Hello, dear, sweet, innocent reader. As you are likely aware, I am usually trying to do way too much. Which is why, over the past few years and months, have been thinking about starting a podcast. It really won’t be a soon thing but I think I may have an actual plan on what I want to do. Which means I am, at the very least, on a path towards getting started.
Hey-o! Another month in the bag. Holy impending deadlines, Batman! My school project, RPG Library, is maybe 70% done. I need to finish out the quest system and port it to HTML. The quest system I feel pretty good about. Most of the quests don’t have a lot of moving parts. There is a bug where once you complete a quest the icon sticks around. So, that’s mostly grunt programming and design.
The porting to HTML can die and burn in a hell of its own creation (likely without text and a bucket full of timeout errors).
I made it over to my the house I’m working on this weekend. I have two bathrooms to tidy up and some work to get the heating/air running. My big project is getting the furnace operational so we can live there year round. I also want to get our master bathroom put together so we don’t have to live in a construction site. You can follow the more nitty-gritty details over on the Tumblr for my house (because that’s how hipster my place is) but I wanted to wax philosophic here a moment.
It’s probably a good time to do a quick check-in. I’m still alive and projects are advancing. Things have just gotten really hectic. I went from having a pretty solid social-work life balance and then the scales flopped hard both ways all at once. I think I am getting back up, though. Here’s the run down.
*Note, I actually wrote this a while back… so it’s late getting posted.
“My name is Daniel and I volunteered to make my teams GDD.”
So I tried making my project on loose Google Docs, Trello, and Spreadsheets alone. I failed. Now I have a Game Design Document. Besides the fact that I feel so accomplished that I think I can just upload it to Steam now, I feel like I am on the path to not-failure.
After talking a lot about game design I thought I would discuss some practical project planning aspects this week. To start I wanted to discuss feature creep and setting goals. One of the most important things we did to help get our studio going was to set a very attainable bar for our game.
So I guess I should make a page on our home site with our current projects listed out with their top news. In lieu of that being created (our website is under construction), here is a brief rundown of what we are currently working on;