Hey all. I just wanted to make a quick thread for everyone to just mention what happened, that way when we look back and we see that several people "said they would join" but nothing happen, we have some record of what happened.
I'll go first, I had a huge mix of getting a Virtual Reality Headset (HTC VIVE) for chirstmas, and traveling, and work all piled on top of eachother. I never ended up combining my code I made during the collab with my game.
I worked through part of the competition. No one else was posting, so I didn't have any motivation to continue posting. Also, my work was plagued with a lot of setbacks and my time working on Tunnel Lords was lighter than in past competitions for various reasons.
-Brett
Well I feel bad. I didn't realize this thread existed until just today. It has now been 6+ weeks since the competition ended, and I've started to forget some of the reasons why things sorta fell apart for me, though I do like the idea of us posting here about what happened.
In early December, work got extremely busy. I had actually been making pretty decent progress on my game. Our customer was threatening to call it quits, and so we were in a mad scramble to try to deliver the features they needed so they'd be happy. In retrospect, it would now seem like they had ran out of funding themselves, and were mostly just trying to pin the blame on us.
I could have and should have picked things back up in the second half of the month, when I had some time off. PiscesMike was ready to join me. I had lost momentum though, and never got going again.
It is yet another reminder that (for me at least) my goals need to be more about the process or the system that I'm working on to achieve whatever goals I have, rather than trying to complete some specific project by some specific date, since there's just way too much variability. Had I just worked on my game for 25 minutes a day (a goal for myself, once upon a time) I wouldn't have lost all momentum, and I likely would have continued. It's hard not to make some progress when you're forced to spend at least a bit of time every day on it.
I think the second thing that plays into my problems was that I began to realize just how big in scope the game was. This is the millionth time (in a million attempts) where I've ran into that exact problem. It seems to have an undue effect on me where when I realize it's going to be a while before I finish, it also hurts my motivation.
I think those were the two biggest reasons from my perspective. I'm frustrated that it seems like my phone has decided to quit telling me when I get emails. I rely on it doing that. Not sure if I messed up the settings or something, but I don't think I've seen it tell me I've got a new email in at least several weeks.
RB,
Sorry to hear about the delays. I would ask how far along towards completion you think you are/how long to go, but I guess that goes against your current model of thinking. Tried to catch you on chat a while back but it didn't work. Back when PiscesMike was trying to get an impromptu Game Jam started. I just don't use Discord that much.
If you get to the point where you are ready for some testing, message me and I'll be happy to help.
I've been working on Xbox One integration of Tunnel Lords, although the work has been pretty slow due to not committing a lot of time. Documentation for MonoGame on the Xbox isn't great either, so research/trial and error consume a lot of my time.
I made a commit to fix some typos in the MonoGame framework that got accepted. It was enjoyable to payback some help to MonoGame even if it was an insignificant addition. Now that I know the flow for branching and making pull requests (I've become fairly fluent with Git through other projects I've been working on) perhaps some more help will flow eventually.
-Brett