It's challenging enough to try and lay out all of the systems and anticipate future challenges when working on a solo project. It's much harder when the concept is passed down to you. This is not the first time that I've had to take someone else's idea and make it a reality. My duty at my summer internship was basically to make a set of tools that would expedite the team's development. These were processes that I had never touched and knew near to nothing about.
There is a substantial difference, however, between developing from someone else's plan and planning from someone's idea. There's much less ground to cling to. Much more possibility that I'll wander off of the originally conceived concept and let the game fall into a new and unintended direction.
I've asked the design lead to examine my time line. I want to be sure that everything that needs to be tested in this version makes it in, and that we're not spending time on conceptual mechanics that are conceptually already broken.
So far I'm very appreciative of the team we've gathered. Everyone is interested and willing to put effort into the project. I'm excitedly anticipating the progression of this game into something really amazing.