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	<title>Andy Moore &#187; Events</title>
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	<link>http://www.andymoore.ca</link>
	<description>Game Design and Programming</description>
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		<title>Social Gold: Will they screw you, too?</title>
		<link>http://www.andymoore.ca/2010/09/social-gold-will-they-screw-you-too/</link>
		<comments>http://www.andymoore.ca/2010/09/social-gold-will-they-screw-you-too/#comments</comments>
		<pubDate>Sun, 05 Sep 2010 15:50:20 +0000</pubDate>
		<dc:creator>Andy Moore</dc:creator>
				<category><![CDATA[Events]]></category>
		<category><![CDATA[Game Design]]></category>

		<guid isPermaLink="false">http://www.andymoore.ca/?p=435</guid>
		<description><![CDATA[I was in Seattle to attend Casual Connect a while back, and had mostly a fun time. Ryan Creighton over at Untold Entertainment posted an excellent summary of Casual Connect on his own blog, so if you want a synopsis of all the horrors and joys of the event, check that out. One gripe that Ryan [...]]]></description>
			<content:encoded><![CDATA[<p>I was in Seattle to attend<strong> Casual Connect </strong>a while back, and had mostly a fun time. Ryan Creighton over at Untold Entertainment posted <a href="http://www.untoldentertainment.com/blog/2010/07/25/the-casual-connect-clusterflux/">an excellent summary of Casual Connect</a> on his own blog, so if you want a synopsis of all the horrors and joys of the event, check that out.</p>
<p><img class="alignright" title="Social Gold" src="http://friskymongoose.com/wp-content/uploads/2010/02/social-gold-logo.png" alt="Social Gold" width="179" height="107" />One gripe that Ryan wasn&#8217;t privy to: Social Gold had a fishbowl full of business cards around the event. The sign next to it said &#8220;Attendance at the draw for a free iPad is<strong> mandatory</strong>.&#8221; I wanted me an iPad some bad, so I showed up eagerly and early. The event turned out to be poorly attended, and my odds essentially skyrocketed to 1 in 4. I was stoked. I was super excited. I was going to get an iPad and I was going to love Social Gold forever.</p>
<p>You see, SteamBirds is going to be out on the iPad sometime soon, and it&#8217;d be really nice to be able to <em>test the game out myself</em>. I really do badly need an iPad for this. With these newfound 1:4 odds, I was fully prepared to accept a distinct loss to someone else in the room.</p>
<p><img class="alignleft" title="Screwed" src="http://www.seniorark.com/Humor/Double%20Takes/really%20screwed.gif" alt="Screwed" width="315" height="294" />Imagine my surprise when they decide their event was <em>so poorly attended </em>that they would draw a single card and ship it to a dude <strong><em>not</em></strong> in attendance. <strong><em>WHAT?! </em><span style="font-weight: normal;">I&#8217;m a visitor to your fair country of America, so I won&#8217;t make a fuss.  But you see, up here in Canada, that shit is <em>illegal. </em>You can&#8217;t change the terms of your contests like that!</span></strong></p>
<p><strong><span style="font-weight: normal;">If a company&#8217;s <em>dedicated PR people</em> are willing to screw over some good meaning <em>attenders of their events </em>by changing around <em>legal documents</em> at, what is essentially, a fan convention for their products &#8211; imagine the kind of evil they will be capable of on the <em>business </em> side of things. You know, when the happy free-stuff PR people <em>aren&#8217;t </em>in charge. Gives me shivers up my spine.</span></strong></p>
<p>Just sayin&#8217; is all.</p>
<p>Just sayin&#8217;.</p>
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		<title>Announcing: OrcaJam!</title>
		<link>http://www.andymoore.ca/2010/08/announcing-orcajam/</link>
		<comments>http://www.andymoore.ca/2010/08/announcing-orcajam/#comments</comments>
		<pubDate>Tue, 10 Aug 2010 17:46:36 +0000</pubDate>
		<dc:creator>Andy Moore</dc:creator>
				<category><![CDATA[Events]]></category>
		<category><![CDATA[VDev]]></category>

		<guid isPermaLink="false">http://www.andymoore.ca/?p=428</guid>
		<description><![CDATA[Continuing on the startup success of the VDevs, I&#8217;m happy to announce our first GameJam is officially launched! September 17th-19th, a 48 hour game jam right here in Victoria. I&#8217;m really happy/excited/impressed that before the official launch even happend, I&#8217;ve already got 7 people signed up! Check out the official OrcaJam website for all the [...]]]></description>
			<content:encoded><![CDATA[<p>Continuing on the startup success of the VDevs, I&#8217;m happy to announce our first GameJam is officially launched!</p>
<p><img class="aligncenter" title="OrcaJam 2010" src="http://www.orcajam.com/images/smalllogo.jpg" alt="" width="600" height="147" /></p>
<p>September 17th-19th, a 48 hour game jam right here in Victoria. I&#8217;m really happy/excited/impressed that before the official launch even happend, I&#8217;ve already got 7 people signed up!</p>
<p>Check out <a href="http://www.orcajam.com">the official OrcaJam website</a> for all the glorious details. It&#8217;s going to be a blast, and you &#8212; yes, YOU! &#8212; should come!</p>
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		<title>The VDevs Live!</title>
		<link>http://www.andymoore.ca/2010/07/the-vdevs-live/</link>
		<comments>http://www.andymoore.ca/2010/07/the-vdevs-live/#comments</comments>
		<pubDate>Mon, 19 Jul 2010 14:12:32 +0000</pubDate>
		<dc:creator>Andy Moore</dc:creator>
				<category><![CDATA[Beer]]></category>
		<category><![CDATA[Events]]></category>
		<category><![CDATA[VDev]]></category>

		<guid isPermaLink="false">http://www.andymoore.ca/?p=423</guid>
		<description><![CDATA[I&#8217;ve met up with a lot of game developers in the past few months, and seen awesome local-develpment-hangouts, gamejams, and general community cohesion. It seems every major city in Canada has a vibrant Indie Game Development community! I&#8217;ve also lived in Victoria for 10 years, where we have the University of Victoria and it&#8217;s awesome [...]]]></description>
