Archive for month: April, 2014

Third Time A Charm

08 Apr
April 8, 2014

Things you think are trivially easy until you do them : GUI design.*
Things which you’re going to realize that you’re totally crap at when you actually try them : GUI design

(Click to make bigness)

On the plus side, my UIs look a LOT better now, and I’ve leveled up my design sensibilities a fair bit. On the down side, I’ve redone each of these bloody screens 3 or more times now. :/

Oh well.

Heh, it still amuses me how eye-scorchingly neon green my original UI was. Look upon it in horror (but not too long, you might burn out a retina).


* Amoungst many other things.

Great Zeus! It’s a (not really) new Age of Mythology!

03 Apr
April 3, 2014

Well, it’s really just the old Age of Mythology with a new coat of paint.

Behold! Spiffyness!

Where all mah Egyptian Lazer Crocodiles at! Lazer croooocccss!

Ok, sure, I also want to see these genres revitalized with new, exciting blood rather than just repackaging old classics, but…AoM is one of favourite RTSes from the days of yore. So I’ll take it!

As Microsoft knew I would, those bastards.

Economics, History and Star Wars

02 Apr
April 2, 2014

Ran across this interesting post while browsing, thought I’d share it. It’s on economics and history as viewed through the lens of Star Wars. But most of all, it’s about viewpoint.


Oh, and if you can get your hands on the book he mentions, Economix, I highly recommend it. It’s basically a history of the development of economic thought in comic form, far more interesting than it sounds. I studied economics for 2 years in varsity, and that’s the best, most engaging and easily digested work on economics I’ve ever encountered.

Over The Hill

01 Apr
April 1, 2014

They say the last 10% of a project is the hardest, and that’s certainly true.

But I’ve also found that there is a tipping point. It’s like pushing a boulder up a hill. You strain and you grunt and you push that sucker up against gravity and your own desire to just say “fuck it” and have a lie down. And there just seems to be no relief in sight. But somewhere along the line, you crest that hill. And then, without noticing it, you’re over the top, on the other side, and it feels like the project takes on a momentum of its own, picking up speed and pulling you along with it, like it did in the beginning when everything was fresh.

I’ve hit that point again with System Crash. The decision to do some major reworking was, honestly, a bit demoralizing. It’s like burning every drop of energy in you for the final stretch of a race, being right in front of the finish line, and then having that finish line suddenly teleporting a few hundred meters away. Wrenching.

It’s been hard to retread code/design I thought I’d finished. Hard to dredge up the motivation. Hard to find a third wind.

But I’ve crested the hill again. Everything’s coming together, motivation is welling up without effort, every day I sit down eagerly to tackle my dev list. System Crash is almost feature complete, now. Seven tasks remain on the list, which I hope to complete by the end of this week. Then it’s a month of revamping the content of the campaign and commissioning new art for that content, followed by a month of packaging it all up for sale and prepping marketing. I’m aiming for release in June.

And then it’s done. Two and a half years of work, fifteen years building toward this moment, to releasing my first commercial game. What a ride. Whether it’s a commercial success or not, I have done what I set out to do, and built something I’m proud of.