I hope everyone’s having a good start to the year and that your hangovers aren’t too bad! It’s also the third anniversary of this blog – I can’t believe I’ve been writing this long. Last year was a good year for this blog, with a post roughly every two weeks, and hopefully 2016 is even bigger and better with even more frequent posts. I aim to have fewer dry spells with hardly any posts for a significant time period this year, so expect to see more of my writing!
When I first started this blog back on January 1st 2013, I wasn’t entirely sure what form it would take. I was new to game development, so I wanted it to be a commentary on my progress with learning how to design games, but I also wanted it to be an outlet on all my views on the games industry, with game reviews and my reactions to industry events. While the latter hasn’t happened quite as much yet, I hope to increase the number of posts dedicated to evaluating and looking back at the games I’ve been playing. I also hope to continue my Game Design Tips series, seeing as I have a whole bunch of topics I’d like to talk about and tips I’d love to share with everyone.
Where it all began for the blog, and for my game development journey.
The first step to posting more often is to have some kind of regular posting schedule. With that in mind, this year I’m going to try to get out one post per week – if not more – so I don’t fall behind and post nothing in a whole month (for example, December was completely dry this year). I might end up embroiled in work throughout the year, so posting every week might end up being a challenge, but I’m going to do my darnedest to keep up. I’m going to increase the number of posts on games I’ve enjoyed playing, and to kick this off I’m going to write about my thoughts on Metal Gear Solid V: The Phantom Pain’s story and my experiences with Splatoon.
Hint: He’s facepalming because half his game’s story is missing.
I’ve had a few requests from readers and friends to continue with the Game Design Tips series; I have every intention of doing so, and I hope to write about topics such as saving data and perhaps more stuff on coroutines soon. I want to expand more into non-Unity-specific stuff, so I’ll try writing tips on other tools I use. Maybe I’ll write about cool art hacks I use to save time or tips on publicising your games, who knows.
Most importantly, I’ll continue to chronicle my journey through the games industry; whenever I make a game, I’ll be sure to post about it. I still need to write about my Ludum Dare 34 entry, and I’ve recently continued developing a game I started making in Summer, so look out for more information on those in the coming days and weeks.
Most of all, thanks for reading! If I had no readers, there’d be no point in writing anything on this blog. But you’re reading it now. So there is point. So keep on reading, and I’ll keep on writing! Here’s to a great year for all!