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Screenshot Saturday Delayed.

Well Friday the 15th was the halfway mark in the Slick contest.

I was hoping to have a glorious screenshot bonanza after a few more hours of work showing the completion of the core mechanics.  I’m  that close to having the functional workings of the gameplay.

Then mother nature decided to throw a hissy fit and bounce the power to the house 20-30 times in about an hour.  This, it turns out,  is bad for hard drives.  The surge protector did its job and the only damage was an irretrievably messed up FAT table on the primary drive.

So, time to re-install Vista…  followed by 2 days of patching and re-installing applications and now I’m basically back to where I was before..

On the upside, it was a wonderful weekend of just chilling with the family and going to bed early, and I know for sure now that my Backups are working.

So here’s the short list of things for basic feature completeness:

  • smooth interpolation of the tick based movement.. there’s hiccup in it currently
  • add dialogs for succeeding and failing enchants
  • get the ‘record’ mode of the solution to not mis time the first bolts
  • add splitters
Time to get to work!  well.. after work work that is..
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Screenshot Saturday

Managed to get the web editor exporting tileframe data nicely, and with a few modifications was able to get TGB to import the new map data and render the maps in the existing tilemaps.  🙂 yaay.

New tilemaps in Game Engine.

Now if I can only find out what makes it crash when you touch the mouse……

*scratch head*.. well at least it’s progress..

Oh and we have new and very awesome epic in-game music now from www.indiegraphics.net

So it’s  been a good week overall.

[Edit::]  Found the Crash.  it was to do with the checks for various player positions on the tilemap for shooting.  Which is totally obsolete, due to the new tilemap, so it was crashing.

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Milestones

Pardon me while I ramble..   if you get bored you can pop over to the map editor and play around and let me know how it performs for you (IE users, don’t bother), and saving is disabled.   This is essentially me trying to externalize the process of development that seems to work for me.

It’s easy to get lost, sidetracked, disillusioned, or just plain worn out when embarking on a massive self guided project.

Even when you feel like you can just keep working on a project forever because you have so many ideas you risk it all if you don’t know what the final product is going to be.  For example, the megahit Minecraft was in development for over a year and sold close to a million copies before the guys at Mojang finally sat down and decided what they were actually making.   I’d wager if it hadn’t been for it going viral, it would have wound up just another of the tons of  half finished abandoned indie projects that litter the web because they didn’t know what they were making.

On the other extreme, there are just as many abandoned overdesigned, super perfectly detailed design documents for games that will never be created, scattered all over the internet as well.  Potential games that were literally designed to death, go dig around on sourceforge and you’ll find hundreds of em in ‘planning’.

So what’s an indie developer to do?

Frankly, I’m not sure.  I know what seems to work for me  (so far), and that’s self imposed milestones.

Now let me clarify a bit.  I’m not talking about your usual development project, spec sheet loaded, time and budget allocated, cut your funding if  you don’t make it milestone.  That’s for a different type of development, not a creative endeavor.  It has it’s place, but not here.

What kind of milestones?

I’m talking more of a softer, moldable, flexible type of milestone.  You take one, you work on it, do whatever you want withing the parameters specified, and when you’re done you have real tangible progress.  Then you pick another one that mirrors what you’re in the mood for.    That’s key for me.   When I get to the point in a project where I don’t have a choice in what I need to do next and don’t want to do it , I get distracted. (see the Mutant Sheep Eat the Earth!, game… it’s pretty much stalled because I’ve worked myself into a corner where there’s nothing exiting left and I’ve gotten totally de-motivated  (psst it’s not dead.. just hibernating in my subconscious.. I have plans percolating.))

For example, by the time you’re reading this, I’ll have wrapped up my latest milestone for BSDDoD! which was ‘Build a web based editor to let me edit game elements and export them into a flatfile for use in the game in 20 days.’

Flexible task definition

That’s it for the definition of it.  I didn’t have any other notes or plans other than I knew the map size has to be 20×20 due to memory constraints of the final 10×10 grid of 20×20 maps that the game will happen in.  I could go as feature rich and as crazy as I wanted to, but I always kept a mental track of trying to hit the date or at least get as close as I possibly can.   I didn’t even know what I was going to write it in (jquery, cakephp and custom javascript if you’re interested, it almost wound up a desktop based Python application or java applet)  I didn’t pre-plan features other than the map size.  This let me actually create and explore while working on it.

