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	<title>Andy Moore &#187; GDC</title>
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	<link>http://www.andymoore.ca</link>
	<description>Game Design and Programming</description>
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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>
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		<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>
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