It feels like forever since I've even had any tangible progress to report on any of my projects.
In fact, it's been a while since I've had time to work on a project. Retail is soul-crushing.A few weeks ago I basically handed in my notice, and will no longer be working at the front-desk from September 1st. I'll instead be repairing computer problems on contract, with an up-front fee per machine (Nominal, I'm not going to fleece my boss; she's helped me out a lot - I'll be earning more than I am currently on a good week, since it'll be per-job and not a fixed weekly rate).I've got my learner license for motorcycles, so I'll have easy transport between home and the workshop (Only a 2.5km trip, but I'm not walking when I have wheels available). This means one thing to me: Time. I'll finally have time to get back to doing what I want to do. Which is get all my skills back up to scratch again. Skills rust. I can still draw and sprite relatively well, but can't animate for shit. Music? I don't even know where to start.So yeah, I'm going to have time to get back into practice; maybe release a few mini-games, do a Ludum Dare if I remember to join. Oh right, the blog title is "Current Projects". I still tinker at work when I can; I have a crappy Linux box (Crappy because of crappy hardware, not because it's Linux). I actually got around to not being a lazy ass and figured out how to implement both 2D and 3D renderers using modern GL (2.1, 3.0 mostly). I've spent a lot of time streamlining my development process too. On my home machine, I've made use of a semi-forgotten command line program in Windows, SUBST, to map my dev folder to a drive letter. Makes for much easier access via command line, and do 50% of my work in the command line (MSYS. Once you BASH, you can never CMD again).For moving code between work and home, I set up a git repo for my projects on my USB drive. Simple git push, and a pull on the other machine and I'm done.My build system at the moment is either very simple or very complicated, depending on the project. For small things, I just set up a pair of shell scripts (One for Linux, one for Windows). If things start to get mildly complicated, I usually slap together a makefile. Then I inevitably get tired of doing that and switch to using CMake, which is wonderful when it works, and a piece of shit when it doesn't. Anyway… projects. I've got one game project I'm working on at the moment, not counting the other cold-starts I have in my dev folder. It's mostly art at this point.I just want to make a solid platformer. No gimmicks; just core concepts from the Megaman series: Jump 'n shoot. I've gotten over the "Indie Disease" where you start every project trying to figure out a unique mechanic or theme. It doesn't work, you just end up with a bunch of false starts and end up feeling like crap.I've played games like Axiom Verge and Freedom Planet recently. They both are just really solid games. Axiom Verge is pretty much a 1:1 Metroid Clone; everything you know about Metroid applies here. And I loved it.Ditto for Freedom Planet. I'd rather make something that fulfills the expected platformer mechanics first, and as solidly as possible, before I create any new mechanics; that way, I can create a gameplay element that fits the game, rather than create a game to fit it.
I know what you mean about skills 'rusting'. I hadn't made any music for a year before two weeks ago, and when I started working on Credence Filter again a few months back I had to get used to animating again. Incidentally, I discovered the drag-parts-then-redraw method of animating and its 50 times easier than my previous method, but I think you already do that.
I like that spritesheet.
Heh youtube is the ultimate killer of time. I end up on there everyday after work. Too tired to do anything else despite having an easy job, it physically drains. Well its great that youll no longer have to work the clock anymore but youll have to focus more on planning how many jobs you take on and need.
Good plan on that platformer, i agree that a well executed game is better than a poorly designed gimmick but dont underestimate the power of a fresh new concept in a familiar genre. I didnt bother with sao2 after going through the first season i wasnt impressed. I also dont feel that the continuation of the series feels natural at all. Random new games pop up and the main characters keep coming back to them, whyyy? Also i recomend watching robotics;notes. Good anime about building a giant mecha, not what you would expect either. Big focus on characters and a super secret conspiracy! Heh.Youll do fine with the rusty skills, i dont think its something you ever forget. Even though i program in random bursts throughout my life, i still seen to get consistently better despite large gaps in time.