			<content:encoded><![CDATA[<div class="wp-caption alignright" style="width: 360px"><a href="http://www.flickr.com/photos/navaboo/4654995597/"><img class=" " src="http://farm5.static.flickr.com/4059/4654995597_e5423ae9e0.jpg" alt="" width="350" height="233" /></a><p class="wp-caption-text">Picture by Navaboo</p></div>
<p>I&#8217;ve met up with a lot of game developers in the past few months, and seen awesome local-develpment-hangouts, gamejams, and general community cohesion. It seems every major city in Canada has a vibrant Indie Game Development community!</p>
<p>I&#8217;ve also lived in Victoria for 10 years, where we have the University of Victoria and it&#8217;s awesome Computer Science department. We have a few game studios in town, and even a branch of Disney up island a bit. I don&#8217;t know a single developer here. It feels like I&#8217;m a monitor with no computer to connect to (see image).</p>
<p>My friend Fieran and I discussed it over a pint, and we&#8217;ve decided we&#8217;re going to get things moving, instead of waiting for it to happen!</p>
<p><a href="http://www.meetup.com/thevdevs/"><strong>WELCOME TO VDEV</strong></a>. I founded a Meetup.com group, we&#8217;re using our University contacts to secure some computing space, and we&#8217;re going to have monthly beer-and-games meetups, and a GameJam in September. I&#8217;m really trying to get the local university folks involved, because so many students graduate and immediately move to Vancouver. Vancouver surely has more jobs than Victoria (it is a bigger city after all), but most are completely unaware of how fun Indie Game Making is, and I&#8217;m hoping to make a few converts!</p>
<div class="wp-caption alignleft" style="width: 250px"><img src="http://farm4.static.flickr.com/3089/3217792232_c55b6183b6_m.jpg" alt="" width="240" height="180" /><p class="wp-caption-text">VDev&#39;s current logo.</p></div>
<p>Don&#8217;t get me wrong; I miss all my international friends, and hope to attract a few to the larger events. I hope a bunch from Vancouver will come out. And most of all, I hope all those quiet Victoria devs finally come out of the woodwork and I get to meet you all!</p>
<p>So <a href="http://www.meetup.com/thevdevs/">take a look at the Meetup group</a>. It&#8217;s free to join and you&#8217;ll be notified (optionally) of any events we hold. I&#8217;d love it if you did!</p>
<p>We&#8217;re currently aiming to have our first big GameJam on September 17th-19th. Just waiting on space confirmation; already have a few <em>big ticket guys</em> on the line!</p>
<p>(And for those that might have to travel: Victoria is hosting the annual Great Canadian Beer Festival on September 10th and 11th. It might be a good month to visit!)</p>
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		<title>Indies at the WaterCooler</title>
		<link>http://www.andymoore.ca/2010/07/indies-at-the-watercooler/</link>
		<comments>http://www.andymoore.ca/2010/07/indies-at-the-watercooler/#comments</comments>
		<pubDate>Tue, 13 Jul 2010 18:09:18 +0000</pubDate>
		<dc:creator>Andy Moore</dc:creator>
				<category><![CDATA[Events]]></category>

		<guid isPermaLink="false">http://www.andymoore.ca/?p=403</guid>
		<description><![CDATA[I was recently asked to take part in a candid, water-cooler-style talk on what exactly being an &#8220;Indie Developer&#8221; is. Sharing the spotlight with me are two other chums; check out the header graphic: I think they dawdled on the &#8220;What is Indie?&#8221; topic a bit too much, but there&#8217;s some interesting reading in there and [...]]]></description>
			<content:encoded><![CDATA[<p>I was recently asked to take part in a candid, water-cooler-style talk on what exactly being an &#8220;Indie Developer&#8221; is. Sharing the spotlight with me are two other chums; check out the header graphic:</p>
<p><img class="aligncenter" src="http://indiesuperstar.com/wp-content/uploads/2010/07/iss_cooler_group_12.jpg" alt="" width="550" height="450" /></p>
<p>I think they dawdled on the &#8220;What is Indie?&#8221; topic a bit too much, but there&#8217;s some interesting reading in there and it&#8217;ll only take a few minutes of your time.<a href="http://indiesuperstar.com/archives/296"> Check it out now!</a></p>
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		<title>The History of SteamBirds</title>
		<link>http://www.andymoore.ca/2010/03/the-history-of-steambirds/</link>
		<comments>http://www.andymoore.ca/2010/03/the-history-of-steambirds/#comments</comments>
		<pubDate>Tue, 30 Mar 2010 16:43:05 +0000</pubDate>
		<dc:creator>Andy Moore</dc:creator>
				<category><![CDATA[Events]]></category>
		<category><![CDATA[SteamBirds]]></category>

		<guid isPermaLink="false">http://www.andymoore.ca/?p=368</guid>
		<description><![CDATA[I haven&#8217;t talked much about SteamBirds on my blog.  Now that things are post-release and over-the-hump, I think it&#8217;s about time I discuss the history behind SteamBirds, and some other random thoughts. Numbers post to follow. First up, about the Secrecy; I had often knocked Closed Development practices but hadn&#8217;t actually tried them myself. I [...]]]></description>
			<content:encoded><![CDATA[<p>I haven&#8217;t talked much about <a href="http://www.andymoore.ca/steambirds/">SteamBirds</a> on my blog.  Now that things are post-release and over-the-hump, I think it&#8217;s about time I discuss the history behind SteamBirds, and some other random thoughts. Numbers post to follow.</p>
<p>First up, about the Secrecy; I had often knocked Closed Development practices but hadn&#8217;t actually tried them myself. I thought it would only be fair if I gave it a go. Everything I&#8217;ve done before SteamBirds has been very open (just see all these posts on <a href="http://www.andymoore.ca/category/gamedesign/protonaut/">Protonaut</a> and <a href="http://www.andymoore.ca/category/gamedesign/spacesquid/">Space Squid</a>), and in many cases my productivity apps have had their source code released to someone.</p>
<p><img class="aligncenter" title="Cat Programming" src="http://existentialtype.net/wp-content/uploads/2007/05/im-in-ur-stackz-overflowing-ur-bufferz.jpg" alt="" width="250" height="250" /></p>
