by date
Plan for David "RM" Michael
Plan for David "RM" Michael
| Name: | DavidRM | |
|---|---|---|
| Date Posted: | Apr 23, 2004 | |
| Rating: | 5.0 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
| RSS Feed: | or Subscribe with . | |
| Profile Page: | View profile page for DavidRM |
Blog post
"What happened" or "Here come the excuses..."
Testing...testing...<tap> <tap>...Does this thing still work? Oh, it's on? Sorry...<ahem>
I decided that "post mortem" approach would be the simplest way to update the small universe of Those Who Care about what the hell happened after my last plan post 10 months ago. Here goes...
A Post-Mortem for the Past 10 Months
What went right:
1. In June 2003 I stopped wanting to write a novel and just started doing it. The schedule I set (and kept) for The Indie Game Development Survival Guide proved to myself that I *could* write a book. I've actually been pretty happy with how this is turning out. On the hand, this turns up again under "What Went Wrong".
2. The Indie Game Development Survival Guide was released in August 2003 to very positive reviews and has been doing pretty well.
3. The Journal has continued to grow, and is within a few months of a very significant upgrade. (It's my primary project for the moment.)
4. Artifact didn't die. We took our lumps on a pricing structure change in 2003, admitted defeat when it failed, and reverted. "If it doesn't kill you..." maybe it makes you stronger eventually. Sometimes it leaves you weak and tired, though.
5. The IGF at GDC 2004 was amazing. I only covered it, didn't participate, but seeing how far it's come was inspiring. In fact, overall, GDC 2004 was pretty inspiring. Even if the big publishers pretended it was *them* that discovered the casual gamer market. ;)
What Went Wrong
1. Writing a novel, like most creative efforts, is hard to schedule. I naively thought that I would be done with the manuscript in November 2003. Currently, I'm looking at June 2004.
2. Artifact. Besides a pricing change that tanked (and cost us a lot of old *and* new players), there was an update that wasn't very well received, a couple of disasterous server crashes, and the game actually went into the red for several months, requiring money to be pumped *in* just to keep it online. It was hard to keep a positive outlook.
3. The Paintball Net project stalled out. The only reason I'm going to give for this is that I had a crisis of faith. Have you ever had a crisis of faith? A time when you stared at the world around you and despaired that things could ever improve? If not, allow me to sum up: It sucks.
4. Blah blah blah. Everyone has a sob story.
Enough with the negative stuff. If you weren't there, it doesn't make for very interesting reading. Hell, I *was* there and I'm sick of focusing on it.
And now...?
There should be news about Paintball Net again within the foreseeable future. Not that it's done, mind you. Just that it's moving again.
Artifact is growing again and resting comfortably on its new server. I'm even considering updating (read that as "completely re-writing") the client software this year. Maybe even getting new artwork for it.
The Journal...well...with the release of Microsoft's OneNote, the market for notekeeping/diary software has been given the Bill Gates Stamp of Approval. This could be a very nice year. :)
On the book side...I'm putting together a proposal for another game development book (with some indie usefulness, I think), and I'll be learning how to sell a fiction manuscript this year, as well.
That about sums things up. Thank you for your attention. :)
-David
Samu Games
The Indie Game Development Survival Guide
I decided that "post mortem" approach would be the simplest way to update the small universe of Those Who Care about what the hell happened after my last plan post 10 months ago. Here goes...
A Post-Mortem for the Past 10 Months
What went right:
1. In June 2003 I stopped wanting to write a novel and just started doing it. The schedule I set (and kept) for The Indie Game Development Survival Guide proved to myself that I *could* write a book. I've actually been pretty happy with how this is turning out. On the hand, this turns up again under "What Went Wrong".
2. The Indie Game Development Survival Guide was released in August 2003 to very positive reviews and has been doing pretty well.
3. The Journal has continued to grow, and is within a few months of a very significant upgrade. (It's my primary project for the moment.)
4. Artifact didn't die. We took our lumps on a pricing structure change in 2003, admitted defeat when it failed, and reverted. "If it doesn't kill you..." maybe it makes you stronger eventually. Sometimes it leaves you weak and tired, though.
5. The IGF at GDC 2004 was amazing. I only covered it, didn't participate, but seeing how far it's come was inspiring. In fact, overall, GDC 2004 was pretty inspiring. Even if the big publishers pretended it was *them* that discovered the casual gamer market. ;)
What Went Wrong
1. Writing a novel, like most creative efforts, is hard to schedule. I naively thought that I would be done with the manuscript in November 2003. Currently, I'm looking at June 2004.
