Well, it’s June and, so far, 2016 has proven to be… challenging.
First, my flat flooded with poo and I had to frantically find another place to live. That wasn’t the best start to the year. Then I got engaged and started planning a wedding with my incredible (and incredibly patient) partner Sam.
That bit was pretty good, actually.
Yes, that is a Harry Potter themed engagement ring. Yes, we are coercing our loved ones to attend our wedding with the promise of cake.
And then I got laid-off.
That one sucked.
As I’ve been looking for a new job and side-eyeing price tags on wedding dresses, I’ve been pushing Cuthbert onto the back-burner, but that’s not where I want it to stay. I’ve poured way too much love into it. L. Whyte’s drawn way too many incredible characters. I’ve written way too many terrible rap lyrics. It can’t fall by the wayside.
But it’s pretty obvious my two-year challenge idea is bust and, if I’m going to get it finished and still have it be good, this is going to have to become more of a… whatever time challenge.
Is it really a challenge if the timeframe is ‘infinity’? Adobe Stock
So, I’ve decided to embrace it. I can’t, with the setbacks we’ve had, with a wedding to plan, with Thimbleweed Park coming out (what am I, stone?! It must be played!), meet a tight deadline. Instead, I’m going to relish the joy of having more time.
I’m going to re-code the prototype I have in a lightning-fast javascript framework. I’m going to put out a proper demo I can be proud of. I’m going to stop umming and aahing over if I should be spending time refactoring or making tools, and do whatever will make the best game, whatever time that’ll take.
And by gum, if it’s ever finished, it’ll be beautiful.
If it’s ever finished.