EDIT: And here's the second part. I'm now of a resolution to not upload any videos longer than an hour, because it feels cruel to hog more than the average person's lunch break.
Wednesday, July 11, 2012
No involvement by Brian Cox
What time is it? It's Let's Play Manhunter time! And apparently the reason why it took so long is because Gabriel couldn't play it for more than ten minutes at a time without falling into some kind of trance.
Wednesday, July 4, 2012
A Promising Post
Oh look, another post on this blog that exists only so the blog doesn't go unupdated for another lengthy period. I'm afraid all I can do for right now is make promises that stuff is in motion. There'll be another Let's Play once Gabriel has levered himself off his fat arse to record some game footage, 'cos it's his turn.
One of the reasons I've been quiet lately is that I have been working pretty solidly on the Mogworld audio book. At time of writing I've recorded all the way up to page 181 and have been trying to get at least some recorded each day. Hopefully I'll have more news on that sooner rather than later.
I guess I've been in a bit of a creative malaise since I released Poacher. My technique for learning a new programming system is to just make a big project with it and pick things up as and when it becomes necessary, and Poacher was that project for Game Maker. And now I'm all to grips with it - I'm realising that a lot of Poacher was pretty shockingly programmed compared to the techniques I've picked up by this point - I've been groping around for a new project to seize my interest. I've a few ideas, a few prototypes, but none have really kicked in yet. And I still get new ideas all the time. I'm disturbed by how my mind keeps turning to Puppies Hugging Things. Maybe it would work as a sort of Binding of Isaac-style room-by-room fighter except from a side-on perspective OH THERE IT GOES AGAIN.
Part of it is that I'm now of a mind to stop faffing about and make a serious go at turning my solo developments into an actual source of income, so I can at least justify the stupid amounts of time I tend to sink into them. What with Steam and tablet/mobile devices it's never been a better time for the small one-to-five-dollar solo-developed indie game to get around. I've been making eyes at this Game Maker Studio thing, lately. It would, however, mean having to get around my non-existent business sense.
One of the reasons I've been quiet lately is that I have been working pretty solidly on the Mogworld audio book. At time of writing I've recorded all the way up to page 181 and have been trying to get at least some recorded each day. Hopefully I'll have more news on that sooner rather than later.
I guess I've been in a bit of a creative malaise since I released Poacher. My technique for learning a new programming system is to just make a big project with it and pick things up as and when it becomes necessary, and Poacher was that project for Game Maker. And now I'm all to grips with it - I'm realising that a lot of Poacher was pretty shockingly programmed compared to the techniques I've picked up by this point - I've been groping around for a new project to seize my interest. I've a few ideas, a few prototypes, but none have really kicked in yet. And I still get new ideas all the time. I'm disturbed by how my mind keeps turning to Puppies Hugging Things. Maybe it would work as a sort of Binding of Isaac-style room-by-room fighter except from a side-on perspective OH THERE IT GOES AGAIN.
Part of it is that I'm now of a mind to stop faffing about and make a serious go at turning my solo developments into an actual source of income, so I can at least justify the stupid amounts of time I tend to sink into them. What with Steam and tablet/mobile devices it's never been a better time for the small one-to-five-dollar solo-developed indie game to get around. I've been making eyes at this Game Maker Studio thing, lately. It would, however, mean having to get around my non-existent business sense.
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