Tuesday, March 27, 2012

Game Development Blog #68

Game Development Blog #68

"All the news that's fit to print"

I'm back! It's been awhile, as it often is in-between postings for me. So what's going on? Read and find out..

Slow season here at Headcase. Slow as hellllll. To get right to the point, none of my recently talked-about projects are releasing anytime soon; frankly I can't say that I know when they will, either (although they will still see release, and it will definitely happen this year for the majority of them!) Sadly, the issue is what one might expect - when one is not paying upfront for development, it tends to stall. Badly. That's quite unfortunate for many reasons, not least of which is that it hampers my own momentum and enthusiasm to continue on with the projects and then it sort of comes full circle. That being said, I've not let a project die yet and I'm not about to start now! As always, I pledge not to rush something out just to release it fr the sake of getting it out of my life; quality is of maximum importance and so if that stretches the release schedule further than so be it.

As for how things are looking: GunHead is suffering the worst right now, as far as what it's progress should be versus where it is. On the upside, the project is a lot more flushed-out than it's ever been (a lot of the systems have gone past conceptual to implemented at this point) and it still controls great and looks sharp. Lots of assets to build yet, but what's there looks excellent and honestly a huge chunk of work has been figured out, it feels awfully nice to be sitting on top of it.

TrapDoor is moving slowly, it's been stalled for awhile as well but this is primarily my own fault as I've sort of left it sitting on the shelf while my motivation has been frozen. In the meantime, I've come up with some solid ideas to bring it from B+ to A- presentation and I think it will be worth the delay; it's also got my gears spinning about a possible Kinect port as well, and that's got me pretty jazzed actually. Development on iOS continues, including super crazy uprez for the new iPad. I was hoping to launch it (Android version) by PAX but I think I will let it stew a little longer to get it polished up a bit more.

Hop Cop - Have I mentioned this one yet? Once or twice, I think I have! This is a co-production between Headcase and another studio, and it will be an interesting experiment for many many reasons. Sit tight for more news!

Other Projects - lightning struck and I have just had inspiration for a whole new game a couple of days ago (this isn't unusual). Thing is, this one might be one of the easier ones to design and build (super-easy, actually) and it could also be very easy to get movement on the charts with, due to it's nature. It's an understatement to say that I am very excited about this (to the degree that I'd happily drop everything else to concentrate on getting it developed and released). Sadly, I believe there might be some significant technical hurdles which might prevent it from becoming a reality so quickly. Nevertheless, I feel like it's one of those "no-brainer" ideas which hasn't been developed elsewhere yet, however it is only a matter of time before someone else makes this so I am kind of anxious to get moving. I have to talk to some people...

Otherwise, life plods on. With the state of things, I won't lie that my mood is a bit down. I need some good news to kick me back into the positive :) Everything is tight right now, but in spite of it all production continues and progress is being made in one aspect or another, so it's not a waste. I am looking for contract work lately (of any sort) - as I mentioned, things are tight - so if anyone reading this has any kind of hookups, don't be shy.

Off to Boston for PAX next week. Likewise if anyone reading this will be there (media, fans, devs, well-wishers, what-have-you) and would like to meet up, drop me a line somewhere.

Thanks for reading!

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