A Recap

So – it’s a new year. And I’ve taken this chance to look back at the 18 odd months that Ludic’s been playing about, and pushing games out. We’ve done three, let’s say, Alpha and Beta tests. We have had business plan ideas, and expansion ideas. But something happened during Summer last year. We stopped. […]

So – it’s a new year.

And I’ve taken this chance to look back at the 18 odd months that Ludic’s been playing about, and pushing games out.

We’ve done three, let’s say, Alpha and Beta tests. We have had business plan ideas, and expansion ideas. But something happened during Summer last year.

We stopped. Just ground to a halt.

The hunger that saw us doing 2 games in 3 months in 2009 just… seemed to have been┬ásated.

To be honest – that bummed me out for about 4 months. I found very little desire to work, and to focus on what needed to be done.

The lack of being paid gave me a massive kick up the arse, hence the targets for this year. But it was more than that.

The three of us came from the Game’s Industry. Some of us have gone back into it. In my (not so)humble opinion, the industry is slow. We’ll take years to make a game – because games are big and complex. We’ll take time to design them, with massive teams and massive budgets – and we won’t lift a finger, really, unless we’re relatively sure of that massive budget.

When we started, I wanted to capture that, well, internet hunger. We learned enough PHP to make our games, and then more as they got more complex.

We printed codes, hid Kinder Egg.. eggs, and did it all.

After Roskilde we took stock of what we had and decided to tidy it up. To make it cleaner/better. And we slipped back into those patterns. Things took longer – for no real reason. We lost the “burn.”

To be fair, our code base was appalling, and it did need to be cleaned up – but maybe we should have had 2 paths – one hungry, one reasoned.

Not that it matters now. We have targets. And plans. And work.

Let’s see what happens now.

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