"November Is Awful" was the name of an event I proposed to my game dev inclined friends. The aim was simple: to work on our games as much as possible through the dismal month of November. Everyone was (and continues to be) at different stages of development and so there were no clear goals or deadlines. That didn't matter, I just wanted everyone to get that little bit closer to completing their first game.
However, I gave myself a little target to aim for. I planned to release an early InDev build of Aubergine by the end of the month; something for my friends and family to play (and to showcase where I was up to).
November has finally drawn to a close and I'm afraid there's no early build of the game to be enjoyed right now. Things got a little too hectic the last couple of weeks and whilst I've done a lot of work on the game it simply isn't at a stage I'm happy to release just yet.
So, I propose a new goal: an InDev build released first thing 2015.
I have a few days before I start my new job in which I plan to do a lot of bug fixing, gameplay tweaking and artsy stuff!
And speaking of artsy stuff....
Perhaps this is a little presumptious/optimistic to say before starting a new job (or rather, before knowing what impact it will have on my time and energy), but I'm going to be updating this blog a lot more frequently with some art & design posts. And remember those analytical musings on video game design I was talking about months and months ago? Well those are still a thing! Upon revisiting my writings I decided that they would work better as analytical video presentations and so that is what I'm aiming to do with them.
The first video will be on Sonic The Hedgehog, game focus, transitioning into 3D and why people hate Sonic Adventure for the wrong reasons.
I might post some shorter rambly pieces here, though. Anything that doesn't seem substantial enough to warrant a video.
And so, I enter December with a lot of work to do. Wish me luck!
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