I should probably clarify, the moon on a stick comment below was something I've had in my funnies folder for years, one of my ex employees used to say it constantly whenever we asked him for something even remotely hard in a project. I think he sent it to me one time, it makes me chuckle.. I heard he quit games development and moved into java coding......no accouting for the harm game coding can do to your phyche when you resort to java coding is there?
Some recent stress with the freelance project reminded me of it and I dug it out for a bit of levity, not as a direct comment on the freelance project though it is apt in some ways.
I have not really enjoyed the way the project has been running in the last weeks, and indeed moons on sticks were asked for...directly in one humourous exchange, probably as a result of reading this blog. Not sure yet if the joke was fully understood.
Its a pretty little game, nearly done and I look forward to signing off and moving on to something else less stressful, maybe next year I might have a go at porting some old titles to it.
The ups and downs of games relentless charge to get product out in time are hard to cope with, it puts people under pressure and causes stress and division which is not a good thing to work with when you are a creative bod needing to focus on minute details.
Playstation Mobile however has proven to be an interesting challenge, buggy yes, resticted, for sure, stupid memory limits, yup, and diversity of targets (oh god remember j2me??) but it is easier to get things up and running than Android or IOS so if they can fix the bugs, I'll give it another go sometime.
I just wonder if its worth the effort with so few target machines around.....since I'm not on a royalty I'll never know but am certainly curious to see if this is going to be a viable market.
I have a meeting with Sony next Month, to disucss PSM development issues. among other things, I might find out if its something worth continuing with seriously, or just dabbling in for fun
Ahthankyew
Wednesday, 21 November 2012
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