players a day. |
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You're right that priority matters. Just beware of priority queue starvation. Still, if some newly discovered bug isn't urgent, even if I think it'd be rather easy (under an hour) to fully address, I'd rather not break my current flow, and just keep working on the thing I had earlier decided was highest priority. A lot of the time something will prevent direct progress and break the flow anyway, having smaller items available to quickly context switch to and finish is a good use of those gap times.
The "DB handling 100x the traffic" example above isn't quite well defined. I wonder if it's making queries return 100x faster? Or is it making sure the queries return at roughly their current speeds even if there's 100x more traffic? Either way, I can make arguments for doing the work proactively rather than reactively, but I'd at least write down the half a dozen things. Then maybe someone else can do them, and maybe those things can be done in around half a dozen tiny increments of 30 minutes or less each, instead of all at once in hours.