Should I keep prefacing these posts with a nod to how long it’s been since I last posted?
Quite a lot has actually happened since my last post (which is good, since it was so long ago!) This past summer I had an internship doing bioinformatics research at a university. I’ve continued school, and have just begun my final semester (yay!)
In the first half of 2015, some additional engine work went on, mainly adding support for various Android features and fixing/cleaning the code. Some more feature creep took place at the very beginning of the year, but I instituted a new policy on that, and I’ve finally stopped adding crazy features. I have now gone a full year without feature creep. I developed a couple of small projects: Gravity Vector Field, which was basically just me playing with a gravity simulation using vectors, and Scanner, a program that shows sensor readouts for Android devices.
After the first half of the year, work on the engine actually increased. I moved all of my code from Mercurial to Git, and from Google Code to Github, including the engine. I further improved my build system, and all build related scripts and things are now separated fully from the engine/projects. I did a ton of bug fixing and code cleanup on the engine. I also did something I’ve been wanting to do for ages: separated the engine code into its own library, which my projects can simply link against. This was a massive undertaking, but so worth it. My projects are tiny, and compile instantly. Fixes, improvements, new features, etc. added to the engine are available to all of my projects.
During the fall semester, I had to develop a program for a senior project at school, so I decided to start the process of remaking Hestia. I took a different tact from my previous attempts, and came up with a very compact design for the game which I could implement by the end of the semester. I mostly achieved this goal, and the game is now playable, but not QUITE a fun game yet. I am not done with Hestia, and I wrote very good, optimized code so that I could continue off of the new codebase at some point in the future.
Somewhere in the latter half of 2015, I transitioned all of our computers to Linux. The server (which was already on Linux), my desktop, Aneissa’s desktop, and our laptop are all now running Linux Mint. We both still have a Windows drive for games that insist on it, but this is becoming less of an issue all the time. I have wanted to use Linux as my primary desktop OS for years, and I was super excited to finally take the plunge. Several months later, I am still loving it. Other technology developments (aside from my own work) included a new router (replacing the ~7 year old router we had before) and very recently a mechanical keyboard. I got a Ducky One with Cherry MX browns, and it feels AMAZING. I was not at all sure if these things were just a silly fad or what, but I am definitely sold on them now. I am typing this blog post on the new keyboard, and it will probably be a bit longer than it would otherwise have been as a result…
During the Christmas holidays, I discovered that Hubert’s Island doesn’t really run well at all on modern Linux. This led to me updating Hubert to use much more recent libraries (the same ones in my regular build system). Somehow, this led to me deciding one evening to port Hubert to Android, which I successfully did. It doesn’t run as fast as I would like on my own phone, but I have gotten some favorable reports from people with more recent devices. Then, two days before Christmas, Hubert got Greenlit on Steam! This came absolutely out of nowhere from my perspective, but it was really exciting. I therefore spent a good bit of time over the holidays preparing for the imminent Steam release. That’s slated for Feb 3, 2016 @ 3:00pm Central, by the way.
This semester, I am doing another game project for school. The new game is called Cosmic Runner. It’s a 2D, top-down spaceship game, with an arcade-like feel. You are a smuggler, and must move cargo from planet to planet, avoiding pirates and police. You rack up points (and notoriety!), and just try to keep going as long as you can. I began working on the non-design work for the game a mere three days ago, and I already have a ton done! I specifically designed Cosmic Runner to be even less ambitious than my unambitious version of Hestia from last semester, as I had to cut one major feature from Hestia near the end (the formation and control of armies, a critical part of attacking your enemies!)
If I can manage it, I hope to look at Bit Beast again this semester as well. The major update I worked on some time ago is basically complete aside from a few bug fixes. I have kept putting it off, because I have been unable to fix those bugs. I also considered moving the game to my engine, but that project petered out pretty fast. It recently occurred to me that if I took another look, I might be able to fix those bugs (I like to think I’ve learned a thing or two since I last worked on Bit Beast) and finally release that big update (and get Bit Beast off of my to do list!)
Beyond finishing Cosmic Runner (and releasing it commercially maybe?), completing and releasing the Bit Beast update, and releasing Hubert on Steam, I have a couple of options:
1. Continue work on Hestia
2. Develop another fairly conservative game idea I have that involves a simulation of a zombie city (I am honestly not sure if it would be more fun to work on than for other people to play, which is why I haven’t made it yet)
3. Something else… This option is a cop out, but the above two are my favorite ideas as of right now. I do have some other game ideas that are beyond just “wouldn’t it be cool if”, and one of them could also be a good candidate for developing.
I think I will stop typing now, as this post has grown exceedingly voluminous. I know I might already have a problem with typing too much, but it is just so easy to do with this new keyboard!