2016 was a big year for me personally/professionally. I left a job that was draining me in February to pursue video game development. I said at the time if needs be I’ll find some kind of work come January, although in June I got offered some part-time work that was still not in a field that I wanted to be in, but helped keep a roof over my head. Two steps forward, one sideways.
However, I did release my first game (Robbing HUD) back in August. Work on it started around May and I decided to try and do a simple self-contained idea to start and finish something. It was a great feeling to finish that (even if I never got round to the Mac port as I don’t own a Mac) and it taught me a lot about aspects of Unity, but also general project planning.
Since then I’ve begun working on a visual novel with some friends. Making decent progress with the programming side of things and we’ve pretty much got the story side sorted. We’re writing it in Ink and I’m trying to build tools to then more easily build interactive fiction stuff in the future. Had an idea for a small game recently and might try and do that soon.
In 2017 I’m hoping to release the games mentioned above and I also want to do more art. Spent a lot of the last few years on the programming side of things but I want to try and do more art. I’m out of practice and I know I’m going to be self-conscious about that, but I need to rip the bandage off. Similarly, I’d like to do more writing. Did some for the game mentioned above and felt great to exercise those muscles.
One thing I did achieve in 2016 is to keep this updated somewhat regularly. No more posting every year saying “I should post more”.
All in all 2016 wasn’t too bad for me personally (let’s ignore what happened in the world), and I hope 2017 will be the year things really take off for me professionally.
My very first completed game is now available to purchase!
A year ago I posted on Facebook “Oh screw this. Who wants to set up a studio?” I can’t recall what drove me to that, but the outcome has been good! A lot of people seemed interested and that’s still ticking away, but in the mean time I’ve been working on my own stuff and after some last minute crunch I managed to get Robbing HUD available for today to mark the anniversary.
It was always meant to be just a little project to try out some stuff but hopefully it’s at least fun and entertaining in some capacity. I’ve learnt a lot along the way so that’s all that really matters eh?
Hoping to do a few more little projects (even smaller than this) to try out a few ideas and get to grips on some stuff.
You can find out more about the game and download it from the Robbing HUD page. Price is completely up to you.
If you give the game a chance let me know what you think. Would love to hear any feedback you have.
It’s great to finally have something out though. All those years of playing games and now I made one! That’s kind of weird, but really cool and exciting. Hopefully the start of many more 🙂
So tomorrow Robbing HUD launches and this is my last minute checklist of things to do tonight after I finish work.
It’s just lots of little things but didn’t want to forget any of them!
Got some feedback on Robbing HUD from two of the people that agreed to test it.
There was some really useful feedback on the balance as that was one area I really wanted to get some feedback on as I was very much just playing to test if things broke when I played it.
There was also useful feedback on the overall difficulty. I always wanted it to be challenging, but seems it might be unfairly challenging. The difficulty apparently ramps up too quickly and the maths quizzes become undoable in the allocated time. In addition to this information wasn’t clear (such as which jobs would earn more/less money).
Now I’m trying to decide where to go with this. I intended the game to be a quick simple project just for the sake of having something out there and I could tidy up a few bits and get it out quickly. I always ended to release it as a set your own price kind of game so I wasn’t too concerned about it being ‘perfect’ (or near), but perhaps I should consider spending a bit more time just tidying up a few bits so at least it plays better.
On the one hand I don’t want to labour too much over what was intended to be a rough quick project, but on the other I don’t want to ignore the possibility of improving things after dedicating a bit more time. Think I may try and do a half-way between those two things, just need to figure out what that half-way would contain.
Just gone through and listed 12 changes I would consider (others are worthwhile, just not in the scope of this project). Seven of them are small changes that will be implemented and now I’m just trying to figure out how much time the other five would take and what exactly they would entail (as they’re not simple “change this to this” kind of things but additions of features or significant changes of existing ones).
Was having a clear out the other day and found this draft design for Robbing HUD I scribbled on the back of an envelope. I think at this point I was considering it as a mobile game hence why the screen is smaller and only focused on one thing at a time.