<p>I often thought closed development was an entirely useless proposition, especially in the Indie Space. In the end though, I made <a href="http://www.andymoore.ca/2010/02/comparing-open-vs-closed-development/">an analytical post on the subject</a> and have now declared that Closed Development was a success for me; it helped me focus and gave me more time to put into the project. I&#8217;m not concerned about exposure and building a fan base, because this version of the game is <em>designed to build exposure and a fan base for a later iteration of the game</em>. I can&#8217;t say I&#8217;d make the same choice if this was my final release!</p>
<p>Anyway, let&#8217;s recount the tale of SteamBirds, how it came to be, and how I did it (in a very general sense).</p>
<p><strong>September 4th, 2009</strong>: It all started with the Penny Arcade Expo in Seattle, Washington. I was busy working on Protonaut at the time. <a href="http://intuitiongames.com">Greg Wohlwend</a>, partner in the project and <a href="http://4fourths.com">graphical genius</a>, needed to take a short break from the game and it was a good chance at a mini-vacation.</p>
<p style="text-align: center;"><img class="aligncenter" title="PAX 2009" src="http://assets.gearlive.com/playfeed/blogimages/pax-logo.jpg" alt="" width="385" height="202" /></p>
<p style="text-align: left;">I&#8217;ve been a long-time fan of <a href="http://www.penny-arcade.com/">Penny Arcade</a>. I won&#8217;t say I had the pre-cognition to be a day-one fan; I think I first graced their pages in around 2000. Even when the comic fails to entertain, I&#8217;ve often found &#8211; <em>at the very least</em> &#8211; inspiration in Tycho&#8217;s textual truths.</p>
<p style="text-align: left;">I had never been to a PAX event before, <a href="http://maps.google.com/maps?f=q&amp;source=s_q&amp;hl=en&amp;geocode=Fezx4gIdpZCl-ClxYbDdi3OPVDHtSLsedPPoOA%3BFcJp1gIdWVy1-ClVM-iTLBCQVDGa1URpRmUlEA&amp;q=victoria,+bc+to+seattle,+wa&amp;sll=37.0625,-95.677068&amp;sspn=40.817312,79.013672&amp;ie=UTF8&amp;z=9&amp;saddr=victoria,+bc&amp;daddr=seattle,+wa">despite being very close to the West Coast Venue</a>. I was very excited to go to the September 2009 show, but was not prepared for the level of disappointment I felt. I&#8217;m fairly abreast of all industry knowledge/announcements/gameplay videos, and seeing games &#8220;first hand&#8221; a few days before launch held no special magic for me. I don&#8217;t put a premium on games that can only tease me; the same way I&#8217;d rather have <em>private sexy-times </em>than go to the strip club.</p>
<p style="text-align: center;"><img class="aligncenter" title="SexyTimes" src="http://betonmysportsteam.com/images/stock-vector-silhouette-of-a-leggy-girl-laying-flat-on-bed-typing-on-her-laptop-pc-isolated-vector-illustration-_2shl.jpg" alt="" width="270" height="176" /></p>
<p style="text-align: left;">The table-top floor, however, saved the experience. I had a blast. I soaked up new games, unpublished games, games in testing, and old games. I reveled in it. It was like bathing in a big pool of <em>gaming sexy-times</em>. Board games, of course, have a turn-based monopoly&#8230; And I quickly found myself whisked away to thoughts of yester-year, where games like X-Com occupied my every waking moment. Where did all the turn-based games go? Why are there almost no turn-based flash games? Have we been swept up in a digital era of quick-action and forgotten our roots?</p>
<p style="text-align: left;"><img class="aligncenter" title="X-Com screenshot" src="http://www.crunchgear.com/wp-content/uploads/2009/07/x-com-ufo-defense.jpg" alt="" width="560" height="350" /></p>
<p style="text-align: left;"><strong>September 13th, 2009</strong>: Still high on the gaming experience a week before, I tried my hand at creating a turn-based table-top game. Using a set of movement mechanics and pieces of paper as placeholders, Aubrey (my girl) and I raced dirigibles across our coffee table. <em>BlimpRace</em> was born. The blimps could bounce off of each other and we often ended up in comical &#8211; if frustrating &#8211; situations where we just kept bumping around trying to squeeze through narrow canyon-like checkpoints. I still think the game has promise, but it had a lot of issues in both gameplay balance and pacing.</p>
<p style="text-align: left;"><img class="aligncenter" title="Oh, the huge manatee!" src="http://onyxconsulting.com/blogjk/wp-content/uploads/2009/05/manatee.jpg" alt="" width="495" height="390" /></p>
<p style="text-align: left;">I&#8217;m a licensed pilot myself, and Aubrey has an <a href="http://www.hung-truong.com/blog/wp-content/uploads/2007/05/my-pokemans.jpg">unhealthy enthusiasm</a> towards <a href="http://static.dezeen.com/uploads/2008/01/01-manned-cloud-bdsq.jpg">all</a> <a href="http://www.cydeweys.com/blog/wp-content/uploads/2008/07/d903540.jpg">things</a> <a href="http://www.airshipventures.com/">airship-related</a>. It was just fun &#8220;playing in the sky&#8221; as it were; it&#8217;s really enjoyable engaging in something you find fascinating.</p>
<p style="text-align: left;">To any prospective developers out there: <em>Make sure you love your subject matter!</em> I started making <a href="http://www.protonaut.net">Protonaut</a> when I knew in my heart that I dislike platformers. Bad idea!</p>
<p style="text-align: left;"><strong>October 1st, 2009</strong>: <a href="http://lostgarden.com">Daniel Cook</a> (of <a href="http://lostgarden.com">Lost Garden</a> fame) instant-messages me.</p>
<p style="text-align: left;">
<div id="_mcePaste" style="padding-left: 30px;"><em><strong>Dan</strong>: At some point we should do a collaboration.</em></div>
<div id="_mcePaste" style="padding-left: 30px;"><em><strong>Me</strong>: I&#8217;m honored at the invitation. :)</em></div>
<div id="_mcePaste" style="padding-left: 30px;"><em>(and also, totally)</em></div>
<div style="padding-left: 30px;"><em><br />
</em></div>
<div>We didn&#8217;t have a project in mind, but we knew (from our meeting at <a href="http://www.gdcaustin.com/">Austin GDC &#8217;09</a>) we had similar ideals and goals in the industry. We would find something to work on!</div>
<p style="text-align: left;"><strong>October 24th, 2009</strong>: Nearly two months from my initial inspiration, the first line of code is written for what would eventually become SteamBirds. It was obviously called &#8220;<em>SexyPlane</em>&#8221; at the time (obviously).</p>
<p style="text-align: left;"><img class="aligncenter" title="Sexy Airplanes" src="http://www.artfagcity.com/wordpress_core/wp-content/uploads/2009/05/airplane.jpg" alt="" width="500" height="339" /></p>
