Going Indie - Destroy All Pixels

Posted on September 1, 2016

The summer is drawing to a close and I’m ready to announce the game I have been working on for the last few months. For those that know me well, I’ve been involved in the games development scene for quite a few years, from tinkering with toy projects to working on a more ambitious project with a friend of mine, Sol Trader. The latter project has very much inspired me to realise a dream of mine and ship a game of my own (solo). I’m certainly not ambitious enough to take on as large a project, but wanted to move beyond the typical game jam style games that I have created to date.

A bit about me

I have been a software developer since the age of 16, when I left secondary school (high school for those in the States) and went to London to work for a stock market software company. I was developing in Python and took a night course in Java. A few years later I left and went to do a Games Development degree at the University of Glamorgan, graduated and landed a job at Eden Development. The last 8 years have been spent predominantly doing web related work, mostly with Ruby and Javascript. More recently I’ve been using Rust, a really great systems programming language which I’ve grown to like a lot. Developing an OpenGL app with it really sparked something that I hadn’t felt for quite some time, the need to create my own games.

About the game

I have spent the last few months gradually working through my backlog and handing off other responsibilities to people around me, in order to free up more time to do games. I’m aiming for 1 day a week full time with some evenings and weekends thrown in. This intentionally limits the scope of my first project which I definitely think is a good thing. I’ve seen way to many games get abandoned over the years including plenty of my own. This is something I want to avoid.

I’ve had a game idea brewing in my mind for over year, which I’ve recently started to prototype over the last few months. The game is a medieval blacksmith management sim. You receive orders, fulfill them, manage employees as well as resources.

Currently I have just completed my first milestone, a fairly simple game engine with asset loading, update loop and rendering pipeline. You can receive, accept, reject and fulfill orders. Milestone 2 will include more items to order, money exchanges, reputation, crafting difficulty and some basic sound fx and music. I’m hoping that will be enough to get an early alpha version released. I’m extremely keen to get as much feedback early on as possible.

What’s next?

I’ll be treating this as a dev blog, I’ll create a separate website for the game, once I have a name that sticks. I’m planning on updating as much as I can, partly as a journal of sorts as well as some accountability. Starting projects is easy, finishing them is hard. Encouragement is very much appreciated!