It’s been a difficult week in my personal life. I’m waiting to get the lab results of a biopsy and it has been weighing on my mind. Today, I got pulled over for having an expired license and fined $310. That really stings.
(I have email reminders for my registration and insurance renewals each year, but I’d forgotten about my license which is only renewed every 5 years. No excuses, it’s completely my fault. It’s just tough to swallow with finances being so tight.)
So when I got home after another day at my dead-end job, I sat at my computer, dejected. No motivation to do any learning. Almost looking for an excuse to quit.
It took a few minutes of mindful meditation to recalibrate myself.
I had to remember that there will never be a perfect time to pursue my dream of game development. Life will always throw obstacles in the way. Whether it’s health, money, work or whatever – if I were to wait for an opportune time where everything was ‘just right’, I would never accomplish anything.
I apologize for the opening to this post being more of a personal diary entry rather than a game dev one but I guess it’s to be expected at times. Dreams are very personal…and developing games is my dream.
In the GDC talk No Time, No Budget, No Problem: Finishing ‘The First Tree’, one point that stood out to me was ‘never have a 0% day’.
David Wehle, the developer of The First Tree, is married and father to two young children. He worked full-time. His father had recently passed away. I doubt he would say everything was ‘perfect’ in his life to start gaming development.
In order to work on his game, he needed to make sacrifices. Staying up late every night, he was able to devote approximately 10 hours each week to his game over the course of 18 months.
David’s talk was one of the most motivating talks I’ve listened to and I am glad I watched it earlier this week. I really needed it.
Along with always working on his game, even just a little bit each day, he licensed publicly available assets to save even more time.
Although he could have made most of the assets himself, he estimates licensing them instead saved him roughly 600 hours of work. Considering his game took about 1000 hours to create, that’s an immense amount of time savings that would have otherwise nearly doubled development time.
The resources he used included:
So even though I’m feeling low, in line with the ‘never have a 0% day’ motto, I’m going to continue working on the Health Bar Tutorial which is a branch of the main Tower Defense Tutorial I’ve been following.
Current Progress Status