<p style="text-align: left;"><strong>October 28th, 2009</strong>: After 4 days of very lazy, part-time effort (I figure 2 days full-time), the first Prototype is complete. SteamBirds never deviated far from this initial prototype. This version of the game is full of programmer-art and had only the most basic human-generated sound effects (bang! pow! boom!). Daniel Cook is excited, and in the coming weeks we hammer out a collaboration deal.</p>
<p style="text-align: left;">Daniel Cook made some amazing contributions to the game. His experience and insight into the industry &#8211; and more importantly &#8211; the minds of the players, was invaluable. I&#8217;m absolutely certain that without his design and guidance the game would have ended up being a very different product.</p>
<p style="text-align: left;"><strong>October 29th, 2009</strong>: Daniel Cook hands me the first pass of art assets and I get to make the game look really beautiful. After a few days I had a revamped playable version. We ended up going in a completely different direction in the end, but this &#8220;cut-out&#8221; art style got a lot of praise  from the people I showed it to:</p>
<p style="text-align: left;">
<p style="text-align: left;"><img class="aligncenter" title="SteamBirds: First art" src="http://dl.getdropbox.com/u/1348446/preview.png" alt="" width="425" height="422" /></p>
<p style="text-align: left;">This is right about when I started seriously working on Steambirds. Since the core game mechanic was pretty much final, the work Dan and I were doing was dressing it up to the nines. Inventing new compatible mechanics, implementing UI, balancing gameplay, and polishing the game. I never put in a full effort; my time-tracking software says I put in 3 hours per day, 4 days per week. Very part-time. I even did a lot of code from the pub on my laptop.</p>
<p style="text-align: left;"><img class="alignleft" title="Sisko Facepalm" src="http://i232.photobucket.com/albums/ee119/Joethebrave0/Facepalms%20and%20Fails/sisko-facepalm.jpg" alt="" width="165" height="134" />Some of my downtime, of course, was spent in the shower thinking about the game &#8211; sketching ideas and writing notes &#8211; or just plain thinking about problems. It really wasn&#8217;t a lot, though. I was busy watching the entirety of Deep Space Nine for the first time.</p>
<p style="text-align: left;"><a href="http://noflyingcars.ytmnd.com/">Goddamn I hate Sisko so hard</a>. I don&#8217;t think he can act (for TV; he&#8217;s apparantly an accomplished theatre actor/instructor) worth a damn and the only reason the show was watchable for me was the supporting cast. Christ.</p>
<p><strong>December 12th, 2009</strong>: I went for lunch with Colin Northway. I expressed my desire to have a top-notch musician on this project; someone who can crank out some epic tunes.</p>
<p style="padding-left: 30px;"><strong><em>Colin</em></strong><em>: Why not DannyB?<br />
</em> <strong><em>Me</em></strong><em>: Pff, I can&#8217;t get DannyB. He&#8217;s all famous and shit.<br />
</em> <strong><em>Colin</em></strong><em>: Nah dude, give him a shout! He&#8217;s a great guy!</em></p>
<p><em><span style="font-style: normal;">Sure enough, <a href="http://www.dbsoundworks.com/">DannyB</a> (Danny Baranowski) jumped on the project right away, and gave it that distinctive sound. I love how the game&#8217;s opening screen grabs you by the shirt collar and says &#8220;YOU WILL PAY ATTENTION TO ME NOW.&#8221; The music is even popular enough to have generated some sales on <a href="http://dbsoundworks.bandcamp.com/album/steambirds-soundtrack">DannyB&#8217;s bandcamp page</a>.</span></em></p>
<p><em><span style="font-style: normal;">DannyB was also instrumental in securing <a href="http://inventoryisfull.blogspot.com/">Jordan Fehr</a> to do the excellent sound effects for the game.</span></em></p>
<p><em><span style="font-style: normal;">I attribute a lot of the success of the game to the audio design. It really makes the experience a complete package. Just check out the trailer I made and tell me it </span>isn&#8217;t </em>made a thousandfold more awesome by the sound:</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="480" height="385" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/SSmvB1yw7HE&amp;hl=en_US&amp;fs=1&amp;rel=0" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="480" height="385" src="http://www.youtube.com/v/SSmvB1yw7HE&amp;hl=en_US&amp;fs=1&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object><br />
<strong>January 19th, 2010</strong>: The gameplay and UI has entered a beta stage. Aside from a few bugs, I would almost be happy releasing the game at this point.</p>
<p>Again, Daniel Cook&#8217;s contribution was immeasurably valuable. I think collaborating with him on this project not only made the game better, it made it viable. He was also great at keeping me grounded; keeping me sticking to the basics and not wandering off into &#8220;things I <em>want</em> to code&#8221; land.</p>
<p>I wanted to make this launch count, though; I began large-scale user testing.</p>
<p>I uploaded a copy of my game to <a href="http://flashgamelicense.com">FlashGameLicense</a> and used their <a href="http://www.flashgamelicense.com/view_library.php?page=firstimpressions-faq">FirstImpressions</a> service to get some initial big-issue feedback. This service selects random people from around the world (any age group, country, preferences, etc.; only requisite is they know how to use a mouse and keyboard) and forces them to play your game for 5 minutes and write up some feedback. I occasionally re-used this service throughout the coming month, and eventually got the &#8220;Average Fun Rating&#8221; from 5 points up to 7.5.</p>
<p>I was also user-testing in-person. As valuable as FirstImpressions are, they aren&#8217;t very detailed and you can&#8217;t watch users get frustrated with things or quit at strange times. I cannot stress enough how important real-user testing is.</p>
<p>I even had Daniel Cook and Colin Northway do some user tests on my behalf. Do not skirt user-testing! I spent nearly an entire month on this stage!</p>
