@lightweight Yes! And simultaneously provide education on how to contribute to community projects so we keep adding all the functionality everybody needs, for ourselves.
When I paid steeply to get some tertiary education in multimedia I was taught the Macromedia suite, (before Adobe acquired it). I didn't know any other software so went into debt to get my own copies trying to start my career.
I want to do my bit to make sure nobody else has to do that. It's ludicrous.
I kind of really hate having #EDS now. (Even though I cut out a lot of the art I was going to do for the gamejam when it became clear that excessive tablet use was bad, my entire upper body is going to hate me for the next week.)
Main thing left now for #AdventureJam is the opening and closing cinematics. (And polishing/testing/debugging.)
...yay there's an ingame map now! No screenshots since I want to clean up the art a bit, but this is starting to feel like a real game and everything now. #AdventureJam
Kicking myself because most of what I have left to do for #AdventureJam is writing the script, and I technically could have done that before it started. :p
My boss is doing a livestream of himself playing the Castle of Dr. Brain, starting now.
Two days in, and #adventurejam game is finishable (assuming that players can read my mind and figure out what they're supposed to do from placeholder dialogue. :p ) I doubt my project will be competitive against people working in a team, but I'm having a lot of fun with it.
Some sprites, some background geometry, and a playable (if boring) first scene of the game. Not bad for the first day. #AdventureJam
So far: rough B&W sketches of all the characters and environments,. (yes I'm doing all the assets myself even though I'm not an artist.) #AdventureJam
I was planning on entering #AdventureJam under a pseudonym but my coworker just outed me on Twitter, so I *guess* I'm committed. :p
Former tech worker and UX unicorn; current indie game dev at Transolar Games.
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