{"id":1526,"date":"2016-01-01T10:56:36","date_gmt":"2016-01-01T18:56:36","guid":{"rendered":"http:\/\/nonadecimal.com\/site\/?p=1526"},"modified":"2022-02-12T23:08:13","modified_gmt":"2022-02-13T07:08:13","slug":"nonadecimal-in-2015","status":"publish","type":"post","link":"https:\/\/nonadecimal.com\/site\/nonadecimal-in-2015\/","title":{"rendered":"Nonadecimal in 2015"},"content":{"rendered":"<p>Now that I think about it, 2015 was an amazing year for Nonadecimal Creative.<\/p>\n<ul>\n<li>In January, I shared a booth with 3 awesome indie devs while <a href=\"https:\/\/nonadecimal.com\/site\/pax-south-2015-recap\/\" target=\"_blank\" rel=\"noopener\">showcasing Social Justice Warriors at PAX South<\/a>. This was my first time attending a convention and also my first time running a booth. I did a <a href=\"http:\/\/www.ign.com\/articles\/2015\/01\/24\/pax-south-2015-why-we-need-games-like-social-justice-warriors\" target=\"_blank\" rel=\"noopener\">video interview with IGN<\/a> (another first for me) and the game was greenlit for Steam.<\/li>\n<li>In February, I released <a href=\"http:\/\/store.steampowered.com\/app\/348270\/\" target=\"_blank\" rel=\"noopener\">Social Justice Warriors on Steam<\/a> after an intense month of no sleep and constant work to add achievements, trading cards, and all the other necessary Steam elements.<\/li>\n<li>In March, I flew to San Francisco for a single day at GDC followed by a midnight flight to Boston for PAX East where I\u00a0was very grateful to have been\u00a0sponsored booth space by Cooler Master. I met so many great people that week.<\/li>\n<li>In May, I released the <a href=\"https:\/\/twitter.com\/Nonadecimal\/status\/598201320814686209\" target=\"_blank\" rel=\"noopener\">final update<\/a> for Social Justice Warriors a year after it was first released on itch.io.<\/li>\n<li>In June, I started working on a <a href=\"https:\/\/twitter.com\/Nonadecimal\/status\/674363230056153090\" target=\"_blank\" rel=\"noopener\">cyberpunk plot generator<\/a> for Black Ice that would create branching stories involving randomly generated characters.<\/li>\n<li>In July, I <a href=\"https:\/\/nonadecimal.com\/site\/full-indie-taking-nonadecimal-creative-to-the-next-level\/\" target=\"_blank\" rel=\"noopener\">left my day job<\/a>\u00a0and created a new game, <a href=\"https:\/\/nonadecimal.com\/site\/automata-empire\/\" target=\"_blank\" rel=\"noopener\">Automata Empire<\/a>, during 2 weeks of a game jam.<\/li>\n<li>In November, I finally <a href=\"https:\/\/nonadecimal.com\/site\/procedural-november-2015-part-1-procjam\/\" target=\"_blank\" rel=\"noopener\">participated in PROCJAM and made a demon generator<\/a> that I&#8217;ll expand into a full game, Souls &amp; Accounting, in 2016. Meanwhile, Automata Empire was greenlit for Steam, clearing the way for its release in early 2016.<\/li>\n<\/ul>\n<p>So much happened in 2015\u00a0that I hadn&#8217;t even realized it was still the same calendar year!<\/p>\n<h2>What did I learn?<\/h2>\n<p>Looking back on it, the year was marked by a continuing trend toward smaller projects with tighter constraints that began in 2014. At the start of 2014, I was 2 years into development of <a href=\"https:\/\/nonadecimal.com\/site\/afterdeath\/\" target=\"_blank\" rel=\"noopener\">Afterdeath<\/a>, a platformer where you controlled the angle of the characters&#8217; jumps (and for some characters, bounces). Fed up with an endless project where I felt like I had already learned all that I could, I took 4 weeks off to make and release Social Justice Warriors as a project to learn Unity and the basics of releasing a game. While I ended up updating SJW for a full year in an attempt to refine its message in the face of an ever-changing internet war, it left me feeling smaller games that offer focused lessons for me as a developer was the right idea.<\/p>\n<p>This challenged\u00a0me to create the Automata Empire prototype in just two weeks and the demon generator in less than a week. While Automata still has some work remaining to finish the multiplayer gameplay and some menus, I feel confident it will be finished within 7 months of the initial game jam. Likewise, I think I can finish Souls &amp; Accounting within another 7 month dev cycle. If I can hold myself to those targets, that means I&#8217;ll be able to release 2 games in 2016. Hopefully as I continue to gain experience as a game developer, I can keep shrinking that development cycle in successive years. Now that I&#8217;m self-employed, I may need those rapid releases to stay afloat too.