<p><strong>January 30th, 2010</strong>: I posted the game up for Auction at this point. I&#8217;ll go into a lot more detail in the next blog post about the numbers and figures on this end of things. Development essentially stopped here, and the game is largely feature complete. Minor bug fixes and statistics-reporting APIs developed.</p>
<p><img class="aligncenter" title="Bags o Money" src="http://justgetthere.us/blog/uploads/money_bags.jpg" alt="" width="400" height="284" /></p>
<p><strong>February 22nd, 2010</strong>: <a href="http://armorgames.com">Armor Games</a> wins the FGL bidding war and even commissions me to make a few bonus levels in the game for his site. I spend half a week of full-time dev working on the requested changes and preparing the game for final release to the wild.</p>
<p><strong>March 3rd, 2010</strong>: SteamBirds goes live on Armor Games. Exactly* ten years previous, <a href="http://www.penny-arcade.com/comic/2000/3/3/">Penny Arcade posted this comic</a>:</p>
<p style="text-align: center;"><img class="aligncenter" title="XFiles: Brain Dirty" src="http://art.penny-arcade.com/photos/215053876_Mu5Vu-L-2.jpg" alt="" width="560" height="272" /></p>
<p>Shit. I was really hoping the comic would be a telling metaphor for my situation! Well.. damnit. If I fudge the date a few days earlier at least I can get <a href="http://www.penny-arcade.com/comic/2000/3/1/">a topical comic about videogames as art</a>.</p>
<p>All in all, the game&#8217;s development timeline was very short. If you assume full-time days, it took me 2 days to code and around a month of polish to get things to the sellable point. Maybe a further week or two of full time coding setting up things for sequels, ads, sponsors, viral versions, and various things like highscore integrations and badges for sites that support them.</p>
<p>In real-world-time, I spent around 3 months on the game and a further month on post-sale issues and updates. The reason for part-time work? I&#8217;m lazy. I had some other work going on on the side, but I spent way too much time catching up on old unwatched StarTrek episodes. :)</p>
<p>I&#8217;ll post some details on the numbers and deals next! Until then, any questions you guys have on the process? Timing? Tools I used? Feel free to ask in the comments.</p>
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		<title>Gaming World: It is my first anniversary</title>
		<link>http://www.andymoore.ca/2010/03/gaming-world-it-is-my-first-anniversary/</link>
		<comments>http://www.andymoore.ca/2010/03/gaming-world-it-is-my-first-anniversary/#comments</comments>
		<pubDate>Mon, 22 Mar 2010 13:31:44 +0000</pubDate>
		<dc:creator>Andy Moore</dc:creator>
				<category><![CDATA[GDC]]></category>
		<category><![CDATA[Photography]]></category>

		<guid isPermaLink="false">http://www.andymoore.ca/?p=351</guid>
		<description><![CDATA[Ahh, finally back from the Game Developer&#8217;s Conference in San Francisco. About halfway through the conference I stumbled upon the realization that it is my &#8220;Gaming Birthday;&#8221; right about this time in 2009 I wrote an article about how GDC Inspired me to make my first game. I&#8217;ve done a fairly in-depth post-mortem of 2009, [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.flickr.com/photos/weasello/sets/72157623513624917/"><img class="alignleft" title="GDC 2010" src="http://farm5.static.flickr.com/4032/4440068044_221e761347_m.jpg" alt="GDC 2010" width="240" height="180" /></a>Ahh, finally back from the Game Developer&#8217;s Conference in San Francisco. About halfway through the conference I stumbled upon the realization that it is my &#8220;Gaming Birthday;&#8221; right about this time in 2009 I wrote <a href="http://www.andymoore.ca/2009/03/gdc-inspiration-space-squid/">an article about how GDC Inspired me to make my first game</a>.</p>
<p>I&#8217;ve done a fairly <a href="http://www.andymoore.ca/2009/12/the-end-of-aught-nine/">in-depth post-mortem of 2009</a>, so I won&#8217;t go blabbing about the past again. Suffice it to say that it feels like a dozen years have gone by when it has in fact only been one; I feel like an industry veteran; I&#8217;ve been invited/spoken at 4 different events; and I&#8217;ve even been hosted on <a href="http://tigradio.com/">The Independant Gaming Radio Show</a> twice (once just last night, about <a href="http://www.ustream.tv/recorded/5628719">GDC and Steambirds</a>; the other back in January about <a href="http://www.ustream.tv/recorded/4059135">community management</a>).</p>
<p>The one thing that has really stood out for me in the last year, though, is the new friends I&#8217;ve made. Experiencing the legendary Indie Love firsthand. Excuse me for a moment while I go and embarrass myself and several others:</p>
<p style="text-align: center;"><a href="http://www.andymoore.ca/wordpress/wp-content/uploads/3party.jpg"><img class="size-medium wp-image-352 aligncenter" title="3party" src="http://www.andymoore.ca/wordpress/wp-content/uploads/3party-300x225.jpg" alt="" width="300" height="225" /></a></p>
<p>I still remember a year ago, when I was considering whether or not I should attend GDC at all. I remember sitting there at the back of the Independent Gaming Summit talks, wondering who all them friendly-looking folk at the front were. But now, each of those astounding folks are my friends.</p>
<p>I really have to give credit to three people in particular:</p>
<ul>
<li><strong><a href="http://www.colinnorthway.com/">Colin Northway</a></strong>: Convinced me to go to GDC in the first place, and while at GDC, convinced me to write my own game.</li>
<li><strong><a href="http://www.philhassey.com/blog/">Phil Hassey</a></strong>: Inspired me to make my first game while at GDC (after learning he made one of my favorite games, <a href="http://www.galcon.com/">Galcon</a>, in only 48 hours).</li>
<li><strong><a href="http://mile222.com/">Greg Wohlwend</a></strong>: Showed me how amazing and easy it is to collaborate on projects; working with him convinced me that this could be a career and not a flirting interest (and for making <a href="http://4fourths.com/">the best game trailer</a> I&#8217;ve ever witnessed).</li>
</ul>
<p><img class="alignright" title="Indie Love Campfire" src="http://farm3.static.flickr.com/2686/4440833087_9a34cf3e44_m.jpg" alt="" width="240" height="180" />If it weren&#8217;t for those three chums, I&#8217;d not have the chance to be sitting at the IndieLove campfire in Derek Yu&#8217;s backyard. I wouldn&#8217;t have added around 60 new people to facebook in the last few months alone.</p>
