All posts by Fletcher

A former New Yorker, now in the Midwest - raising 2 boys and trying to break into game / VR development before I get too old and curmudgeonly to care about anything other than where my cane is...

Wrambling writing wednesday

Back before the world came to a halt, I had set up a cork board with ‘big picture’ reminders, namely a weekly organizer so I didn’t let any aspect of dev work slip without giving it some attention.

I had:

  • Marketing Monday – make some attempt at promoting my game
  • Tech Tuesday – make backups, clean and organize my projects
  • Writing Wednesday – blog, write marketing materials, grant proposals
  • Texture Thursday – create assets and art
  • Free-for-all-Friday – which I’m now considering changing to Followup Friday

When I woke up this morning, I saw my board and realized, I hadn’t written a blog post since JUNE, I felt it was high time to rectify that – even though I rarely get more than a glance or two (and most of my hits are bots and scrapers) I still feel its important to keep up with scribbling down hasty notes about my development journey – on the hopes that someone might find it useful.

The featured image is a book written by a friend of mine. I was totally flattered when he approached me to illustrate the cover. he wanted a ‘ Jules Feiffer’ styled loose sketch, and I did my best to deliver. I should be getting the paperback delivered tomorrow, it’ll have a honored spot on my bookshelf.

Tales of NYC fun

100 Days (more like 262)

So, I finally finished the #100daysofgamedev challenge. Per the rules:

Each day you do some game dev, just post your update. If you miss a day, don’t post an update. When you start up again, continue from where you left off. Simple as that! You’ll get the badge whenever you finish the milestone. So it may take you 40 days to complete 30 days of game dev – that’s fine! Still a success


For those who want to go for a streak, by all means! You can challenge yourself as much as you choose to. I’ve updated the #guidelines to reflect this new change.

So – I started on Sept. 28th; and obviously did not post every single day. Some days I forgot. Some days I got called away before I could even post a progress update. Some days the entire world went to hell in a handbasket and I took a couple of depressed months away from working on my game – bound by duty to first care for my family during a pandemic; while the wife worked from home, I tended to the wee lads and their home schooled quarantine education while providing semi-nutritious meals for all and cleaning up after my cat with a sensitive stomach.

I was seriously crushed that right after showing my game at MakerX, and I was neck deep in prep for both a radio interview, a big push for fundraising / grant research and getting my demo polished for the Cleveland Int’l Film Festival that all of it got… cancelled.

ballantinebeer Instagram posts (photos and videos) -

I stopped working for weeks.

I just didn’t have the energy to look at anything other than the constant stream of news about the virus. Corrupt government. Murder hornets. The Mayans were off about 2012 and its really supposed to be 2020.

I played a LOT of Stardew Valley.

…and not the awesome 80’s band. Image courtesy of Pixabay

I started back after seeing an Asset Store Sale and picking up a haptic feedback asset. And started looking at dev discord channels again. And seeing the #100daysofgamedev challenge.

I had been languishing in the 60 day mark for months. Time to remedy that. Taking a page from the dev who made ‘The First Tree’- I decided to have zero sum day – something must be worked on the game, even if it was just tweaking a texture. And I did it the next day. And the next.

And now – here I am, finally finished my #100days – the workd has changed since I started. I’ve changed. And I am still working on my game.

Good Vibrations

So, in this time of quarantining, home schooling, feeding a constantly hungry family, cleaning a messy house that no one ever leaves, laundry, day drinking, naps and now being able to resume gaming (that I gave up for Lent) – I’ve found returning to game development to be difficult.

Its almost as if I have too much on my plate.

But, hey – I’m getting a lot of painting done in the meantime.

What got me slowly churning back towards dev work was the Unity Asset Store sale – I saw an asset that controls haptic feedback for controllers, and thought to myself, ‘I’ve always wanted that in my game!’

So I bought it – tried adding it my demo – had it turn into an abysmal failure and now I’m trying to get everything working in 2019. I’m feeling a huge need to upgrade my project to get the things I want working – including the aforementioned haptics, and a glow asset that seemed to just stop working in 2017.4

ahh – the joys of figuring out what went wrong…

And, of course, the upgrade curve presents its own challenges.

Text mesh Pro seems to require a shamanistic, voodoo-esque ceremony to get working after an upgrade. Thanks Unity, for packaging a converter app to make it work, guess it was easier than just ‘making it work automatically’ when you upgrade your project.

Now I have to figure out how to have my TMP assets not have my Anima 2D assets show through them. Guess I’m back in the dev game.


Dev in the time of corona

So I went from a place of feeling on the verge of a huge breakthrough to sitting on the side of the road, huffing exhaust and feeling like a discarded soda can.

I was a week out from being interviewed on the local BBC radio station and then a week later kicking off a 10 day film festival that would be showing my game to an expected guest list that could number in the tens of thousands.

