Last year I had tried to get the DPRK interactive fiction game completed by Christmas. That didn't happen. Besides my job still chugging along at a pretty grueling pace, other things just pop up. Foundation work to my house, repairs and appliance replacing at the trailer I inherited near the coast; it's always something! This is the first year I didn't even take the time to play and rate the Spring Thing interactive fiction competition games. It honestly came and went before I even realized it.
On the bright side, things are a little less stressful now and I haven't taken on any new time-consuming projects. A friend of mine is working on a new MMO type game and I've assisted here and there.. but now he's hit a wall with the networking of the Godot engine that can't be solved until there is a newer version of the engine it seems. I've made a couple of electronic tunes you can listen to here, but that isn't time consuming either. I only sit down to try to make music when I have an idea for a song or am in a certain mood, which is rare.
Today I'm working on DPRK again and wanted to update this blog before I forgot about it again for a few months (heh-heh). Over the past year I'm probably averaging about 3-5 hours a month total of adding bits of code here and there, testing things, and adding new graphics. That isn't great but I suppose it's better than nothing. I've had to tell myself to basically not force myself to try to do things that will be too time consuming just for a gimmick or puzzle feature. The time came long ago where I just have to focus on the content itself as the game isn't meant to be very puzzle intensive anyway. Instead, it should be fairly easy cruising to get an ending, wonder if things could have ended differently, and then hopefully play the game again and try different things for different results.