Plan for Jared Coliadis
by Jared Coliadis · 10/26/2005 (8:59 am) · 1 comments
So it's been quite some time since I've last updated. My Computer Science and Engineering classes are only getting more intense, although I hear that one of my current classes is as busy as it gets. (Building my own x86 assembler/linker/loader from scratch, woo!) I've been spending literally every single minute of every weekend that I am awake in the school's computer lab working on this school project with my team, but we're tredding through it slowly. On the other hand, my Artificial Intelligence class is teaching me a lot of the algorithms that I hear about in game design but never got around to figuring out on my own (A*, genetic algorithms, priority searching, etc.). In addition to this large demand on schoolwork, I have also picked up a web development job for an agency in the Ohio government. It's a pretty nice job and will hopefully help as a good start into a CSE career.
Anyway, all this burden placed on me has greatly crippled any progress on my T2D projects, even though I have come up with some ideas/planning for some. I can't wait for my workload to slow down so I can actually get some progress on my "main" project, a point-and-click adventure game in sort of a Lucasarts-ish style, but I am planning on picking up a second programmer to increase the development team to 4 (making it 2 programmers, 1 artist, 1 writer) and taking an entire year to develop it hopefully in time for NEXT year's IGF student presentation. I think a year should be plenty of time to make it a near professional length, rather polished, and hopefully bug-free presentable game as opposed to the original plan of 3.5 months to make a demo-length version. Our writer and artist are collaborating pretty well and I might be able to show some concept art soon if they think it's presentable/ready to show to the public.
In other news, I recieved a random message from someone I've never talked to before and have no affiliations with this community about how they enjoy my T2D Mancala game I made quite a while ago. I got a great feeling from the complement, and it's motivating me to come up with new projects. I have a 2-player T2D game lined up, but in very very early stages that I might talk about more in future .plans if some progress comes out of it.
Well, I'm off to physics. Woo.
/Jared
Anyway, all this burden placed on me has greatly crippled any progress on my T2D projects, even though I have come up with some ideas/planning for some. I can't wait for my workload to slow down so I can actually get some progress on my "main" project, a point-and-click adventure game in sort of a Lucasarts-ish style, but I am planning on picking up a second programmer to increase the development team to 4 (making it 2 programmers, 1 artist, 1 writer) and taking an entire year to develop it hopefully in time for NEXT year's IGF student presentation. I think a year should be plenty of time to make it a near professional length, rather polished, and hopefully bug-free presentable game as opposed to the original plan of 3.5 months to make a demo-length version. Our writer and artist are collaborating pretty well and I might be able to show some concept art soon if they think it's presentable/ready to show to the public.
In other news, I recieved a random message from someone I've never talked to before and have no affiliations with this community about how they enjoy my T2D Mancala game I made quite a while ago. I got a great feeling from the complement, and it's motivating me to come up with new projects. I have a 2-player T2D game lined up, but in very very early stages that I might talk about more in future .plans if some progress comes out of it.
Well, I'm off to physics. Woo.
/Jared
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Torque Owner Unsung Zero