Game development proceeds apace.
(I've been meaning to use the word "apace" for a long time.)
So there's a new game demo development contest sponsored by Intel going on.
I started to work on something for the previous installment of the contest but failed to finish it before the deadline, even though I got a lot of coding done and, when the going got tough, didn't get much sleep for almost two months (while somehow managing to keep my day job). I shouldn't have gotten derailed experimenting with things that didn't add to the gameplay experience, like dynamic soft shadows.
But the biggest trap I got myself into was trying to work with other people, thinking that I wouldn't be able to handle everything by myself. "Artist" types. Hate them all. In the end they didn't get anything done other than complain and bug me about how they wouldn't be able to do anything unless I implemented normal mapping or whatever. I ended up doing the modeling myself (the player ship turned out okay for a coder, eh?), but by then it was already too late.
I've learned my lesson and will make it this year.
Why am I blogging about this here? It's not even a free software project. Ah well, I guess this is more topical than proclus' political ranting.
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