2. Artifact. Besides a pricing change that tanked (and cost us a lot of old *and* new players), there was an update that wasn't very well received, a couple of disasterous server crashes, and the game actually went into the red for several months, requiring money to be pumped *in* just to keep it online. It was hard to keep a positive outlook.
3. The Paintball Net project stalled out. The only reason I'm going to give for this is that I had a crisis of faith. Have you ever had a crisis of faith? A time when you stared at the world around you and despaired that things could ever improve? If not, allow me to sum up: It sucks.
4. Blah blah blah. Everyone has a sob story.
Enough with the negative stuff. If you weren't there, it doesn't make for very interesting reading. Hell, I *was* there and I'm sick of focusing on it.
And now...?
There should be news about Paintball Net again within the foreseeable future. Not that it's done, mind you. Just that it's moving again.
Artifact is growing again and resting comfortably on its new server. I'm even considering updating (read that as "completely re-writing") the client software this year. Maybe even getting new artwork for it.
The Journal...well...with the release of Microsoft's OneNote, the market for notekeeping/diary software has been given the Bill Gates Stamp of Approval. This could be a very nice year. :)
On the book side...I'm putting together a proposal for another game development book (with some indie usefulness, I think), and I'll be learning how to sell a fiction manuscript this year, as well.
That about sums things up. Thank you for your attention. :)
-David
Samu Games
The Indie Game Development Survival Guide
Recent Blog Posts
| List: | 05/29/06 - Cel Shading and Outlining in TGE 1.4 04/20/05 - Plan for David "RM" Michael 04/20/05 - Plan for David "RM" Michael 12/17/04 - Plan for David "RM" Michael 06/23/04 - Plan for David "RM" Michael 05/27/04 - Plan for David "RM" Michael 04/23/04 - Plan for David "RM" Michael 06/25/03 - Plan for David "RM" Michael |
|---|
Submit your own resources!| Paul Malyschko (Apr 23, 2004 at 03:13 GMT) |
Glad to see you're coming to Free Play in Australia in May. Can't wait to see what you're going to bring to this place! :)
Good luck, and salutations,
Paul.
| Eric Petersen (Apr 23, 2004 at 05:00 GMT) |
| Ben Garney (Apr 23, 2004 at 14:45 GMT) |
Nice to know you're still alive, and it's pretty darn sweet to see your book out.
| Eric Forhan (Apr 23, 2004 at 18:57 GMT) |
I'm pretty much there, David. Trajectory Zone is taking much longer in development than I expected(though Davis just released beta3 today, with a slew of changes), some other game projects either failed or didn't become as lucrative as I had hoped, plus a whole slew of things on the home front. I'm plugging away, but for the first real time in about 2-3 years, I'm wondering if I made the right choices in pursuing Indie game making. Sometimes when you hit enough walls, ya gotta wonder if there's not a better path. :)
But, who knows... it may all come together in a fairy tale ending. I sure wish the best of luck to you!
-Eric F
| Brad "Cooltwox" Boyer (Apr 23, 2004 at 21:06 GMT) Resource Rating: 5 |
| Tyler Reichelt (aka icurnvs, Mac (Apr 25, 2004 at 08:36 GMT) |
-Tyler Reichelt
ICURNVS (MacGuyver)
| Christian "meeco" Kim (Apr 27, 2004 at 21:06 GMT) |
| Derek Hansen (Apr 28, 2004 at 02:08 GMT) |
-HeavyD
| FlyinEmu (May 05, 2004 at 08:31 GMT) |
-epu
| Matt "HURRICANE" Eastman (May 07, 2004 at 18:30 GMT) |
| Matt \"RaptorRed\" Meyer (May 10, 2004 at 23:49 GMT) Resource Rating: 5 |
Bar hehe.
| BugsBunny (May 12, 2004 at 04:07 GMT) |
good to see theres still hope =)
| Tan "TRUEfoe" Nguyen (May 19, 2004 at 04:43 GMT) |
Now let the "Oww" re-begin.
| Mark Hatton (May 19, 2004 at 19:37 GMT) |
| Josh Grimm (Jun 01, 2004 at 04:41 GMT) |
| Yiding \"Linker\" Jia (Jun 16, 2004 at 02:01 GMT) Resource Rating: 5 |
Feel free to email me, I'd be glad to give help to see this game succeed.
Edited on Jun 16, 2004 02:02 GMT
You must be a member and be logged in to either append comments or rate this resource.


5.0 out of 5


