1/2 * 2015: Indie stuff, programming and my day job

Spoiler warning: I s#@k at typing on a virtual keyboard.

Its been almost half a year since the last blog post. How the hell i still have upwards of 100 daily visitors is beyond me (and the scope of this post). I’m currently on a train waiting for the last 2 hours of my 6h ride to end. So i guess it’s as good of a time as any to update my blog.

What have i been doing since GlobalGameJam?
Slacking off from my independent development work to put it mindly. Some of you know that i passed along Mutant Gangland to @Thomas and that i hanged up on MOAI and all my other projects. Part of the reason is that i needed to free up some time now that i spend most of it in an office (surounded by cool kats and bunnies). Working @Mobility-Games has been fun and i guess it is as close as I can get to the indie dream without having to rely on noodles to satiate my hunger. Steady pay (and physical colleagues) are a godsend, especially when some days we get to play with real world 3D pixels:

image

Been a fun ride till now and i can’t wait to see what’s waiting around the next corner. (Mobility) work stuff aside I’ve been a pretty bad designer over the past few months. I’m pretty sure i broke most gamedev rules by rolling my own engine (MOAI i love you but i want to learn more), porting the engine to the NintendoDS (not the new 3DS),  embedding Lua and using an archaic openGL version (glBegin/glEnd) + a half-arsed port of it on android. Why? So i can keep doing my own thing without having to commit to releasing and finishing a game, yet still improve a bit of my programming knowledge. Its been wonderful, yet a bit frustrating, working for the DS. Its the first time i ever spent hours knee deep in refference manuals, doing math to try and ballance memory consumption and learning to stay away from high res images with a high bpp (bit per pixel). Ogh and i wrote this little snippet that got half of my followers laughing their way to the unfollow button.

Now if only i could code my way into improving my team work and team related abilities. To this day i cannot hold my own  in a game mechanic debate relying on just words to describe the behavior. Sure, i can hack a pretty good protype to back me up but in most cases no one is willing to wait 3h so i can show them what my words fail to represent. This is an area in which i still have a lot todo.

There is one more thing i’d like to say before i end this non-technical, indie-less blog post: keep an eye out on my twitter feed, we’re about to release a TBS/Boardgame prototype mashup that I have worked on with some co-workers.

Love you all o/

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