Update 142: 10/23/2018Following my tradition of retrospective posts, this post will be a reflection on development for the past year.
If you would like to check out last year's retrospective,
see here.
The 'development anniversary' for Desolus is early September
However, due to life circumstances I haven't had the chance to write this until now.
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WHAT IS DESOLUSThe vision for Desolus as game is probably best described through this:
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A YEAR OF TRANSFORMATIONThis year was perhaps the most transformative, and arguably the most important year of the game's development so far.
As I've mentioned previously, this game has been an evolving project and gone through several iterations.
I set off on a journey to make a game of exceptional quality, and the game has grown over time and moved closer to this goal.
As of writing this, I feel like I have a cohesive vision for the game Desolus, and the skill set needed to see it through.
From a personal perspective however, the past several months have been exceptionally challenging for me.
On August 24th I left my contracting day job to pursue Desolus full time.
I decided to leave my home of Boston to pursue opportunities in Seattle, as my girlfriend has moved there for law school.
Knowing I would be leaving my day job to move to Seattle, I spent the summer preparing a pitch for Desolus to secure a publisher.
This process has been arduous, to say the least. Fortunately, I received invaluable guidance from experienced friends (thank you).
For the entire summer I was on edge, not completely sure if I could do the move. I decided to take the plunge regardless.
All of my worldly possessions are in the trunk of my car, which is sitting at my Dad's house 3000 miles away.
I took with me only my backpack and my laptop, which is oddly poetic. I guess this is how you know you're a real indie developer.
The resulting month of September had me fly across the country three times.
I presented Desolus at PAX West in Seattle on September 1st, and again at the Boston Festival of Indie Games on September 29th.
Presenting is always exciting, but managing a booth by yourself and flying across the country is ultimately exhausting.
In mid September my mom was diagnosed with cancer.
Having already been through strenuous circumstances, this broke my spirit significantly.
However, after spending a week in the hospital she is on the road to recovery. We are confident she will be ok.
I took the month of October off to focus entirely on creative work for Desolus.
Since late May, I haven't been able to do much creative work because of publisher pursuits, conferences, and general life circumstances.
As I'm writing this, I'm back in Seattle for some much needed rest.
Making games (especially as a solo developer) requires superhuman effort. It's imperative to take care of your health and well being.
I think doing creative work for this game genuinely makes me happy. I would have given up long ago otherwise.
All I can say is I find some catharsis in these tumultuous times. I feel if the last few months couldn't break me, nothing can.
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