In my first blog post I talk about what I took away from fixing EXLCOM's numerous bugs after release.
You never expect how many bugs there are until you try to fix them: I feel like this is a lesson you could be told a thousand times and still fall into the "this is basically ready, let's release soon"-trap, at least that's how it went for me.
After making great progress on the development side of things, I decided in early January that I would be ready to launch before XCOM2 came out and before I had to take a month-long break from programming for work stuff. What I did not realize at that point was that creating a game is all well and good, but the real work was still awaiting in making it run consistently no-matter-what.
So, coming off my forced break, I started to fix everything I could find, from the game-breaking to the mundane.
Now, about six weeks after initial release, I finally feel like the game no longer consists of playable parts, but is in itself a playable game. (In hindsight I wish I hadn't put it out there in it's unfinished state, but it really is just something I never saw coming as a first-time developer.)
Still, I took some interesting findings away from my first bug-crunch:
There are obviously still bugs left, but I decided not to spend a long time fixing every little graphical glitch right now if I'm going to rewrite big parts of some modules anyway in the future. But now that many of the most important bugs are fixed, I will push out an update soon and then concentrate on playing the game and analyzing what works and what doesn't to further develop it. I'm still having lots of fun with the project and I will definitely try to push it to it's maximum potential.