I’ve taken to calling my morning development sessions #5amGameDev when I post about them on Twitter; I’ll be calling them that on here as well.
Since November, I’ve been getting up at 5am to do game development work, and it’s led to great progress on both my current projects. Nothing like if I were working on things 8 hours a day in terms of code output, but I’ve actually found myself doing a better job of game design in this kind of format. My hunch is that only being able to apply myself for an hour or two a day to design problems leaves my subconscious a lot more time to more thoroughly sort things out.
I ended up spending a lot of time through the end of 2012 working on an iPad game for my son about driving a bus. It’s at a point now where the basic features are there – driving the bus around in 2d, picking up passengers, and dropping them off. Now I’m working here and there with an artist friend on turning the game into something we could release in the app store.
In 2013, I’ve turned my attention mostly to Project Quigley. I pulled together a paper prototype of the game and started showing it around to some developer friends. Without getting into what the game is about and where it’s going, I got some great feedback that has helped hone its focus and direction. Currently, I’m working on a revision to the high-level design of the thing. After that, I’ll move into doing a code-based prototype in Unity.
As I noted, I’ve been talking a lot about doing my 5am development sessions on Twitter and Facebook. It’s been surprising – a lot of folks have told me they’ve found it inspirational and a bit of a kick in the ass. Makes me happy to know that.