… but not quite living in the same way.
In essence, Macguffin as it was previously – a four-person full time team of developers – is no more. But after looking at ways to wind things down, and taking some time to evaluate what I want to do with my spare time once I have a job, I’ve decided to keep Macguffin around for my future gaming projects.
One of the big things I’ve learned in doing the past three or so years of game development is that I really do love creating games, doing the coding and game design. Since shutting things down and starting to look for a job, I’ve begun coding and designing again on my own – and I’ve been having a blast. Regardless of where I land I fully plan to keep working on games and blogging about it. Who knows, perhaps I’ll even have something for the market someday.
Right now I do not have plans to return directly to All Heroes Die. I say this for Therlun’s benefit (I know you’re out there!). The two big problems with AHD are the limitations of BlitzMax, and the sheer scope of the endeavor. Neither of those gets solved by me working on it nights. The most likely path forward is that at some point I do a game inspired by chunks of AHD, or redo the game with a slimmed down design in another language.
In the meantime, I’ve been working in Unity using C#, and may have some upcoming posts about how that’s been. It’s also near time for the IGDA to begin its elections, and if I can get some help, I plan to cover the candidates again. More on that shortly.

The past couple years has given us a growing chorus of people cajoling game makers to take it up a level, imploring us to make Great Art – and a growing number of indies are doing it. Games like Passage and Flower, amongst many others, are making us think. This is A Good Thing.