I really try no to make too many choices that will force me to wind up in a position of having to determine things for future milestones.  Now of course it’s inevitable that there will be some overlap, but striving to make each milestone into it’s own creative endeavor keeps me interested in the long run.

Know how long you can stay focuse… ooh look shiny!

I know how long my attention span is, and how long I can proceed with certain types of tasks before getting bored and I make the milestones accordingly, and I try to have a couple of milestone choices available to choose from, so if I’m in the mood for more coding I can do that, or if I need a break and switch to art asset creation, planning, music etc those options are available for me.

So my next choices for BSDDoD! milestones are:

  • Coding, Import map data and generate levels in the Torque Game Builder engine that alpha 4 was working in, 7 days
  • Art, Create Door, wizard (basic wand and arm) and basic creeper art assets, 14 days.
  • Design, come up with different enemies and concept art and various powerups available in the witch’s shop, 14 days.

Time is relative

Now you’ll notice that my ‘days’ have very very very little relevance to normal time, this comes with having a 1 year old, and a fulltime job, an art site and business to help launch  and some awesome swiftthought.com development work that all take priority.

That’s ok.  I’m fully aware that this 6 month project is already in it’s second year and I’m ok with that.

I can see progress being made.

I can see what  I need to do, to get there.

I still have to make up how to do it.

I can see the milestones all the way to the end.

I have no idea of  what all the things I will have created by the time I get there will look like.

That’s damn exciting.

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Back To Torque

It has been a few months of crazy development environment ping-pong around here, but things are beginning to settle down.

Back in November the guys over at GarageGames.com announced they were shuttering the InstantAction team and that generally the outlook for all of Torque seemed really bleak.

So with the future of my development tools up in the air I did some research and started switching over to DarkBasicPro and then in tandem, the day job necessitated a crash course in Java.. which lead me to Slick2d for Java, which I’ve also done some poking around in now.

The problem is that they both (Slick and DarkBasic) seem to magnify the deficiencies of the other.

DarkBasicPro is EASY, and Fast to get prototypes up and running in. It’s also Basic, that means no objects, no event handlers, and scoping variables is fast and loose, ex arrays are always Globals.  And no garbage collection, premade main loop or GUI tools, so you’ve got to write that yourself.  However the community is FULL of snippets and other pieces of code so you can cobble together a nice utility library in a couple of days.  Oh and it supports 3d and shaders etc.. for that reason I may come back some day.

Slick2d, on the other hand, is 100% object driven, with all sorts of good things that come with that.  Tightly scoped variables and inheritance etc etc also make it really powerful and clean to code in.  It is, however, not easy or fast to throw together a prototype.  Especially since there isn’t much of documentation other than the auto-generated API docs.  Throw in some of Java’s memory limits and stuff and it gets pretty cumbersome fast. It’s got a nice state-based game core and main loop that works really well… once you find it.

I wasted too much time on both of those only to realize that I miss Torque Game Builder.  It’s not perfect, but it is very much a nice place between the two.

So, I’m really happy for the guys at GarageGames.com when they announced they’re Back! And T2D is still alive and kicking.

Now it is time to install the latest version, get tweaking on the Blood Soaked Deadly Dungeons of Doom! and get this whole thing back on track!

I’m still doing the whole Java Android development stuff, and that’s been making good progress as well.  Hope to have more details and maybe a screenshot or two by the end of the month. *cross fingers*

Oh and Wenderflonia is going to be getting a minor facelift and its own Online Shop by Mid Feb and a couple more freelance projects should be wrapping up and I hope to be able to refocus my energies a bit more on development.

And to wrap it up I’m going to try and end every post from here on out with….

What I’m Playing:

  • Minecraft – indie game, sandbox phenomenon.  If you ever wanted to play with legos, build anything, explore a world this is the game for it.  We’re documenting our latest travels here http://blocklandtravels.tumblr.com/
  • SpaceChem – puzzle game of the year  all time.  It’s fiendish and guides you into an extensive set and before you  know it you’re inventing solutions like this (my you tube video of a solution) The stats comparison lets you know how you stack up to everyone else and is absolutely addictive to optimize your solutions.
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New [Year, Goals, Work]

Wow, did that holiday season just fly by or what?

Well 2011 is here and has hit the ground running!

Already have the first several consulting projects up an in progress and have been doing some fun development stuff.

