The day the whole world went away…
May 21st, people.
No screenshots of my game for now, but I do have a town with buildings up and running. You can walk through walls and the town line, and I haven’t implemented characters, dialogue, or battles yet, but it’s somewhat playable. Development is slowing a little because I’ve been forced by some unscrupulous individuals to focus on the months-ago-announced version two of one of my websites. The website should be released (although with some features cut) on April 1st, and A Game should be finished around the middle of May.
I’ve been given VMWare and OSX by a friend on a DVD, so that I may port it to the iPhone. The subject of porting has been a constant thought during development, as the game is so simple that it’s more of a test-case for each development environment than anything. And, the mobile app goldrush is tempting, I must say. Of course, as an Android fan, that version takes precedent, if only because I’ve been trying to code something worthwhile for it since the SDK came out in November 2007. And also, Java is easier to code in than Objective-C. I said it.
Of course, I’m not entirely unbiased as I’ve been taking classes in Java for the past three years, and getting into the iPhone Developer Program is hard as balls (and even then it’s iffy to get your app running on an actual device and subsequently distributed), and I don’t have an iPhone/iPod Touch nor have any intention of getting one. As I said last entry, my next phone will probably be the Android-running Magic.
Well, whatever happens I hope that I just complete each version. That’s my goal. That was my resolution- to complete a game, a single game. All the rest doesn’t matter as long as I finish it.
I really hope I do.