Our files and folders are once again blooming, and a prune here and there over the last sprint has helped everything burst tidily into spring!
When you are making an indie game that has a longer production lifetime than a couple of months, and more than one team member on that game, it can be pretty surprising how much project management and organization is required. That is why larger companies (that are well run) are more economically viable up to a point, as you can dedicate a role to handling much of the admin and smooth running of a company and its production schedule.
Wednesday, 15 April 2015
Wednesday, 25 March 2015
Sprint Update 23.03.2015 - Last of the Winter Bugs
We weren’t only dealing with software bugs, we were dealing with ones that cause runtime errors in the human body. Rich got a fever that put him down for a large part of this Sprint and so most of what we got completed was down to Pontus’ herculean efforts.
Friday, 6 March 2015
Sprint Update 6.3.2015 - Follow Cam
Boring production stuff, managing the company and dealing with a broken laptop
Well its been a not so fun sprint for parts of it, we’ve been extremely busy but its that time of year for us and so a lot of it has been accounts and paper work as our annual return is due. I suppose that means that there is something to celebrate there though, Semaeopus Ltd. had it’s 1st birthday at the end of last month, and we didn’t even remember to buy it a present! We would talk you through all the boring production and admin associated with running a company but I don’t think that’s why you came to read this blog so we’ll save that for another time!To add to the paperwork-heavy sprint, we also ended with a broken laptop, and a broken computer in a two-man development team definitely makes things difficult. So great thanks to everyone who helped organising a new laptop, in the end it took only a few days to get one (which was actually sent all the way from Finland!). Thank you everyone, we now once again have both members of the team working on the project!
…Which brings us to the few actually interesting things we were able to work in this sprint:
Monday, 9 February 2015
Sprint Update 09.02.2015 - XML Heaven
Some nice progress on editor tools and paving the way for player modding of NPCs and data content in the game…and we managed to get out of the proverbial ‘indie-office’ (our sofas, indie co-working, London Gamespace etc.) and into the real world for a bit too!
The Future of the Darknet
Monday, 26 January 2015
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