Build 106

I recently received an e-mail from someone who wanted to check out my first (and only) solo game, I Think The Waves Are Watching Me. It made me realize that I never posted any updates about the game after a certain point. So let’s get some updates in.

For a while, once I had it roughly done, I didn’t touch it. I loved all the amazing suggestions I received from people, and I wanted to implement them all, but I think I was kind of burnt out on working with the game, I was excited to get started on working with Unity — which I continue to work at, and the code for the game was so rough that I was a bit afraid to go back in and tinker with it.

Around late August/early September (2014), I decided that I was going to brave the house of cards and try to clean things up.

That effort resulted in the creation of build 105. Build 105 represented the largest amount of improvements for any of the builds going back to #1. In a normal build, I’d release it after maybe 5 or 10 updates, but for 105 I had packed in a whopping 63.

But I could not even start that process without re-writing all of the code in the first place to make it manageable, a process that took me about two weeks. I originally thought that re-write was a waste of time, but I learned a lot about organizing things, and found so many bugs that I never would have spotted otherwise.

Despite how satisfied I was with 105, any time you make that many changes there are bound to be problems, and there were. So I went back in once more and eventually created build 106.

In fact, I had meant to enter build 106 into a content, but discovered I missed the deadline. Oops! I guess the good news is that I have more time to add in some of the previous suggestions I received. I don’t intend to dedicate a great deal of time to that potential build 107 any time in the near future (I’m more caught up with work in Unity), but I think a few more tweaks and additions could make build 107 the one that I call “the end”.

As a summary of the experience, I have to say that it ended up being awesome. I’m really proud of what I made and feel like I successfully married my desire to create passive, trippy environments with the structure and objectives of a game. I hope before too long I can post new updates about new projects that I’m currently working at.

Note: a stipulation of the contest I want to enter is that I can’t “release” the game, but if you want to know more about it or check out a copy, leave a comment with a way to reach you.

What do you think?