Ouch ouch !I still didn't start the Junior training rules implementation...

I added the tennis federation funding, and after that I had to fix a bunch of little things when managing a junior player ; eg: I had to tune the contract goals when recruiting a junior player, and a couple of little things like that.
I also added a "Go Pro" button so our player can switch to be a Pro earlier than normal. This switches to the Pro training and thus stops the potential progression but in return you can get money prizes from Pro tournaments, although you lose your Junior funding.
So yesterday I kinda shocked on the implementation on the Junior training : I had forgotten that the time progression is rather special in TEM. Indeed, each player is somewhat on his own timeline. This allows training by week instead of being forced to train by day and thus it's more convenient for the user. However, it's less convenient for me and I had to scratch my head to see how to fit the Junior weekly schedule back into the hour per hour training. So I found a relatively simple solution : when the player gets 6 hours of training, it'll be converted to a Junior day of training. If he gets less (eg: when playing a tournament), it'll be converted to resting time. I think it should work decently like that, but once again, I'll have to wait for user feedback...

So this time, I think I've done everything needed for the Junior training & management except to implement the rules. I'd say it's a couple of days of work, so it may still be done by end of this week like hoped last week, if nothing more comes into the way...
Little Side ThingsOn the technical side, I have 2 good news for myself : I finally got Internet Fiber, which multiplied my upload speed by 120, so it makes updating my games easier & faster (especially Dungeon Guardians as its installer is ~500MB big), and it'll allow me to do daily online backups, so in case of terrible events in my home, I won't lose any work ! Before I only back-upped small source files, but now I'll be able to back up absolutely everything.
The other little good news is that for a couple of weeks (since I started back to work seriously), I've been super annoyed by my HDDs spinning up a couple of time of hours for no reason. It's especially annoying as one of the 2 HDDs has super unnerving vibrations amplified by my stupid & supposely quiet PC box. I finally found a way to lower the spinning up frequency by turning many things off in the Privacy settings of Windows 10. So now I'm getting a more quiet time to work (that's it, when my baby isn't screaming of joy or anger from the living room

)
The magical 15-hour mark per weekOk, I still didn't reach that mark, but I wanted to explain a bit why it's so magical, as if you're interested to work by yourself, especially on intellectual & creative work like development, it's an important concept.
So when you work with your mind, there's a few things to know :
- the 1st hours are usually the most productive ones (if not, check you have an healthy schedule), and once you have passed a certain number of hours per day, the more you work, the less productive you are ; I think this mark is around 4-6 hours per day, depending of the difficulty of the current tasks, the focus required, and the explosivity of your mind (ie: if you "sprint", you'll achieve your goals faster but you'll have to rest sooner)
- often for tough tasks, I need to have 3 free hours in front of me ; if I have only 1 hour, I can't attack a tough 3-hour task, because being interrupted in the middle will break my focus and getting back to it later, the next day, or worst, several days later will be very painful (eg: it's a good way to get bugs)
- in a same way, for big tasks, cutting them per 3 hours is doable, but by 1 hour isn't
- it means if I do only 1 or 2 hours per day, or by small periods, my productivity per hour will also lower when I have big complexe tasks to do (that's why I could easily work on the menus, but had a hard time to switch back to the Junior management)
- lastly, most long tasks usually take between 10 & 20 hours ; if I work 5 hours per week on a 20-hour complex task, it means I'll spend nearly 1 month on it : when I reach the end, I might have already forgotten what I did at the start ! If I can work 15 hours per week, then I can do in a bit more than 1 week and every thing stays fresh in my mind day after day and when I reach the end, the start isn't too far
So that's why is so important to reach that 15-hour mark to get a good work rythm. Ideally, I'd get to 20-25 hours per week, and up to 30-hours when nearing the release (and often up to 80-90 hours right before & after the release

).
I also take care of business & customer support & bug tracking in the existing games, so usually it adds from 5 to 15 hours per week. Nowadays, if I it gets above 5 hours per week, it starts to eat my development time, so I really try to keep it to a minimum (which is partly why I stopped to work on small feature improvements for TE2013).
That's all folksAnd like usually, hopefully cya soon for some good news !