As the little green android above may have hinted at,  there’s a new platform of goodies in development.   I’m currently coming up to speed with Java and Android development… The first tiny title is coming along…. albeit it’s a lot of trial and error and research into getting things working properly.  Additionally, I’ve discovered Slick for Java and it’s seeming to be a nice and easy framework for LWJGL applications (ie .. games) …

Other than that.. it’s been a bonanza of games and fun.  Most notably  Minecraft.

We’ve got a mini server running on the laptop nearby and a couple of us have been building and exploring.  Hands down 2010’s game of the year for me.

A shot of the spawn area on our minecraft Server.

Anyway.. no new years post would be complete without some resolutions…

1 – Paint more.. I will finish my 2 oils, finish the 2 images in the elementelves series and at least two more pictures this year.. that’s one per every 2 months.

2- Finish the art on the Mutant Sheep Eat the Earth! game and get  a handful of decks out to testers.

3 – Launch an Android title on the marketplace

4 – Loose 25 lbs

5 – Enjoy the baby and cherish the family.

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Not dead, just busy.

Too many things and many small projects being done.  I’m looking to get an end of year update up.  Until then, its nose to the grindstone and wrap up the last two freelance projects of the year up.  Oh and learn android/java in conjunction with the day job.
Which is actually turning out to be fun, but was getting confusing learning on top of darkbasic pro so I had to put that on hold for a bit.

Which sucks. A lot.

All in all the projects and the baby have completely decimated all my personal projects for now… but I’ve got a list and totally plan on kicking butt in the new year.  Maaybe I can squeeze out a painting before the end of the year.

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Don’t look now, but that kinda resembles progress

Ok so it’s not the groundbreaking massive “woo it’s done!” Kind of progress, but it’s a start.

Quake con was a great fun filled event, with me and Parker spending 2 long days blowing stuff up to our hearts content.   We’ll be heading back next year for sure.

So that progress thing?  Swiftthought games is real now, has all sorts of business stuff and is paying for it’s own hosting etc…  I’ve got a handful of jobs wrapped up or 90% there, with hopfully a couple new ones (potentially including an actual web game) coming down the pipe. 

And! I’ve got some progress on the Mutant Sheep Eat The Earth! made as well.  several new cards were finalized, text revisions made, and the website is getting there.  Also thegamecrafter.com has updated their production pipe so soon they say they can offer tuck boxes and full color instructions.

And all the meanwhile, I’m discovering that playing dad is a lot of fun and continually exhausting. 

This weekend promises to be quite productive and the future remains as unpredictable as ever, which is half the fun.

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Reboot

My how time flies when you’re busy!

In fact it’s so easy to forget to keep updating the blog when you’ve got real projects that need to get done. Luckily I’ve got a good pace of things going and seem to have settled into a nice routine which keeps GFW from going insane and keeps the freelance work getting done in a timely fashion.  However it hasn’t exactly left a lot of time to spare for pet projects.

I need to get back to doing what I need to do.  I need to make stuff.  It has been too long since I’ve made something. (and I’ve got to finish those dang oil paintings!)

What Have I Been Doing?

So for posterity’s sake let’s do a quick re-cap shall we?

  • Consulting work = good.  Got a nice workload of it that’s just about ready to wrap up.
  • Swiftthought Games is now a real entity (ooohh!)
  • Banking stuff is set up.
  • Mutant Sheep Eat the Earth! is down to 40 illustrations to go. Then a get a new proof set to do a couple rounds of playtesting.
  • Baby is cute and a handful.
  • I wish I had time to paint!
  • Wenderflonia’s store is almost ready to go.

Time to get rolling!  First priority, finish the MSETE! website and illustrations.

I’ve got an Idea percolating for a smaller board game that I need to make a quick playtest mock of.

Oh and if you’re interested in game design in general you need to see this http://www.gdcvault.com/play/1012259/Train) (you might have to register but it’s free)

What I’ve been Playing

  • Starcraft II – so apparently has everyone else on earth.  It’s very good if a bit old school.
  • Elemental – been playing the betas, it’s come a long way in a very short time and the release version promises a nice Master of Magic type fix.
  • Minecraft – highly addictive and still early in development.  Mining and building and monsters. There’s a couple free old versions available to play, but the latest alpha builds are only available if you buy it (around $13 but going up soon)
  • Bejeweled Blitz – 60 seconds of crack in a pretty match 3 shell.

