Reflection on 2013

Happy New Year 2014

So 2013 by all accounts was a pretty good year.

I managed to get 4 games made. 3 of them nice enough to show to the world,

Android development with libGDX and Spriter,  IAP, and in Game ads.

Then I touched Unity, and having spent 11 months doing low level things it’s starting to grow on me.  I still have ‘trust’ issues with letting the engine decide how to render things, but it seems to be doing everything I can throw at it.

OneGameAMonth was a success as well, the focus on small things really helped figure out what can be accomplished in a month.

In fact I’d say that that was probably the best takeaway that I learned in 2013.

A month, is not a lot of time.  Add in an active family to help raise (play with), freelance work, and a very full time job and I can measure game development in hours per week.  So the games I actually finished in a month were actually in the 40-50hr range, so a LD48 game a month essentially.

I’m pretty proud of Candy Goblin and War Mages, they’re pretty entertaining, but I really think that they could use another 6 months of polish to make them good.  War Mages might get that at some point, but really, if I only get 400hrs (optimistically) of development time a year, spending them on a project I’m not REALLY excited to be making feels wasteful.  So It’s time for a bit of focus and revisit something that I’m excited to create!

Luckily in 2014 1GAM has expanded to where playable milestones qualify, which leads me to the next post 🙂