Happy 2017 everyone!
Sorry I’ve been a bit quiet lately, but I had a bunch of real life stuff to deal with there for a bit, including both a broken down car AND motorbike so I’ve been stranded at home with just a windows laptop since Christmas. I should (surely?) be sorted by the end of the week.
Part of the problem here is that I moved into an office at the start of December. This is something I was reluctant to do for a long time due to the expense, but ultimately decided it was probably worth it for the sake of my sanity – I was getting just a bit *too* comfortable with not talking to ‘real’ people for weeks at a time! Besides, not moving would have allowed me to stretch things out a bit longer, but not long enough to make a real difference – what I really need is MORE INCOME!
The office itself is very cool though. It was very cheap thanks to a friend’s help (thanks Joe from The Arcade!) and best of all is in the same location as a bunch of talented young game developers (none of whom have ever heard of blitz, let alone monkey), so it’s got a great gaming-ish vibe to it!
The office moved disrupted December a bit but I did manage to clean up some of the mobile stuff – in particular, you can now build all required architectures (not just arm) for android/ios. Still in development and not too elegant yet as the archs to build are driven by env_platform.txt, but it does mean mobile has reached a kind of ‘minimum viable product’ IMO. I also put in a bit more time on cxxtomx2 for converting c++ headers to mx2 modules. I did in fact have it successfully converting the ‘bullet’ lib, even adding ‘glue’ code for mx2 unfriendly stuff like ‘Blah &’ params, ‘const Blah &’ returns etc. Not finished yet, but looking very finishable now.
And as for 2017:
as mentioned above, priority one is definitely to MAKE MORE MONEY. My current plans here are to:
- Publicize mx2 better (and to users ‘beyond the blitz’ – that’s where the future really is…). I have been a bit pathetic here really and will try harder!
- Produce some demo/tutorial vids for youtube.
- Monetize the monetization stuff (ie: charge for admob, iap etc addons)
- Write/sell a simple game in mx2 both to raise funds AND to have a decent ‘this was written in mx2’ demo.
This does mean I probably wont be spending as much time directly on mx2 as I have been in the past, but I don’t think there’ll be a whole lot of difference.
Finally, one last thing I’ll be trying: I will soon being adding a ‘3d module’ goal to patreon. The idea here is that if patreon hits 1000/month, I’ll be back full-time on mx2 and concentrating on a 3d module for mx2. It’s a fair bit of money, but it’s about the amount I think would allow me to forget all the money crap and just get stuck in and do it! And besides, his figure may change over time depending on how other stuff goes.
I have in fact been playing around with a hypothetical 3d module for mx2 and like what I’ve come up with so far and would love to take it further. I wont go into too much detail right now, except to say I’m aiming for something blitz3d-ish that’s fun to just tool around with, in an mx2 style (eg: making use of properties where sensible as opposed global functions), with built-in support for bullet physics (it’s cool and free and open source and I can almost build it!), and with a more modern approach to rendering (eg: shaders instead of ‘multitexturing’; PBR shaders etc).
The truth is that something 3d will probably eventually happen some day, it’s just a matter of when. I would love to be working on it right now, but it’s a relatively big project and if I were to do that while ignoring the current income situation the trip would be over pretty quickly.