But first

Quakecon! this coming weekend.  Me and Parker are heading downtown for 2 days of massive lan party goodness and whatever else there is to see.

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Work Work and new hobbies

So here we are once again.  Another couple of weeks gone and the list of things I’d hoped to get to and deadlines for my pet projects are but fading memories.

Remember that ‘SUPER PRODUCTIVE MEGA AWESOME WEEK?!!” a couple weeks ago?

Well it turned into 2 days of productive (freelance work and 6 sheep done, not bad) 1 day of errands and chores, a day of packing an dinner with the parentals for doggie sitting and then I was off to see GFW, Parkzilla and Baby J at the other grandparent’s for the weekend.  So yeah.. not so productive.

However, let’s not dwell since it was an awesome relaxing de-wired weekend and thus worth it.

Wenderflonia.com Business Card

So since then.. Freelance stuff picked up speed and culminated in a long work full weekend this weekend, but I’m almost caught up 🙂

But (and this is the exciting bits!) I’ve fallen in love with Oil Paints (the water soluble oils, for the ease of cleanup and fumes)   So below are some pic of the second piece in progress, and I have plans to do a collaborative piece with GFW, which should be interesting.

So the theory is, I want to be working on around 3 pieces at a time,

One in polishing phase:

The Polishing Phase Just Started

One in the ‘ugly’ mid stage:

Deep in the ugly stage

and one at the beginning roughing, concept stage.

[No pics yet]

And here’s some pics for posterity’s  sake.

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Old Wars and Putting the Sheep in Gear

Well summertime is here and that means it is time to kick things off and do stuff.

No Really..

I’ve been pretty stuck in idle for a while but a couple little things have started getting some traction.  Granted the freelance design work has been pleasantly steady which helps alleviate the guilt. 🙂   But really there’s been two projects that have gotten me going again. (ok, that and the baby finally deciding on a sleep schedule so there’s actually a couple hours that are useful on a regular basis doesn’t hurt either)

First http://www.beautifulbasics.com is up and running. It is still in its infancy but between me and GFW (whose site recently good a lovely makeover) we’re hoping that it will grow into a thriving community about family,tradition, and living a simple healthy lifestyle.

Second, I finally cracked open my tubes of winsor newton water soluble oil paints, they dry like oils but you can thin em with water instead of turp. It is a nice change from the usual acrylics and I absolutely love the drying time. The only downside so far is the color change while the water evaporates is going to take some getting used to. So the paint seems to dry in two stages, first the water evaporates leaving the darker pure oil color behind, which then takes the usual few days to dry.  Oh, and the cleanup with soap n water is a snap and the fumes are nowhere near as bad as old fashioned oils.

Distractions and Games? I’ve got plenty, but primarily playing Red Dead Revolver on the 360 and the indie strategy game ‘Hegemony, Phillip of Macedon‘ are tying up most of my mental breaks.  That and I’ve got to get a full day to get some people together and play a full game of Arkham Horror.  I will say that the Hegemony game is a wonderful new addiction.  It’s an absolutely massive undertaking for a small indie game company to make.  While it’s got some clunky features, it more than makes up for it in innovative new features that are sure to be copied by everyone else (Total War guys I’m looking at you) .  Unlike a lot of other Real-time Strategy games there is an emphasis on maintaining supply to you cities and units on the march that makes for a good time.

So, how does this lead me to getting my backside in gear and get cracking on the damn sheep you ask?

As luck would have it, GFW is taking the kids and heading west for a week come this Friday.  That’s going to leave me with a lot of downtime and I’ve got plans to make the best of it.

In theory, a bud will be coming by for some programmy consultanty help and if that happens that’s cool and that will probably take a couple hours every day but hey money talks 😉

Other than that I’m attending Akon (as a guest this year) Saturday; building an initial pass at a joomla website for a client; and designing a 1 page sheet, hopefully all this weekend.
So in theory, that leaves many hours are available every night next week for some serious sheepage! Oh, and I plan on blogging more (daily?) updates.

Let’s see how things work out, but hopefully there will be a ton of progress to report very very very soon.

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A sheep a day

Short update on sheep development.

For the last week I’ve been maintaining an average of finishing a sheep a day.  As of today I’m racheting that up to 2 sheep a day with the allowance to either work forward or catch up as needed on weekends.  However, at midnight every Sunday 14 more sheep will be completed.

This puts me at 31 days for the next round of beta testing.  Give or take a day or so for a pass on the card files and rules to get updated with the more updated rules from the existing rounds of playtesting.

