For all of 2017, and even part of 2016, I’ve had a serious problem focusing on making games. Most of my time was spent making a living like a proper adult, but that was no excuse. I think this can be attributed to just generally poor time-management on my part: instead of spending every waking available moment I could on my games, I found myself exhausted at the end of each day, defaulting to TV or Internet, or else going straight to bed.
So I made a serious resolution for the New Year’s of 2018: to better organize my time and work more on my games. It’s February now, and so far, it’s working.
Keeping a timesheet and sticking to it can be a great motivator.
The year has passed, and it is now 2018. What have I accomplished? My indie game development progress can be summed up with one word:
It’s almost 2018, I plan to write a status report of my game development status soon. In short, I think I spent most of my dev time in 2017 on trees, and am still doing so even today. At least I learned a lot… still feels frustrating though.
For some time, I’ve ignored an issue where objects are in between my game camera and the focus object (in my case, the player). My past games had sparse environments, so this was never really a problem. But my current game will be a bit more diverse than that. When thinking about how to resolve this, I realized there is a simple solution that, while not perfect, gives acceptable results.
There’s more than one way to skin a tree…
I haven’t made too many updates lately regarding my development on “True King,” which I announced around this time last year.
The reality is, I haven’t opened my project files in almost four months.
This isn’t the first time this happened to me…
Happy Canada Day!
The last six months have been busy, but fun. It’s the first time I took a major role in co-organizing a local game jam, aiming to bring the country together in celebrating Canada’s 150th birthday. It finished on July 1, and while I’m proud of it, it’s also clear that some major things went wrong, and lessons were learned.