Then the world came to a screeching halt.

Its always strange – to have everything come screeching to a halt. And really nothing to indicate that things will return to normal. And of course, the unending panic of the world being tuned upside down and not knowing just how dark or desperate things might get.

ahh… the gold old days

This isn’t the first (or 3rd or 7th) time I’ve felt this kind of panic.

I lived through 3 terrorist attacks when I lived in NYC- and each time it got closer. I was far and gone from the ’93 bombing of the WTC, so I had very little in the way of connection to it, other than a panicked call from my mother. I WAS a lot more involved with 9/11 – seeing as I was literally in the shadow of the 1st plane, getting into a cab on 30th when it flew overhead. And the last one – when the gal in the above Post cover got infected with anthrax about 25 feet away from my desk.

I spent a lot of time those years chain smoking and pretty drunk.

And now.. yet again the world seems to be turned upside down – and in darker moments; ending yet again. And I don’t have the luxuries of Parliament Lights or an unending bar tab at Under the Volcano and an eager bartender ready to pour me a Dos Equis if I brought him a copy of tomorrow’s paper – I have a wife and 2 kids that need me more than I’ve ever been needed. And, I take courage in the fact that I DID survive those tough times – and despite their immense toll, I made it through and will make it through this one as well.

And I have a damn VR game I *must* finish and publish. Even if the world is coming to an end.

Fondly recalling ‘poonag’

and other big news

geek heaven

So I went to show my game at MakerX this past weekend, & since its down in Columbus, I stay with my bro-in-law to not have to pay for a hotel room, have a much shorter drive to the convention center, and… of course, raid his beer fridge.

In previous years, I’ve always texted him in advance – making sure I’m not abusing his hospitality or visiting at a wrong time – and he always welcomes me without hesitation; to which I always replied, ‘poonag!’

Which, for the uninitiated, is T9 for ‘smooch!’

THIS time around, since I finally got a modern phone and abandoned ye olde flip phone – I ‘could’ spell smooch! with no problem. I felt kinda sad about this and told him so. His response? “No worries, it’ll always be poonag! to me…” – I now need to learn how to sing so I can send him my version of Billy Joel’s “She’s Always a Woman” with my own twist on the lyrics, of course.

MakerX has its own special charm, since its free (minus $5 parking) its a LOT more family oriented, and a lot more kids. Which meant I never sat down, was talking constantly and pretty much spent my entire time demoing my game. I was a total dummy – I forgot my business cards! I did give out a larger than usual number of stickers, which does have the website, so at least I’ve got that going for me.

I also got some much needed footage of me demoing my game, which I’ll use in my ‘elevator pitch video’ that a lot of grants and small business contests want. Hopefully my beer gut doesn’t show too much. Or, then again, maybe its a good thing if I’m touting myself as a ‘stay at home dad dev’ – the dad bod might help sell the image.

The best part was coming right off the buzz I get from showing my game is coming home and seeing in my inbox that I was accepted into the Cleveland International Film Festival Perspective’s Exhibit. I’ll be having my game shown to a completely different crowd, and potentially to a whole new demographic that wants to throw money and accolades my way.

my first laurels!

Gearing up

Have big things coming – and a LOT to do to get ready for them…

First up: MakerX – Feb.29th in Columbus. – I’ve ordered a banner to add to my marketing arsenal; and with some massive tinkering, was able to piece together a bunch of screenshots to get a decent sized image worthy of print:

not the best photo, my 9 year old shot it, badly

MakerX is a fun exhibition – since its populated by geeks of all flavors, it has a different vibe than the pure gaming energy of GDEX. Its also more family oriented, since it’s a free event, so I get to demo to a lot more younger kids; my ideal audience. I also get a lot of educators, so there’s always a lot of good energy discussion about new technologies and teaching methods.

My biggest fans, they came back 3 times to play it! I was so stoked!

After MakerX, I’ll have just a few scant days to get my application into the FedEx Small Business Grant – hopefully one of the prizes will help fund my next phase in development; hiring peolple smarter than me to get the game finished.

One of the key selling point in the application process is the ‘sales pitch video’ – a summary of what I’m doing and how I’ll use the help (and money!) if I win – this is what I have so far:
ye gods I hate my voice

After that… I have a radio interview with the
Awesome Foundation, BBC Radio Hour – and I’m itching to be interviewed about my game – and the best part is that I’ll be able to invite listeners to an open demo session that will happen the week later.. but I’m not allowed to talk about that until next week…

I can’t wait to tell everyone!

Stuck in low gear

Since recovering from a sinus infection and the kids being off from school for MLK Day, I’ve been slowed down to an absolute crawl on dev stuff. The lack of energy and indecision about what to tackle next has gotten me a bit frozen in place.

