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7/31/2007

Fight the Power! m[-_-]

Filed under: — joeindie @ 9:46 am
Fight the Power! m[-_-]
 
Totally offtopic…
 
A friend of mine asked me today for an emoticon for “putting your fist in the air (ie fight the power)?”
 
I had to admit: Never thought of it before.
 
After a bit of research into existing emoticons, especially the Japanese/anime emoticons and posture emoticons, I came up with this:
 
m[-_-]
 
Which *kinda* looks like a face with a fist raised. If you squint a bit.
 
So…has anyone else ever seen an emoticon for “fight the power”? Please feel free to educate me.
 
-David

7/25/2007

Project Purgatory – Paintball Net on Indefinite Hold

Filed under: — joeindie @ 9:10 pm
Project Purgatory – Paintball Net on Indefinite Hold
 
Back in 2000, as I’ve told here before, I had a project put on “indefinite hold” by a publisher. It sucked. All that work, all that effort by the entire team, and … nothing. Just a paycheck with an NDA.
 
As of today, though, I’m doing the “indefinite hold” trick to myself. It still sucks. Because this means that a lot of work by myself and others is going to get stuck in limbo, circling a black hole that might eventually pull it in and crush it entirely.
 
Paintball Net is now on indefinite hold.
 
It’s almost ironic. Or necromantic. Because I’ve killed this project before.
 
Revived in 2005, Paintball Net saw a lot of progress in 2006. We almost reached a playable demo. 2007, though–the year I started with plans to finish this damned unkillable project–has not been kind to the project, for a variety of reasons.
 
So now, before I lose more of 2007 to the uncertainly of Paintball Net’s future, I’m putting the project on indefinite hold.
 
I would rather just finish the damn thing. But if it were that easy, it would’ve happened already.
 
This way, though, by declaring that PBN is not being worked on, I can at least make space for other projects that I need to work on–and not feel guilty that I’m working on them while Paintball Net goes nowhere.
 
I’m not finished with indie games. Hell, no. But except for giving Artifact some much-needed attention in the near future, it’ll probably be a while before I come back around to focus on indie games in a big way.
 
I’m indie to the core. And that even applies to how I approach my indie-ness… ;-)
 
I doubt that Paintball Net is finished with me yet. I’ve been trying to shake loose of PBN since we pulled the original offline in 2000, and here I am, still hugging this tarbaby. It’s not going to let me go easy.
 
-David

7/23/2007

Harry Potter Day

Filed under: — joeindie @ 11:55 am
Harry Potter Day
 
I picked up a copy of Harry Potter and the Deathly Hallows on Saturday while I was at Walmart shopping for groceries. Started reading it late Sunday night. And I’ve decided that today is “Harry Potter Day”. About the only productive work I expect to do is customer support via email–and probably buying a new optical mouse for my laptop since this one, one its 2nd birthday, has decided that every click really is a double-click; I hate hardware.
 
Harry Potter Day will likely extend into tomorrow afternoon when I take my kids to see the latest Harry Potter movie.
 
Because what’s the point of this whole “Indie Thing”, and being your own boss, if you can’t declare your own work holidays???
 
-David

7/20/2007

An Inspiring Thought or Two

Filed under: — joeindie @ 2:33 pm
An Inspiring Thought or Two
 
My wife, Susan.
 
My kids.
 
Yeah, they all distract me. A lot. But they inspire me too. Really. :-)
 
And they make me happy.
 
A couple weeks ago, on the night July 4th, we were setting off fireworks in the street. I had never purchased fireworks like these. They weren’t anything too special, as fireworks go, but I’d never played with these types before. A lot of them launched with a whoosh and/or a bang, and a lot of sparkles and oomph, belying their small packages.
 
I’ve never hidden my love of things that burn and explode, but I’ve not indulged much as an adult. A combination of a nagging sense of responsibility (blowing things up in front of my kids probably isn’t the best of all possible parental examples to set) and a bit of being broke (and, thus, having a hard time justifying an exchange of hard cash for things we’re only go to blow up).
Apocalypse
 
But that night, I had a lot of fun setting things on fire and blowing them up. I smiled, watching rockets streak across the sky. I laughed as flares lit up the bottoms of the clouds that threatened to rain on us–or drifted ominously, still glowing hot, towards the neighbors trees.
 
My son kept asking me, “What’s so funny?”
 
I just smiled at him. How do you explain simple joy? That it’s just a lot of fun to be doing what you love with those you love close around you?
 
So maybe I wasn’t setting such a bad example, after all. ;-)
 
And, oh yeah, we’re gonna spend more next year, and take this family fireworks thing up a level. Or two. :-)
 
-David

7/10/2007

Another Indie Collaboration

Filed under: — joeindie @ 1:43 pm
Another Indie Collaboration
 
Many of my readers will remember Steve Pavlina. Steve was the founder of the one of the earlier, more successful indie game development companies, Dexterity Software. Some of you will even remember him fondly. :-)
 
These days, for those who haven’t heard yet, Steve has a personal development Web site and blog. You can check it out here.
 
Steve and I don’t agree on everything–but who does??? Regardless, he and I worked on a small joint venture that became available this week:
 
 
Steve’s created a set of 20 custom journaling exercises based on material from StevePavlina.com. These exercises for The Journal include prompts to help you:
 
  • Discover your life purpose.
  • Identify your core values.
  • Assess your relationships.
  • Solve problems.
  • and more!
 
 
I’ve said it before and I’m saying it again now:
 
Indies should always be on the alert for opportunities to collaborate with, leverage, and otherwise exploit each other.
 
It’s a World Wide Web out there, with a lot of noise and damn little signal. One indie by himself can get lost. But if we work together, we can improve all of our chances. (Was that cheesy enough? Or should I try harder? ;-) )
 
And why should the big guys be the only ones doing all the fun exploiting collaborating?
 
-David

The Indie Game Development Survival Guide
by David Michael

Serious Games: Games that Educate, Train, and Inform
by David Michael and Sande Chen
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