2015: What Happened Part I
This is something I've been doing year after year as long as I can remember (like 2 years I think) so I might as well keep up the tradition. It's time to go over 2015 and figure out how much of a mess it was! It's going to be a wonderful trip down memory lane three months at a time...
To start things off for 2015 I signed up for toggl which is a neat time tracking thing. I only use the free version and I've been tracking things in broad categories, but I think this turned out to be a pretty good idea because I can finally see how much time I'm spending on various things throughout the day, week, month, and year.
This month was also apparently when I first prototyped the game idea I'm currently working on now! So I've already been working on this game for about a year... I don't know how I feel about that. Time goes so fast and I hate it.
Toward the end of the month I worked on a tool to use Google Spreadsheets to sync data with my games. I ended up making an external tool for Visual Studio that can end up parsing a google spreadsheet and turning it into a .cs file full of data. A lot of people seem weirded out by this but I guess when you're working solo having all of your assets embedded into the code with autocomplete and intellisense options is really handy.
![Image](http://kpulv.com/upload/files/15-01-26-google01.jpg)
I also was able to finish a new splash page for my website which features my game first and my blog second. I felt like a lot of people were probably coming to my site to find my games so I wanted to put those first and foremost.
February was heavily spent on the new version of Super Sky Sisters which I have... uh... still failed to release. I also worked a bunch on Otter and pushed a lot of neat updates.
(What's great about writing this post is that I'm going back and looking at what I posted and I'm totally rediscovering what I was doing that month.)
I also dove into more shader stuff for Sky Sisters as I worked on the background sky for the game. What's funny now is that I don't even know if this will end up being the final background for when the game actually does come out someday.
Not a whole lot else other than more Super Sky Sisters work going on for February, which in retrospect seems really nice. Focusing on one thing for a month feels pretty good usually!
![Image](http://kpulv.com/upload/files/15-02-25-dev01.jpg)
Some part of March was spent at Game Developers Conference, and if I recall correctly I got super duper sick this year. Recovering from traveling and getting sick took a little bit longer than usual, but I did get back into it and continued work on making some cool boss monsters for Sky Sisters.
![Image](http://kpulv.com/upload/files/15-03-18-dev2.jpg)
More work went into the menus and making them feel all neat and stuff with a fancy transition. Having a cool transition that isn't just a fade out and fade back can really add a lot of personality to a game!
![Image](http://kpulv.com/upload/files/15-03-22-dev.gif)
Another whole month spent on one game? What a miracle. Toward the end of the month I was laying out the rest of the menu and hud stuff, like stats and hud options and everything a real video game needs.
Things were looking pretty good at the start of the year and I was doing a lot of work on Sky Sisters! But what will happen next? Will I keep up this pace or will I be side tracked down a dark path into oblivion? Find out in the next episode.
January
To start things off for 2015 I signed up for toggl which is a neat time tracking thing. I only use the free version and I've been tracking things in broad categories, but I think this turned out to be a pretty good idea because I can finally see how much time I'm spending on various things throughout the day, week, month, and year.
This month was also apparently when I first prototyped the game idea I'm currently working on now! So I've already been working on this game for about a year... I don't know how I feel about that. Time goes so fast and I hate it.
Toward the end of the month I worked on a tool to use Google Spreadsheets to sync data with my games. I ended up making an external tool for Visual Studio that can end up parsing a google spreadsheet and turning it into a .cs file full of data. A lot of people seem weirded out by this but I guess when you're working solo having all of your assets embedded into the code with autocomplete and intellisense options is really handy.
![Image](http://kpulv.com/upload/files/15-01-26-google01.jpg)
I also was able to finish a new splash page for my website which features my game first and my blog second. I felt like a lot of people were probably coming to my site to find my games so I wanted to put those first and foremost.
February
February was heavily spent on the new version of Super Sky Sisters which I have... uh... still failed to release. I also worked a bunch on Otter and pushed a lot of neat updates.
(What's great about writing this post is that I'm going back and looking at what I posted and I'm totally rediscovering what I was doing that month.)
I also dove into more shader stuff for Sky Sisters as I worked on the background sky for the game. What's funny now is that I don't even know if this will end up being the final background for when the game actually does come out someday.
Not a whole lot else other than more Super Sky Sisters work going on for February, which in retrospect seems really nice. Focusing on one thing for a month feels pretty good usually!
![Image](http://kpulv.com/upload/files/15-02-25-dev01.jpg)
March
Some part of March was spent at Game Developers Conference, and if I recall correctly I got super duper sick this year. Recovering from traveling and getting sick took a little bit longer than usual, but I did get back into it and continued work on making some cool boss monsters for Sky Sisters.
![Image](http://kpulv.com/upload/files/15-03-18-dev2.jpg)
More work went into the menus and making them feel all neat and stuff with a fancy transition. Having a cool transition that isn't just a fade out and fade back can really add a lot of personality to a game!
![Image](http://kpulv.com/upload/files/15-03-22-dev.gif)
Another whole month spent on one game? What a miracle. Toward the end of the month I was laying out the rest of the menu and hud stuff, like stats and hud options and everything a real video game needs.
Things were looking pretty good at the start of the year and I was doing a lot of work on Sky Sisters! But what will happen next? Will I keep up this pace or will I be side tracked down a dark path into oblivion? Find out in the next episode.
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