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Michael's Blog Bytes
Dec
25

Merry Christmas and Happy New Year

Just a short note to wish everyone a Merry Christmas and a Happy New Year.


 
Nov
01

Progress Update – November

My development system outage last month really screwed up with plans. To my (sometime) amusement, first the power supply of my PC went AWOL. When I got that replaced (took a week since it was still on warranty), I then found out that my graphics card was entirely shot. So that went back to the producer (under warranty too), and since I did not want to waste any more time, I immediately purchased a replacement. Unfortunately, this brand new graphics card was itself defective… Finally, after a good deal more back and forth and lots of work on my PC and yet another new graphics card, I finally got everything working again.

The bottom line was that development stood still for about two weeks, which means I am that far behind my planned schedule. It did give me time to do some design work on a new project I would like to do (more on that when I have something to show), but everything else (i.e. Imperium) is thus pushed ahead in time.

Before I turn development effort to other things for a while, though, I intend to complete the Port Attack feature in Pirates and Traders. I am also looking to release a “Gold” version of Pirates and Traders. Currently, I intend it to be the same as the free game, but without ads and with a larger choice of starting ships for those who want a challenge (e.g., try starting with a pinnace). If you have anything that you wish could be included in a gold version (that does not hugely affect game balance), let me know. And lest I forget – thanks everyone for helping the game become such a success as it has been (passed 100,000 downloads about a month ago). I hope that I can continue to make the game worthy of its fans.


 
Oct
03

Progress Update – October

Well, that was unexpected. This weekend, the power supply unit of my development PC suddenly decided to die (well, I suspect the PSU – I’m still not 100% sure until I get a reply from the supplier). Fortunately the PSU is still under warranty, though the unfortunate side-effect is that I have to wait for the damaged unit to reach the supplier and a replacement to be sent to me, rather than simply going out to buy a new one.  This could easily take at least a week.

Which is crap – even though I take regular backups, they’re not easy to access from any of my other PCs (which run Linux). In addition to which, the last backup is a week old, so going to the effort of recovering the backed-up data is probably not worthwhile since I hope to have a replacement PSU before I would have redone the “lost” work.

Fortunately I can still do some work; I’ve got a bunch of quests for Pirates and Traders that need writing, and I actually have a completely up to date copy of Imperium available, so I’m also doing work on that. Which is nice – I haven’t really had time to do as much on this as I would like to as P&T has dominated the past couple of weeks.

Currently the plan is for a couple of big iterations on Pirates and Traders this month in order to add the main missing features, followed by a pause on major development (I’ll still be adding quests and doing smaller bug fixes) while I evaluate what to do next. In that period, I will be focusing my development effort on Imperium, and hopefully will be able to advance that to a point where I know where that project should go.

Thanks for reading – and thanks for playing.


 
Sep
01

Progress Report – September

Still struggling to find time to keep the blog updated, as you have no doubt noticed. Well, such is life sometimes.

Work on Imperium has been very scarce for a period. The main reason is that Pirates and Traders has been occupying most of my development time. When you have around 75,000 users downloading a game, you get a fair amount of e-mails, comments, and feedback; I try to respond to everyone. It’s also not a “complete” game yet, in the sense that I’ve added everything to the game experience that I originally envisioned; I still haven’t implemented Crew members, Port attacks, or any of the major adventure storylines that I have planned for the game. Add in all the excellent ideas that have been proposed by the active players (both on the forums and in mails), and I probably have work in this game for at least another six months – if not more.

I would be lying if I said that I haven’t considered simply dropping the Imperium project over the past few months. However, I have done so many endless iterations over the basic ideas, that I am loath to not do something with it. I still think the world lacks a good Ancient strategy game, and while the concepts I am working with now are much simpler and more streamlined than my original vision for the game, I still like the ideas and the design and think they are worth playing. Thus I still plan to try and split my development time between my mobile and desktop projects for a while yet, and see where I stand at the end of the year.

So many games to create – so little time to create them in.


 
May
24

Progress Report – Summer

The past months have been very busy ones – taking care of a toddler eats up time. It also makes it hard to get in the kind of concentrated periods of work that I thrive on, and work on Imperium has suffered as a result. Not being the type who is able to run on idle, I have instead focused my efforts on work that is a better fit to the reality of the work conditions I currently face, where I can do work for an half-hour here and there, as well as being able to run tests in the oddest of circumstances. In short – developing for my Android phone. This has resulted in two games so far – A Brief History of Rome (a port of the Java stuff I released last year) and Pirates & Traders.

A Brief History of Rome is pretty much done (though I still have some improvements to the framework that I plan to incorporate), but Pirates & Traders is a concept that I intend to expand on further.

Where does that leave the Imperium project? Although the actual code work I’ve done has been less than I had hoped, I’ve actually done a lot of work evaluating and working on the core game mechanics, trying to figure ways to streamline the design even further. In some ways, I am actually more optimistic about the game than I’ve been for a long time. Finding time to work on it is a problem, but I remain committed to getting it done in some form. I am hoping that I’ll be better able to structure my time (and thus be able to work on Imperium more consistently) once the little one enters daycare after the summer.

I will also try to return to regular monthly updates from now on. Until next time, have a great summer.


 
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