The challenge of simplicity

When I started The chain broke, I did so, knowing that I wanted to make something simple and easy to work with. Little did I know that simplicity is one of the most difficult thing to attain.

This is the problem with projects that are done well, they make everything seem effortless. I looked at projects like “Lara croft: go” or “Grow home” and thought, how hard can it be to get that style…

very hard as it turns out.

This mini rant on the complexities of simplicity comes on the back of a week where I have been doing nothing but trying to build a cantina for the game and failing miserably.

All of this griping should however not reflect on my want to finish the game. I am in this until the bitter end, sometimes it is just nice to vent.

god dammit

Indie dev is a bitch. I think most of us who are working in the industry can agree that it is as annoying an industry as it is an enchanted one in which to work.

That being said, there is nothing more annoying than the small things.

While taxes, pitch meetings and money stuff in genereal is a bitch to have to deal with and specs, frame-rate issues and bugs are a pain, nothing can get you down on a daily basis quite like forgetting your mouse at home.

I work from home mostly, but when I have the chance I like to go away from my house to get some work done, which is why I pounce at the chance to house sit every opportunity I get.

However, with a 30 minute walk behind me, it is a bit of a heart break when you realise that you have reached your destination, all ready to work and found out that you have forgotten your damn mouse… God dammit!