Wow, so it’s been a while since I’ve had an update. Life is definitely quite an interesting journey and challenges come in so many flavors.
With all the events of the previous month, I was spending lots of time teaching my children, while trying to maintain a normal working schedule and being an OKish husband and father. With the schedules all on overload, when I did get any free time I didn’t have more energy to work on the game, so instead I took a hiatus to play Heroes of the Storm for the last few months.
However, there’s a slight breakthrough in motivation and I’ve started working on the game again recently. I’ve got scaffolding code for the Boss Jellyfish and I’ve implemented an early integration with Google/Facebook authentication for progress saving.
There are a new set of challenges upcoming in the next few months so there may not be updates again for a bit, but in the meantime enjoy the screeny!
So I’m very excited about the progress that my artists have made and here’s a little sneak peak of the actual model in the game.
It’s super interesting, because when you work alone, it’s hard to keep the forward momentum and often I explain to my friends that I have highs and lows. When I’m in my high I help the kids with homework, practice music with them, wash them up, exercise and then crank away until 1 or 2am. During my lows, I still do all my fatherly responsibilities, but after that I end up just playing a ton of Heroes of the Storm and watching a bunch of YouTube videos or sleep early.
Now when these amazing artists update me with progress, they often come with a requested feedback loop and a “what’s next” on the roadmap. It’s so much easier to keep the energy to go on, even when I’m in a low. While I wish I could find another local partner in crime who would want to devote the amount of time that I do on my own, I’m OK if still happens because people living very far away are getting paid to be part of this journey.
There are also other interesting developments in the core game and I realize I should eventually put up a dedicated site to explain the gameplay, but one thing at a time. In short think idle income generator, tower defense and auto-battler.
To my one to two readers, thanks for following and I hope you’re enjoying these updates!
Dine in some of this awesome cnidocyte action! When 4 Jellyfish tentacles aren’t enough, I’m going for 5!!! Call me crazy!
I am super pumped! After finally hearing the advice multiple times, I decided to finally pull the trigger, spend some cash and hire a freelancer to help out develop some assets. There are some really cool concept pieces in the pipeline, but I’ve still got some work to do before it gets into the game. In the meantime enjoy this preview!
I’m having tons of fun, but I gotta try to stay focused and take advantage of this burst of energy that I have. Here’s some more progress on some placeholder graphics and got some cannons pew-pewing the little mobs.
It’s weird, but all through my life, productivity always came in spurts. I’m not sure how long this round will last, but this time I’m getting an extra burst of inspiration from my children as they love seeing the updates and get really excited as lots of the ideas are being inspired by them.
Hopefully, my one or two friends who still follows me enjoys these updates too 😀
Well, I’ve decided to conclude my journey with Diggem and mark my first game as completed. I started up my second project and I’ve already taken advantage of so many lessons learned and also implemented some unconventional strategies for game development vs what I’ve read in the industry, but worked pretty well in enterprise software.
Regardless, here’s a prototypey video of some of what’s in store!