I have kept busy with side projects, like designing the standing banner above for the upcoming MakerX show on Feb. 29th – as well as ordering stickers, since I’m getting low again.

What HAS been worked on is getting the last bits of the demo polished. Since I decided to cut the 3rd level to just a brief taste, I’m hoping I can add enough emotional ‘oomph’ to it that will leave a player wanting to see more. I’m hoping with kiddo 2 having a birthday next month, my bro-in-law will bring his PC and we can finally get his loaner Rift working and my brilliant niece & nephew can get to work on tearing apart my game and finding each and every flaw and give me ideas on how to make it better. They’re good like that.

Fail Faster

So, after a long struggle, I think I have to kill a level that I put a lot of work into. I was looking at this blog and found a post from almost a year ago, and can see how I’ve just put too much time / effort / energy into something that just will not take cohesive shape.

I’ve struggled with it – fought with it – scrapped it and started from scratch (see last year’s post!) – and I just cannot get this level polished to the point where I think I can ship it.

Current mood…

I had some seriously good bits – the envelope quest was a simple, easy quest to start the level; the big rolly balls that flattened the player had a nostalgic touch – but the whole thing never congealed into a cohesive mass. And it pains me to dump all that.

I can, of course, reuse the assets and FSMs to drive them. It’s my innate stubbornness that makes it difficult to let it go. I mean, I worked that level . A year ago I decided to re-do it from scratch and that didn’t work, so I went back to my original design. I was considering trying a different version of it – but then I came upon the post from a year ago and had a moment that forced me to realize that I could work another year on it and still not have the functionality I want.

But, the clock is ticking and I’m feeling the pressure. I need to get this demo OUT. I need to start working on the main game. I need to get funding. And sitting here tinkering with the same level over and over isn’t getting the ol’ job done.

I’m currently prepping for the MakerX Expo at the end of February. And FedEx is opening their Small Business contest at the end of the month. And once I can get my head around the budget concept and get my act together, I’ll be applying to IndieFund and a few local angel investor funds. I need someone smarter than me to get my mechanics feeling tight, and I need a young 2D modeller looking to make his bones to help with the cranking out of assets. Plus, I’m looking at expanding my demo reach – GDEX and MakerX are my staples, but I feel like I could get good traction showing at Games 4 Change.

And that is where I’m applying next. (soon)

Back to Work, pal…

So with the holidays over, fam back to school and work, the house clean enough that I can ignore the rest, I grab my coffee sit down at the comfy office chair chair my wife got from her job, crack my knuckles with anticipation, lean in, reach for the keyboard annnnd….

What the $#!+ was I doing before the holidays began??

Getting back into the swing of things ain’t easy. I’m looking at scribbled notes, my organizer cork board says today is my ‘writing’ day. I have a bunch of things to start researching and planning for the year (sorry IndyPopCon, I don’t have $275 to drop on a exhibitor table this year!) And I have a backlog of other creative work that I need to get done.

What I DID want to brag about was an idea that I whipped together when my eldest brought home a mini gingerbread house he made in school. I instantly though about preserving it in photogrammetry and on a whim, threw it into Unity and added Booper to the scene:

I did start adding the ‘VR tunnelling’ effect, an option I’ll let players choose if they find that the character motion too nauseating. Guess I need to start working on an options menu…

Considering I’m going to be applying for grant money, I DO need to get that demo wrapped and looking as polished as possible. I’m still stuck on that 3rd level and want ‘more’ from it: more excitement, more polish and a bolder ending that really leaves players wanting more. Time to recruit the niece and nephew for more playtesting… Oops – gotta get the Rift I loaned them back to full operating capacity first.

Licensed to ill

SO… dev work was severely impacted by everyone in the house getting a 24 hour stomach bug.

It started Saturday night with my youngest getting sick all over our brand new couch after we went to our local town’s Xmas parade / tree lighting ceremony. I figured too much candy passed out at the parade coupled with a poorly eaten dinner as I cleaned up the mess. This was further solidified (in my mind) by the fact he seemed fine the next day and showed no signs of upset tummy.

Until the wife and I woke up the next day feeling crappy and nauseous. Yay. I somehow got the kids to school when the wife called and said she wasn’t doing well at work and was coming home. So, instead of #MarketingMonday it became, #takecareofsickwifewhileIfeellikecrap day.

And then my eldest got sick in the middle of the night.

So, #TechTuesday went down the toilet as well as I had to take care of a kid out from school, while still getting a wife and youngest child out the door to their routines.

Still – I tried my best to make sure I had no ‘zero progress’ days, so when the family was resting I cleaned out unused assets from my demo and added some effects to the game, like figuring out why my bee didn’t buzz when the player came near (the collider was incredibly small):

So, my #WritingWednesday will be briefer than most – as I attempt to play catch up and make some of my lost time not sting as much as it could.