I know, 2 cards a day doesn’t sound like much.. but it’s probably going to work out between 1 1/2 to 2hrs a day.  Which, with a 2 mo old baby and normal household duties and freelance work piled on top.. It’s going to be a challenge and I forsee several late Sunday night cram sessions in the not too distant future.

However, tonight, I’m on top of the world and on schedule.  Which feels damn nice.

Some quick random notes from the gaming world.

http://www.frozensynapse.com/ is a fun turn based combat a-la X-com but with the whole future retro graphics vibe.  Games are very quick (5 -10 turns) and you don’t both have to be online at the same time. You can snag 2 beta keys for this excellent indie game for $25 (one for you and one for a friend)  Anyone playing feel free to shoot me a challenge (Drakkehim) I’m pretty terrible but it’s a heck of lotta fun.

http://www.sleepisdeath.net/ may be one of the more important Art ‘games’  that’s out there. Its 2 player always.. no ai.. freeform collaborative storytelling.  The community that’s serious about it are making filly, fun and sometimes deeply touching and moving stories together.  I’ve got 1/2 the cast of buffy built. 🙂   It’s all user generated content.  But content travels between players which is very cool.  So the more you play, the more stuff you have to play with.

http://www.taleworlds.com/main.aspx Mount and Blade – Warband is a very nice update to Mount and Blade which is probably the coolest mounted warfare game ever.  Made by a very talented bunch of guys from Turkey.

http://www.kings-bounty.com/eng/ The kings bounty series is just crazy turn based fantasy strategy that’s incredibly well done.  The Rock Paper Shotgun guys talk about it here.  And it just happens to be available on whatever digital download service you prefer. (steam, gamersgate, dirct2drive etc)

Oh, and they’ve announced Witcher 2…  yeah.. if it’s half as good as the first one it’ll be amazing.

That’s it.. I’m done.. -G’night.

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Quick update 50% marker passed!

Just tooting my own horn.  I just passed the 50% mark on the art asset creation for the sheep decks.

Just 62 more cards to finalize..

Here’s where things stand as of now:

Cards Drawn 78 remaining 47 total cards: 125
Cards Painted 63 remaining 62 ready to paint 15
Cards Placed indo Deck Files 63 remaining 62 ready to place 0
Cards Tested in Gameplay 1 remaining 124 -<this isn’t exactly accurate but I know what it means>-
Known Text Revisions To do 3
Proof  for Press complete remaining 125
Done 0 remaining 125

Drawn 78 remaining 47 total cards: 125Painted 63 remaining 62 ready to paint 15Placed 63 remaining 62 ready to place 0Tested 1 remaining 124 Known Rev 3 remaining 122 Proof 0 remaining 125 Done 0 remaining 125

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Incubation And Spreadsheets

State of the Sheep

So after a couple days of taking a look at all the assets I feel like I’ve got a good grasp of where things stand in Mutant Sheep Eat the Planet!

In Short..

Cards Drawn 75 remaining 50 total cards: 125

Painted 62,remaining 63 ready to paint 13

Placed 60 remaining 65 ready to place into deck 2 (this is a short and easy step but it’s important which is why I track it)

So that’s not so bad.  Only 50 illustrations left and then 63 color jobs.   Granted the biggest hurdle is that I no longer have a scanner and the whole ‘transition to an all digital pipeline’ just doesn’t seem to be happening.   So I bought a scanner and it’ll be here in a couple days.

In the meanwhile I’ve started revising some basic rules, and updating the text on the cards so as to get mystelf start thinking about the rules etc and balance.  Hopefully I can make edits to the cards while watching baby Jude perform his nightly antics.. So a new round of playtesting will  be in the immediate/near future.

Then there’s a couple other steps for the cards, proofreading, final alignment, etc but those are what I’ll make friends n Family do 😉

Other Projects that Eat Time

Irismel.com

Ok so this is currently a formative tech demo.  But the thought of a multiplayer online web based rougelike with a live DM has been percolating around in the back of my mind forever.  So when I needed to figure out jQueryUI standards I whipped together the beginning’s of a web based map editor.  The downside..It more or less kills IE.. something about absolute positioning 5,000 32×32 divs makes it crawl.   But I’ve got some ideas to improve performance drastically.    Oh and what’s already up at Irismel.com is my first level editor for Blood Soaked Deadly Dungeons of Doom! But Irismel is a project that’s growing out of research projects not a driver for research, which is why I’m looking to use CakePHP for the foundation, because it’s something I want to learn.