<\/p>\n<p><a href=\"https:\/\/i0.wp.com\/www.nonadecimal.com\/staging\/Souls%26Accounting\/polaroids2.png\"><img data-recalc-dims=\"1\" loading=\"lazy\" decoding=\"async\" class=\"aligncenter\" src=\"https:\/\/i0.wp.com\/www.nonadecimal.com\/staging\/Souls%26Accounting\/polaroids2.png?resize=750%2C260\" alt=\"\" width=\"750\" height=\"260\" \/><\/a><\/p>\n<p>This year has also made me realize the importance of structuring each game as a learning opportunity. Just as I used SJW to learn Unity and BIKE GAME to learn Unity&#8217;s 2D physics in 2014, I used Automata Empire to learn about managing large amounts of data (thousands of monsters traversing tens of thousands of grid cells) and tackle multiplayer synchronization for the first time. I used Black Ice and Souls &amp; Accounting to test\u00a0procedural generation theories and further my long-term goals for\u00a0generating quirky, yet believable characters. And even more important are the game ideas and prototypes I&#8217;ve abandoned during the year simply because I didn&#8217;t feel I&#8217;d learn the right things from them relative to how much work they&#8217;d require to finish.<\/p>\n<p>I think that&#8217;s a useful lesson for all developers. Keep asking yourself what you learned and what you will learn going forward.<\/p>\n<h2>What&#8217;s Next?<\/h2>\n<p>After a brief break from dev to get married (!), I&#8217;ll be going back to PAX South in January. I&#8217;ll be helping out at the Black Ice booth so feel free to stop by and talk to me about the plot generator and my long-term ideas\u00a0for procedural narrative. I&#8217;ll also be debuting\u00a0Automata Empire at the <a href=\"https:\/\/www.eventbrite.com\/e\/indies-need-booze-pax-south-presented-by-indiegamestandcom-tickets-19657856177\" target=\"_blank\" rel=\"noopener\">Indies Need Booze party<\/a>, if you&#8217;d like to play\u00a0my new game before everyone else. With both Automata Empire and Souls &amp; Accounting gearing up to release in 2016, I&#8217;m already looking ahead to my <em>next<\/em>\u00a0game that I&#8217;ll inevitably start prototyping in 2016. After asking myself what I need to learn, the obvious answer is\u00a0the grammar and methodology for using semantic networks, which I will need to make more complex generative simulations, as well as the basics of long-term planning agents.\u00a0With such complex subject material, you can bet that whatever kind of game it is, it&#8217;s going to be scoped small!<\/p>\n<p>I&#8217;m really excited for 2016 and with so many opportunities ahead, I think it will easily be an even more eventful year than 2015. Happy new year everybody!<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Now that I think about it, 2015 was an amazing year for Nonadecimal Creative. In January, I shared a booth with 3 awesome indie devs while showcasing Social Justice Warriors at PAX South. This was my first time attending a<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"closed","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"jetpack_post_was_ever_published":false,"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":true,"jetpack_social_options":{"image_generator_settings":{"template":"highway","default_image_id":0,"font":"","enabled":false},"version":2}},"categories":[23,8,21],"tags":[],"class_list":["post-1526","post","type-post","status-publish","format-standard","hentry","category-automata-empire","category-dev-perspective","category-souls-accounting"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.4 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Nonadecimal in 2015 - Nonadecimal Creative<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/nonadecimal.com\/site\/nonadecimal-in-2015\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Nonadecimal in 2015 - Nonadecimal Creative\" \/>\n<meta property=\"og:description\" content=\"Now that I think about it, 2015 was an amazing year for Nonadecimal Creative. 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