<p>Heck, I just spent a week sharing a room with Indie Gaming&#8217;s Patron Saint of Passion, Devotion, and Chemicals: <a href="http://polytroncorporation.com/">Phil Fish</a>.</p>
<p>A final shout out has to go to <a href="http://www.matthewwegner.com/">Matthew Wegner</a>, who usually escapes the focus of my blog thanks to his undefinable grandiosity. Matthew seems to be everything and everywhere: Organizing IGS, <a href="http://www.fun-motion.com/">operating my favorite blog</a>, running an <a href="http://blurst.com/">awesome company</a>, and starting TIGRadio, just to name a small fraction of his resume off the top of my head. Yet at the same time, he isn&#8217;t up on stage like some guitar-slinging rock god; he&#8217;s more the guy in the booth that lights the entire Indie Stage. I&#8217;d venture to say that the fundamental Indie landscape would be different without him.</p>
<p>But enough with all these blowjobs.</p>
<p>I brought my camera with me down to SanFrancisco and got some excellent shots of some architecture. I&#8217;m not usually a fan of architecture, but sometimes a particular view or piece of scenery will strike me as particularly enjoyable. You can see <a href="http://www.flickr.com/photos/weasello/sets/72157623513624917/">my entire (short) GDC photoset here</a>, but I&#8217;ll post one of my favorites:</p>
<p><a href="http://www.flickr.com/photos/weasello/4440205412/in/set-72157623513624917/"><img class="aligncenter" src="http://farm5.static.flickr.com/4024/4440205412_6edf2dc1c3.jpg" alt="" width="500" height="375" /></a></p>
<p>I love that without any context, this photo goes quickly from &#8220;neat&#8221; to &#8220;striking&#8221; &#8212; in my mind, anyway! :)</p>
<p>SteamBirds is doing excellently, to say the least. I don&#8217;t want to post my post-mortem or stats yet, because it&#8217;s still collecting me dollaz. I&#8217;ll probably post something closer to the end of the month.</p>
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		<title>The End of Aught Nine</title>
		<link>http://www.andymoore.ca/2009/12/the-end-of-aught-nine/</link>
		<comments>http://www.andymoore.ca/2009/12/the-end-of-aught-nine/#comments</comments>
		<pubDate>Wed, 30 Dec 2009 20:32:00 +0000</pubDate>
		<dc:creator>Andy Moore</dc:creator>
				<category><![CDATA[GDC]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Personal]]></category>

		<guid isPermaLink="false">http://www.andymoore.ca/2009/12/the-end-of-aught-nine/</guid>
		<description><![CDATA[Well, the year has come to a close. I started this blog knowing it would only last a year &#8212; but don&#8217;t worry! I&#8217;ll be firing up a proper blog on my own website (andymoore.ca) soon. I&#8217;ll make another post here to announce it, and I&#8217;ll see about exporting these posts there. Protonaut is an [...]]]></description>
			<content:encoded><![CDATA[<p>Well, the year has come to a close. I started this blog knowing it would only last a year &#8212; but don&#8217;t worry! I&#8217;ll be firing up a proper blog on my own website (<a href="http://www.andymoore.ca">andymoore.ca</a>) soon. I&#8217;ll make another post here to announce it, and I&#8217;ll see about exporting these posts there.</p>
<div>Protonaut is an exercise in open development. I make a blog post just about every time I build a [working] update to the game, involve a lot of people in obtaining feedback, and have a lot of fun doing it! I haven&#8217;t been updating recently because Protonaut has been on hold (dev ramps up again soon!) and I&#8217;ve been working on a new, top-secret project.</div>
<div>It&#8217;s just an experiment: Switching from Open development to Secret development will allow me to get some perspective on how the two systems work with each other.</p>
<div>I think a retrospective is in order! When I first started this blog, I made some goals for myself. Here&#8217;s how they shook out:</div>
<div><span style="font-family: tahoma, 'Trebuchet MS', lucida, helvetica, sans-serif; font-size: 13px; color: #555544; line-height: 18px;"></p>
<ul>
<li style="line-height: 20px;"><span style="font-weight: bold;">I will finish moving out of my house in this next week.</span><br />
<span style="color: #33cc00;"><strong>COMPLETE! I am now living with my girl, Aubrey, and have been quite happy.</strong></span></li>
<li style="line-height: 20px;"><span style="font-weight: bold;">I will sell or give away most of my material goods by February 1st.<br />
<span style="color: #33cc00;">MOSTLY COMPLETE! I have to say that living out of a backpack is quite liberating. When I only really own a backpack, clothes, and a laptop it simplifies life quite a bit. I have a few other odds and ends that I&#8217;m still trying to sell or holding on to &#8212; a Wii and a Projector to watch the occasional movie on &#8212; but I&#8217;m happy to ditch it all at a moment&#8217;s notice.</span></span></li>
<li style="line-height: 20px;"><span style="font-weight: bold;">I will continue working on my various web contracts to pay for my bills.</span><br />
<span style="color: #33cc00;"><strong>DONE! I&#8217;ve gained new exciting contracts over the last year.</strong></span></li>
<li style="line-height: 20px;"><span style="font-weight: bold;">I will make an effort to cut expenses.<br />
<span style="color: #33cc00;">COMPLETE! Aubrey has taught me the magic of making my own food (gasp, shock). I&#8217;ve actually got a handsome sum in the bank right now! I&#8217;m quite proud.</span></span></li>
<li style="line-height: 20px;"><span style="font-weight: bold;">I will finish all of my half-finished projects by April 1st.<br />
<span style="color: #ff0000;">FAILED! I think this one wasn&#8217;t destined to win through. It only makes sense to finish a project if I actually have plans or interest in them&#8230; What I ended up doing was take all my half finished projects, archive them, and promised not to look at them ever again until I&#8217;m sure I need them. </span></span></li>
<li style="line-height: 20px;"><span style="font-weight: bold;">I will continue brainstorming at least one new application or game per week.<br />
