During previous LD events, I’ve tried to plan my weekend around getting just enough sleep that I can finish the event, but spend as much time as I can working. I usually aim to get ~8 hours sleep, with the other 40 hours working, and split the compo into two “days” – Saturday runs from the event start (~2am over here) until some time Saturday evening, then Sunday is from whenever I wake up till ~5am Monday, when all the submission and early voting is done.
But instead of working two-ish days which are 20-30 hours long and difficult to plan around, why not split those 40 total working hours into a regular working week? By standard planning assumptions, you’ll have five days of eight hours with 75-80% velocity – so about 6 hours of useful work and 2 hours staring out a window or gurning at Facebook. I’ve sketched up a working schedule that I’ll try out this event:
Sat
2am
Event Start – Day One
Sat
3am
Sat
4am
Sat
5am
Break
Sat
6am
Day One Afternoon
Sat
7am
Sat
8am
Sat
9am
Break
Sat
10am
Day Two
Sat
11am
Sat
12pm
Sat
1pm
Break
Sat
2pm
Day Two Afternoon
Sat
3pm
Sat
4pm
Sat
5pm
Break
Sat
6pm
Sleep
Sat
7pm
Sleep
Sat
8pm
Sleep
Sat
9pm
Sleep
Sat
10am
Sleep
Sat
11pm
Sleep
Sat
12am
Sleep
Sun
1am
Sleep
Sun
2am
Day Three
Sun
3am
Sun
4am
Sun
5am
Break
Sun
6am
Day Three Afternoon
Sun
7am
Sun
8am
Sun
9am
Break
Sun
10am
Day Four
Sun
11am
Sun
12pm
Sun
1pm
Break
Sun
2pm
Day Four Afternoon
Sun
3pm
Sun
4pm
Sun
5pm
Break
Sun
6pm
Day Five
Sun
7pm
Sun
8pm
Sun
9pm
Break
Sun
10am
Day Five Afternoon
Sun
11pm
Sun
12am
Mon
1am
Break
Mon
2am
Submission Hour
At a guess, Day One is planning & prototyping, Day Two is core mechanics, Days Three-Four are content (graphics & audio) and additional features and Day Five is playtesting, polish & bug-fixing. Each break is a chance to stretch my legs, clear my head and check my progress, so hopefully I’ll have more time to spend on areas I usually skip (like audio) and not burn all my hours on one thing.
Has anyone else tried a work schedule like this?