Template Driven Microsites

The project that’s primarily eating away from SheepTime(tm) is an easy to edit microsite development tool.  That’s all I’m saying for now.. but it’s pretty cool and easy to use and has the potential to actually ‘Earn Real Money’.

Freelance Work

Yup just a trickle at the moment, but at least one item in the immediate future.

Misc Gaming News

So the Christmas Deluge has come and gone and it was good.

The highlight was clearly Dragon Age, easily the best game of last year.

Currently playing Mass Effect 2.. and it’s absolutely spectacular, also playing some Sins of a Solar Empire : Diplomacy for the strategy fix.. and it’s good and a handful of tiny Indie & Casual games that are just lots of fun (Trine, AI War, Soliumn Infernum, Boowork Adv 2 etc.)

The top 3 acquisitions that I’d like to make that just came out in the Spring Bonanza are: Bad Company 2.. Multiplayer shootem fun, Final Fantasy XIII for the jRPG fix and Settlers 7 for the build a world fix.. except it’s covered in UBI’s super evil DRM so it’s getting a pass until they come to their senses.  But really I’ll probably just go and play more Arma2 and Witcher and Empire: Total War.

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Firing up the ol engines of creation!

So now that Jude

aka Milkface

has come into our lives things are slowly settling into a routine (granted it’s one with less sleep than we’d like, but it’s a start).    That means there is starting to be some periods of non super stressful time where freelance work and pet projects can once again start to flourish.

On the freelance side of things, things are picking up nicely with more design work for KELL

And the Big paintings were a big success and look beautiful on Jude’s wall.

Sun Elephant

So that leaves the much neglected games projects, and the sheep are getting hungry.

So starting tomorrow it’s time to take a good hard look at where things stand and what still needs to be done.  I have a sneaky suspicion that it will involve spreadsheets and maybe even some project planning stuff.. YAY!  And more playtesting.  I have an XML based card shuffler program I whipped up to teach myself Python that will let me run a couple hundred pulls of the decks and see how things work mathmaticlly so I can see if I can find some solution to the whole endgame issue where players don’t have enough clout to affect the outcome.

Lots to do, and it promises to be exciting.  Oh and I’ll be blogging more, and possibly adding some more game industry ramblings / reviews n commentary.

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Bebbeh?

The first of 2 paintings for Jude’s baby room is finished and the second one is on the drawing board.   So that’s progress.

Hang the Stars from the Moon

Freelance work has actually been pretty busy so that’s been sapping a good bit of the ol’ come home from work and work on pet projects enthusiasm.  However I’ve got a good chunk of time mentally set aside here in the near future to get to grinding out the updated art for the cards.   So hopefully I can get the Mutant Sheep out the door.  And start one of the other two game ideas that have been percolating for a couple months. Very exciting stuff.

But right now, it’s pretty much all baby all the time.

On the games front there’s a couple little tidbits worth sharing.   I finally beat Mirror’s Edge which was surprisingly good and different, not sure why it go panned so bad when it came out.   Metaplace, Raph Koster’s mmo brainchild, closed down, which isn’t entirely unexpected since it felt so un-rooted and essentially wound up more of a chat room than it did a fully customizable world.  It’s still kinda sad after following his blog and twits for a couple years and knowing how hard those guys worked for it.  Dragon Age, is deep and spectacular, and definitely not default to easy mode, which is nice.   Solium Infernum, is mind bendingly complex and looks to have the award for best Play By Email game of the decade wrapped up.  (anyone up for a game? email me)

Board game wise..

My copy of Pandemic has arrived and we’ve played a couple games.  It’s a bit of a mental twist to be playing cooperatively against the game, but very refreshing.  So far we’ve mastered easy mode and haven’t lost yet and need to kick it up a difficulty, the awesome thing is that you can play a game in about an hour to hour and 1/2.

Also glaring evilly at me from my shelf of recent aquisitions is a copy of Arkham Horror, also an entirely cooperative affair we’ve yet to play it, as it looks to be a 2-4 hour thing and we havent had that kind of time (and go figure it’s gonna take longer for the first game).  Interestingly enough, it allows 1 player games as well.

And we need to play more Decent while we’re at it.

Hmm wonder if we can mandate a monthly game day in the house?