<span style="color: #3333ff;">KINDA. I think what I was aiming for with this goal was to make sure that I was constantly thinking and working on innovation and revision, rather than focusing on and over-developing single (flawed?) applications. I think I successfully avoided this, but in a way I didn&#8217;t expect: I ended up picking a single mechanic and constantly revising and innovating on <em>it, </em>often changing the premise of my application several times before completion.</span></span></li>
<li style="line-height: 20px;"><span style="font-weight: bold;">I will select a Flash Game from my list and create it by November 1st.<br />
<span style="color: #33cc00;">LOL. I definitely succeeded here! When I wrote that goal, I had zero actionscript experience and had only toyed with Flash itself for a few hours. My first game was complete in 30 days (finished May 1st), and I&#8217;ve now made a few more.</span></span></li>
<li style="line-height: 20px;"><span style="font-weight: bold;">I will select a travel location and get there by September 1st.<br />
<span style="color: #ff0000;">FAIL! Looks like real life got in the way of this one. Despite selling all my posessions and keeping my budget low, I don&#8217;t quite have enough money squirreled away to travel somewhere with confidence in my long-term survival. :(</span></span></li>
<li style="line-height: 20px;"><span style="font-weight: bold;">I will spend New Years 09-&gt;10 in a foreign country.<br />
</span><span style="color: #ff0000; font-weight: bold;">FAIL! As a successor to the above goal, it couldn&#8217;t succeed.</span></li>
</ul>
<div><span style="font-family: Georgia, serif; font-size: 130%; color: #000000;"><span style="font-size: 16px; line-height: normal;">It turns out I was quite a bit more prolific than I thought I would, with flash applications. Here&#8217;s a bit of a timeline:</span></span></div>
<div>
<ol>
<li><span style="font-family: Georgia, serif; font-size: 130%; color: #000000;"><span style="font-size: 16px; line-height: normal;"><strong>In January</strong>, I started this Blog with high hopes. I had done no industry research and had no idea what was going on, really; I was aiming for the future blind.</span></span></li>
<li><span style="font-family: Georgia, serif; font-size: 130%; color: #000000;"><span style="font-size: 16px; line-height: normal;"><strong>GDC March</strong> was the big turning point for me. I met up with the talented <a href="http://mile222.com">Greg Wohlwend</a>, who I would later work with on projects, and got a massive dose of what was possible and how the industry worked in general. I was particularly inspired by Phil Hassey, Petri Purho, and other rapid-prototyping game developers.</span></span></li>
<li><span style="font-family: Georgia, serif; font-size: 130%; color: #000000;"><span style="font-size: 16px; line-height: normal;"><strong><a href="http://www.space-squid.com">Space Squid</a></strong> was my first game, finished May 1st, 2009. I gave myself exactly 30 days to learn Actionscript, Flash, setup a dev environment, and build a game. I ended up going through around 20 core-gameplay revisions in that time, and posted most of them to this blog.I still look back at SpaceSquid fondly. There are several really good, fun game mechanic prototypes in it&#8217;s development cycle. I&#8217;m sure I could turn the basic premise into a set of a dozen fun games.
<p>Sadly, SpaceSquid wasn&#8217;t picked up by any sponsors or portals (for money). The gameplay lends itself to a quick 2-minute playthrough, with little motivation to move on. I&#8217;m happy I only spent 30 days on it, and I look at it like an excellent learning experience.</p>
<p></span></span></li>
<li><span style="font-family: Georgia, serif; font-size: 130%; color: #000000;"><span style="font-size: 16px; line-height: normal;"><strong><a href="http://www.protonaut.net">Protonaut</a></strong> is still in development, but is my first mega-project. It has a lot of high hopes and future plans, but is currently in the last phases of development. Greg Wohlwend approached me to do the art on this one, and he&#8217;s been an excellent source of collaboration for design philosophy and mechanic tweaking.I&#8217;m still convinced Protonaut is going to be a successful title, earning me moneys. I really want the product to be juuust perfect though; it&#8217;s only going to have one day in the spotlight when I decide to start marketing it. A test-run mini-launch later in the year showed that people enjoyed the game and the mechanics, but were ultimately disappointed in the level selection. I&#8217;m going to have to get in there and whip up some premium content&#8230;
<p></span></span></li>
<li><span style="font-family: Georgia, serif; font-size: 130%; color: #000000;"><span style="font-size: 16px; line-height: normal;"><strong>GDC Austin </strong>was an absolute blast. Though the venue was a bit lacking compared to the San Francisco version earlier in the year, the people were awesome. A cozy, intimate set of indie devs all hanging out and having fun&#8230; Such joy. It was there that I met DanC, who I later started working with.<br />
</span></span></li>
<li><span style="font-family: Georgia, serif; font-size: 130%; color: #000000;"><span style="font-size: 16px; line-height: normal;"><strong>Military Contracts</strong> are fun and very high paying (military flash apps? lol). I have to give huge thanks to Greg Wohlwend for passing on this job and handing it to me; it&#8217;s funding my next few games. :)</span></span></li>
<li><span style="font-family: Georgia, serif; font-size: 130%; color: #000000;"><span style="font-size: 16px; line-height: normal;"><strong><a href="http://www.ludumdare.com/compo/ludum-dare-16/?action=rate&amp;uid=1531">The Wooden Fleet</a> </strong>is a game I designed for LudumDare #16, the 48-hour-game-jam. I wanted to try my hand at writing a game in such a small timeframe, from scratch, doing all the assets myself&#8230;I ended up being pretty lazy about it. I watched a movie or two, I slept normally, and spent the weekend hanging out with my girl. In the odd hours of spare time I had, I ended up making a working game <em>idea</em>, but it is incredibly lacking in polish. Things like you can&#8217;t move diagonally, your support ships spam out due to a bug, and your movement is way too slow.
