This is a tale about #gamedev that's pretty common among most studios. Stay a while and listen...
[thread]
The lead says, "We have 6 months from start to launch, which means in reality, we have a lot less time."
"What?" you ask.
Then the tech designer says, "We also don't have flying tech in this engine. That's months of engineer time."
The lead steps in. "Okay, no flying boss. We don't have time."
The rigging artist says, "Well, we could add a couple bones to the rig. Maybe add a couple attack animations. Maybe play with the walk cycle a bit."
I thought we had 6?
"No, *we* have 3 months. We have to finish it and move on to the other features for this release."
Ok, scaled up squirrel it is. How big can we go?
"Well, anything bigger than x3 is going to look bad because..."
Great, so much for my squirrel boss idea. What can we use to make a really big boss?
"The elephant combatant is already pretty big. We can scale that up."
But we already used that one last...
Spikes are cool. What about a jump attack?
"Are you using a perfectly flat space with no geo that it can get stuck on or otherwise mess with the physics?"
Well, no, but...