It is so common, in fact, that many companies, Stormfront included, have an official post mortem meeting, where the team discusses what they felt were the biggest problems, and how they might have been prevented. Well, it will have to wait, because, in fitting with launching Volume 2 of loonygames, I want to talk about launching a project. And thinking of where you screwed up the last time is probably the best thing you can do to get off on the right foot for a new one. So this time, let's talk about, in general terms, what the beginning is like, and we will go into specifics about the stages in the coming weeks. Of course, the reality is that it never works quite that way.
People change their minds.
Things you thought would work turn out to be not so easy in practice as in theory. You can't plan for everything. Aside from actually swinging a deal with a publisher, the biggest issue that has to be addressed at the beginning is the technology and the hardware you will be working with. They go hand in hand, really. You can have the best technology in the world, but your hardware will limit just how much of it you can implement.