Apparently this is an annual blog now

So, in my last post I said I’d try to get a post up soon detailing the state of Cheese and Bacon Games. That never happened…

I said I was working on a BBA in Accounting, which remained true until this fall, when I changed over to a BS in Computer Science (with a minor in Mathematics).

Due to all of this schooling, the company has remained pretty boring. I have actually done a ton of work behind the scenes in the past year, but I don’t have anything particularly exciting to share. Some of that work has been simply ongoing “maintenance” of the company (checking emails, updating website software, tax paperwork, etc.), but most of it has been technical stuff. I’ve continued working on the game engine, and officially declared it “done” some months ago. Since then I’ve made a few small projects with the engine, for fun and to test it further. It currently runs on Windows, Linux, OS X, and Android (oh ya, I ported the engine to Android!) I set up a fancy automated build server, so I can give it the project directory for a project, tell it “Go forth and build this” and it takes care of the rest.

So all of the important engine work has been completed. Beyond that, a lot of not-so-important engine work has also been completed. I’m not going to lie to you, I’ve had a good bit of fun developing the engine over the past 6 months or so. There has been some feature creep. In my defense, a lot of this has since proven very valuable. I’ve created some scripts and programs that automate project setup and the like (in addition to the automated build process), and creating a project with my engine is becoming crazy fast and easy.

At a certain point in engine development, I decided to stop keeping Galaxy Chomp and Hestia up to date. Both projects have been on hold for quite a while anyway, and it was slowing me down a lot. Galaxy Chomp is a pretty big question mark right now, and I have no concrete plans to work on it. I might at least finish the gameplay work on it at some point and release it for cheap/free, because SO MUCH of the work is already done there. I still fully intend on finishing and releasing Hestia commercially someday, because I think the design is solid. When that happens, I will probably start coding over from scratch, because honestly with all the engine work that I’ve done since I last touched Hestia, I believe that would save time and effort. Before I think about coding for Hestia, I want to complete its design (its mostly done, but there are a few large gaps that need to be completely thought out).

I have had some ideas more recently for smaller, simpler game projects, but I haven’t done any real work towards any of them. There is one in particular that I’ve thought out and written extensively for, but its design still needs a bit more work. Maybe over the holidays I can get myself to make a (actually, really) small simple game. Either way, I have some more engine ideas that I’d like to implement.

This post has gone on long enough at this point, so I will bid you all a pleasant holiday season (unless you don’t celebrate any holidays at this time of year, in which case: have a good month!)