Friday, March 14, 2014

Blowing Off the Dust

So... it's been almost a year since I've updated this.  Wow.

As I'm wont to do, picking too many projects to work on at once in my fabled "free time" has sorted itself out in letting things fall through the gaping cracks in the floor.  Cryamore is going strong, lots of development and talent behind it, and that's where I've been devoting any available development time that I might scrounge up from life.

I've been working with Unity extensively over the past year, and have learned a lot of nice practices that I want to incorporate into the design of this game's framework.  To that end I've been peeking back into the repository here to re-familiarize myself with my own code, and thankfully I think the only real changes I want to make are in the portions of the renderer that aren't yet built.

As free time won't be any more available in the near future than it already is, Hazard Pay will probably sit in limbo while I try and meet the milestones for Cryamore's development track.  I still love the ideas behind this game, and may just reach a point where I'm more interested in getting the game out there than writing everything myself, so when Cryamore goes gold I'll have to assess if I'd rather flex Unity or UDK to make the vision a reality, or keep on with the low-level work.

Thanks for reading, apologies for the silence.