March 28, 2004
Short story: In January my four year old Aidan's brain surgery didn't go as smoothly as we
hoped. He had a bleed in the brain during one of the surgeries which ended up keeping him
(and me) in the hospital much longer than originally planned. We got home in February and
he is shunt-free and doing great! By great, i mean GREAT, amazingly well - it feels real good.
Long story: www.caringbridge.org/ca/aidanryan/history.htm
Background story: www.topmeadow.com/aidan
One night back in January while sitting in my bed late at night in the Pediatric Intensive
Care Unit, I made a list of possible future games to work on. The PICU isn't the easiest place
to write code. Many of these game ideas have partially complete designs already - either on
paper on in my head. Ended up with 26 games on the list and now wouldn't you know it, the game
I work on next may not be any of those 26.
It always seems that eventually I get to a point in a project where I start to get tired of the
current game project and ideas for the next game are much more exciting. Of course the problem
is you can never complete the next game - you can only complete whatever it is that you are
currently working on. I'm getting close to finishing off my current game.
I didn't realize how much all the medical issues were taking away from my game-making efforts
over the last couple of years until the last few weeks when everything has really calmed down
here at home. Big difference in what I am getting done. On Minigolf Blast, I am getting close
to having something for people to check out and give me feedback. If you are interested, email
me email@example.com, and I'll contact you when the game is ready for for some testing.
Last fall I had some spline based paths that I really needed to see in relation to everything
else in the world so I modified the drawing routines slightly. So here is the obligatory screen
shot showing the paths on one of the holes (standard disclaimer - not real artwork in there
At this point, I have polish to add, lots and lots of polish, but the gameplay and physics are
pretty much done. I always focus on getting the gameplay working well first and worry about a
polished look later. Lots of programmer artwork early and sometimes late into a project is