Work, deadlines and possible promises to myself...
Hello everyone who may be reading this!
So we're almost at June and this blog has remained mostly neglected this entire time unfortunately! Work (as in, paid work) has mostly been the cause of this, as my job is somewhat physical, leading me to be tired as I come home with little motivation to write blog posts and work on game dev related things. On top of this, I've been trying to actively avoid becoming a hermit, so social activities have stifled creative time as well.
On a positive note, this year I wanted to mainly do two things: save money for my trip to America next year, and learn more game development-related skills. While the second goal hasn't been overly successful thus far, the increased time working at my casual job has me well on my way to accomplishing that goal, so that keeps me in a good head-space. Not all is lost on learning new skills and developing games however! A few new developments as of late should propel me back into spending time building a portfolio and advancing my career.
While development of a fully fledged version of Bees Won't Exist broke down earlier this year, most of the folks I worked with on that game were keen to work together again in some format. What we've come up with is a way to cycle through various ideas and work in a fun, collaborative workspace. This will come in the form of 12 hour game jams. Essentially, we'll come together every couple of weeks to nut out some prototype for a game, building our portfolios and our skills in the process. Perhaps if the idea is good enough, we might pursue it further, but at this point in time, the main point is to, above all else, have fun, and learn new things.
Throughout this year, I've been working on a small personal project (which I've actually only just realized I haven't talked about ONCE on this blog). The currently unnamed project started at the end of February according the initial commit timestamp, but due to the aforementioned increased casual work, as well as my own programming inexperience, the project has gone on a lot longer than initially anticipated. For fear of this project becoming my own personal Alchemy Punch (ask @WraithDrof and me about that one on Twitter), I've decided to place some more concrete deadlines in place. Currently the game is in an "alpha" state (though if I were to be strict, it's probably a bit more primitive than alpha).
End of May: An "Alpha" version of the game will be released on GameJolt (keep an eye out), with the "Conservative" AI state completed, mostly placeholder models and layout, a basic menu system, credits (note to self: work out copyright bullshit!!!)
End of June: "Beta," including local multiplayer, the other AI states, improved models and layout of the level and a completed menu system
End of July: The final game, with hopefully all polish and features complete
Failing this, I will probably end up making periodic updates to the game until I'm satisfied with it, but it won't remain my primary project past July. If you're reading this just after I've posted it, I've put up a poll regarding the naming of this game, as before I can put it on GameJolt I figure I should confirm a name for the game. You can check that out here.
I've been tossing up the idea of properly branding my "studio." While this isn't at the forefront of my current issues, it will probably play a part when I create GameJolt pages, so I'm thinking about it more and more, and it has kept me thinking about my creative pursuits.
That's really all for now! If you'd like to see gifs of the game, you can take a look at my Twitter media, as it has all been posted there. Thank you for reading!
- Harrison Short