<p>I really enjoyed working on it though and perhaps sometime in the future I&#8217;ll revisit the project and make it playable.</p>
<p></span></span></li>
<li><span style="font-family: Georgia, serif; font-size: 130%; color: #000000;"><span style="font-size: 16px; line-height: normal;"><a href="http://www.steambirds.com"><strong>SteamBirds</strong></a> is my current Pride and Joy, and this should be the first time I&#8217;ve mentioned it to the public. :) This is my super top secret development, being made in association with Daniel Cook (DanC of <a href="http://www.lostgarden.com">LostGarden</a>).SteamBirds is really close to my heart because the game type, mechanics, theme, genre, content, and story are all things that I truly love. This is a game being written by me, for me &#8212; obviously with modifications to make it more marketable. :)
<p>It&#8217;s currently scheduled to launch in January sometime. The first iteration is very near completion&#8230; I&#8217;m excited :)</p>
<p></span></span></li>
</ol>
<div><span style="font-family: Georgia, serif; font-size: 130%; color: #000000;"><span style="font-size: 16px; line-height: normal;">There are several little things I left out from the list, and a lot of new projects and collaboration requests going down in the next few months. I daresay this is becoming a full-time gig!</span></span></div>
<div><span style="font-family: Georgia, serif; font-size: 130%; color: #000000;"><span style="font-size: 16px; line-height: normal;"><br />
</span></span></div>
<div><span style="font-family: Georgia, serif; font-size: 130%; color: #000000;"><span style="font-size: 16px; line-height: normal;">All I need now is some bankrolling success!</span></span></div>
<div><span style="font-family: Georgia, serif; font-size: 130%; color: #000000;"><span style="font-size: 16px; line-height: normal;"><br />
</span></span></div>
<div><span style="font-family: Georgia, serif; font-size: 130%; color: #000000;"><span style="font-size: 16px; line-height: normal;">In other news: My personal website, offering up my IT services, has resulted in zero business. I want to turn it into a proper site that showcases my work and houses a more permanent blog than this one-off AughtNine gig. I&#8217;ll post some details once I get something lined up.</span></span></div>
<div><span style="font-family: Georgia, serif; font-size: 130%; color: #000000;"><span style="font-size: 16px; line-height: normal;"><br />
</span></span></div>
<div><span style="font-family: Georgia, serif; font-size: 130%; color: #000000;"><span style="font-size: 16px; line-height: normal;">I just hate designing web pages, is all. :( Maybe I can pay someone to do it for me&#8230;</span></span></div>
</div>
<p></span></div>
</div>
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		<title>Still Working!</title>
		<link>http://www.andymoore.ca/2009/07/still-working/</link>
		<comments>http://www.andymoore.ca/2009/07/still-working/#comments</comments>
		<pubDate>Fri, 03 Jul 2009 18:53:00 +0000</pubDate>
		<dc:creator>Andy Moore</dc:creator>
				<category><![CDATA[GDC]]></category>
		<category><![CDATA[Protonaut]]></category>

		<guid isPermaLink="false">http://www.andymoore.ca/2009/07/still-working/</guid>
		<description><![CDATA[Nope, the project isn&#8217;t dying. Just having some technical problems on the code end. For the last week I&#8217;ve been off-and-on struggling with how to best handle the &#8220;camera&#8221; of the game. Some (currently unpublished) changes to the gameplay have made some more dramatic alterations to the camera a requirement &#8211; I&#8217;m struggling with both [...]]]></description>
			<content:encoded><![CDATA[<p>Nope, the project isn&#8217;t dying. Just having some technical problems on the code end.</p>
<div>For the last week I&#8217;ve been off-and-on struggling with how to best handle the &#8220;camera&#8221; of the game. Some (currently unpublished) changes to the gameplay have made some more dramatic alterations to the camera a requirement &#8211; I&#8217;m struggling with both selecting the optimal strategy, and executing it.</div>
<div>Once I settle on something it&#8217;ll roll out fast enough.</div>
<div>It looks like I&#8217;ll be attending GDC Austin in September! Colin got a speaking gig at the Indie Games Track which is really cool. There&#8217;s a strong Fantastic Contraption following out there so I&#8217;m going to see about having a quick meet and greet or something.</div>
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		<title>GDC Inspiration: Space Squid</title>
		<link>http://www.andymoore.ca/2009/03/gdc-inspiration-space-squid/</link>
		<comments>http://www.andymoore.ca/2009/03/gdc-inspiration-space-squid/#comments</comments>
		<pubDate>Sun, 29 Mar 2009 19:21:00 +0000</pubDate>
		<dc:creator>Andy Moore</dc:creator>
				<category><![CDATA[GDC]]></category>
		<category><![CDATA[Space Squid]]></category>

		<guid isPermaLink="false">http://www.andymoore.ca/2009/03/gdc-inspiration-space-squid/</guid>
		<description><![CDATA[I have survived GDC. I suppose the best thing to come out of GDC is that I&#8217;ve decided to make a prototype for my game, &#8220;Space Squid.&#8221; I&#8217;ve given myself a deadline of May 1st for the release. That gives me just over a month to: Learn OOP. I&#8217;ve got a pretty good handle on [...]]]></description>
			<content:encoded><![CDATA[<p>I have survived GDC.</p>
<div>I suppose the best thing to come out of GDC is that I&#8217;ve decided to make a prototype for my game, &#8220;Space Squid.&#8221; I&#8217;ve given myself a deadline of May 1st for the release. That gives me just over a month to:</div>
<div>
<ul>
<li>Learn OOP. I&#8217;ve got a pretty good handle on it already, and most of my non-OOP code has several OOP properties, so it shouldn&#8217;t be too difficult.</li>
<li>Learn AS3. I&#8217;m a wiz at PHP and have dabbled in several other languages; I can pick up on syntax fairly easily.</li>
<li>Learn Flash. Flash&#8217;s asset management confuses me and I&#8217;m not sure how I&#8217;d go about playing with flash-generated content. I do know how to draw rectangles and circles in AS3 though, so I&#8217;ll stick with that for now.</li>
<li>Learn how to setup the coding environment. Knowing the difference between Flex and Flash and AS3 and Flex Builder and AS2 and what exactly compiles what things is getting to be a pain in the ass. I&#8217;ll figure it out though.</li>
</ul>
<div>I&#8217;m a coder that likes to &#8220;do things right&#8221; the first time, which means I&#8217;m way too ambitious on my projects and I&#8217;ll spend 5 years on the framework before I get the game out the door. On the plane ride home from GDC I wrote out some very specific features I&#8217;d have by May 1st. I am going to stick to these and code really crappily to get it done on time. I WILL.</div>
</div>
]]></content:encoded>
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		<item>
		<title>GDC Week</title>
		<link>http://www.andymoore.ca/2009/03/gdc-week/</link>
		<comments>http://www.andymoore.ca/2009/03/gdc-week/#comments</comments>
		<pubDate>Mon, 23 Mar 2009 15:35:00 +0000</pubDate>
		<dc:creator>Andy Moore</dc:creator>
				<category><![CDATA[GDC]]></category>

		<guid isPermaLink="false">http://www.andymoore.ca/2009/03/gdc-week/</guid>
		<description><![CDATA[I&#8217;m in San Francisco for the Game Developer&#8217;s Conference this week. Handed out a lot of business cards already and it hasn&#8217;t even started yet&#8230;]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m in San Francisco for the Game Developer&#8217;s Conference this week. Handed out a lot of business cards already and it hasn&#8217;t even started yet&#8230;</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
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