I love the smell of progress in the morning.
Friday, August 6th, 2010I just had to post a little giddy note that my game is coming along well. The server is now running on a cloud service, and I’ve just hooked the client up to Facebook. So now it’s technically “live”–but I’m not sharing yet!
The game is hideous looking, lacks content and a bunch of functionality (and one critical feature broke when I moved it onto Facebook), and definitely isn’t ready to play. So many small holes to patch up.
That said, there is a complete game loop. You can trade commodities, manage your fleet of ships (and buy new ones or sell old ones), gain experience and level up your character, outfit your ships, and even get into a fight with a pesky test character’s fleet. It’s all very meaningless and limited, though, because there’s no content besides a few test locations and a handful of test ships. But, given some more time and love, things will improve.
It’s kind of weird, because at this point it isn’t the code holding back the game. It’s the content. I haven’t been in this position before–it’s usually the other way around.
But it’s nice. With technology, I can’t always tell if it’s even going to be possible or if I have the programming chops to pull it off. But with a big chunk of the core code finished, I feel like I can move ahead with content development more confidently. There are very few “big unknowns” surrounding the code now, as I’ve cleared most of the major hurdles. This is the first client/server game I’ve ever made (all by myself, anyway), and I’ve had to learn a lot.
Not to say I’m out of the woods and let’s throw a party (but, let’s anyway!). It just feels great to get this far. After Lila Dreams collapsed, and then I tried to get two or three other projects off the ground (each time scaling down), it felt like I might never finish another game. I stand corrected! I think I can call myself a game developer again.
So, that’s what’s happening in Jason’s world. And things are gonna keep getting more exciting as the game gets closer to launch. But I still have a lot of work to do.


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