2016 Update

Hello one and all!

It’s been a long time since the last post and I felt it would be a great opportunity to update you all on myself, DevPact, and Virtu’s current project.

Me
Recently I moved to Berlin and I have been working at YAGER since January. It’s my first ever AAA gig, and it’s been wonderful. The different styles of almost everything based on the size of the project is really surprising.

yager_logo

Our major project at the moment is Dreadnought, a class-based space arena shooter. My responsibilities revolve around everything ‘Live Design’. Balancing, feedback collection and response, tweaking, analyzing, and designing existing and new features for a game that’s going to be running 24/7 for many, many years.

dreadnought-3

Much of my previous experience at Substantial Games and EA Playfish revolved around this style of game, and I’m looking forward to being involved with our community and encouraging a more ‘open dev’ approach to AAA F2P PC services. Exciting stuff!

An interesting side-note is that every game company I’ve worked at has been completely different… Facebook games, Casual Mobile games, Hardcore Mobile games, and Hardcore PC games. I’m looking forward to entering this extremely different sector and deciding which type of company I prefer and which type of games I want to design.

 

DevPact
Myself and Chris left China at a similar time and while we are still in touch, there’s definitely a lot less peer-pressure to keep up with DevPact’s original posting and content frequency. As of now I’m assuming it will linger around untouched til the end of time. All content I would be producing there I will now just be doing on here, my original site!

igf_pact_white_on_black

 

Virtu
Having such an extended break between pausing Ventura, starting a new project, leaving Berlin, then starting another new project has changed things drastically for Virtu and my own personal independent development.

Ventura is near and dear to my heart, but multiplayer is something I’ll have a very hard time sorting out and the game itself becomes extremely complicated from a coding standpoint when you take into account that every Hero has 4 unique abilities. Before it went on hiatus, I was somewhat building an engine to enable me to bust out loads of possible Ventura heroes… but as I came back to look at the project a couple of months later, it dawned on me that the work needed to make Ventura a mildly exciting game was humongous. Like most multiplayer strategy games, it’s designed holistically and building a vertical slice of content in order to get feedback would take a very, very long time.

Welcome back to Haft
Ventura

Since arriving in Berlin I’ve started a new project with a new mentality and new set of goals. Before I was setting up Development Pacts with my friends to force me to work hard. I was hoping to enter IGF 2016 and ensure that every second of my part-time indie dev was working towards a greater goal. I hated it. I was beginning to detest the whole idea of indie game development so I’ve taken a step back and calmed down.

My latest project is being built very casually. I’m not super stressed about whether the scope is too large or not. I don’t care if it’s commercially viable. I’m not aiming to blow peoples’ minds with an intense multiplayer combat experience.

I’ve got a simple question that I want to answer… how would a Turn-Based RPG work in a Civilization style 4X feature set?

It may not work at all. It may be amazingly innovative… all I care about right now is answering that question. I’m not going to get stressed about it, I’m not going to beat myself up, I’m not going to hype up the idea that I’m fighting for awards or all that crap that’s way too far out of my reach at this point.

It’s liberating!

This project is being called ‘Fellowship’ at this point. When I feel like sitting down and explaining what the hell it is, I’ll make another post on here and set up the Fellowship category.

the-lord-of-the-rings-the-fellowship-of-the-ring-wallpapers-5
The only hint I’m giving about Project Fellowship

For now I’m just enjoying life, enjoying work, and enjoying tinkering around in Game Maker.

Since last posting, I also entered Ludum Dare 34 with the best game I’ve ever built myself; Slum Runner. In a way it saved my indie-dev life.

logo

I’m insanely proud of it so please give it a spin if you see this and let me know what you think.

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