Time is up and the day has come to submit our entry. It is so difficult to conceive that 6 months have passed!
I have to confess that my game “Antimatter Instance” is nowhere near finished. I mean, I was able to complete a functional prototype – a “proof of concept”, if I may call it like that. I submitted that version and I’m confident it will comply with the minimum requirements of the Dream Build Play 2017 challenge. Still, I cannot help but wish I’ve had more time to work on it.
It is a little bit of a downer to admit that the game is incomplete, having stated at the beginning of the contest that I had reduced the scope of the project in order to ensure I was going to finish it on time. But that’s ok: the contest may have ended but I’m going to continue working on it anyway. A videogame is, after all, like an artistic master piece and, as such, it is done when it is done. Simply put, I’m very motivated to continue working on it and I really want to release it to the general public, now that I have access to the Creator’s program.
There is no point on reflecting on what worked and what didn’t work because I haven’t finished, yet. Although, I have to point out that the contest timing was rather unforgiving: 6 months is just not enough to create a game good enough to be released at an international on-line store (last thing I want is to be famous for releasing half-baked games). On top of it, the due date got in the way of Christmas and New Year’s celebration, which was a sour conflict for family members. On the other hand, I kind of understand, from a business perspective, the rush of being able to publish something during the first major holiday season after the release of the Creators Program.
Still, I’m happy and proud of what I was able to deliver. I wanted to show what a really small Indie team could create using Microsoft’s DirectX technology. Despite the fact that the Development Diary contest is also over, I’m also going to continue posting blogs on this site. Who knows, maybe my rambling could encourage other Indies who, like me, are not afraid on getting their hands dirty and create their own game engine.