Site overhaul! Rather than the cobbled-together static pages of old I've rebuilt everything around the rather lovely Get Simple content management system, pulling the blog off and onto the site proper. (Ads being added to blogs is fair enough – they can't possibly do it for free – but the crazy flashing one my eyes were assaulted with when I swung by as a regular viewer made me think that migrating things over would be worthwhile.)

But yes! InTo Games! What a quiet year! This is because I've been a bit preoccupied with some production work for local artiste, Glen Charleston, followed by some web dev for my most demanding in-law. And the problem now, as I turn my attention back to InTo Games, is that games development really struggles to compete with either of those activities in terms of the returns you get for what you put in. As proud as I am to have gotten a game to market, and as worthwhile as it has proven to have that on my CV (it's already contributed to a job offer), InTo Games remains a financial vanity project – much as I love the idea of bringing pleasure to people, I seem to be far more effective at doing so via my musical exploits; much as I love the idea of turning a buck, web development seems a vastly more viable business model.

For this reason I've primarily been thinking about how to make InTo Games a better return for the investment of time it demands. The company's next product will therefore be aimed at the development community rather than the general (well, iOS-toting) public – essentially I'm going to be moving into asset generation as the product turnaround should be quicker and the marketing channels more accessible (ie it's a lot easier to network with developers than it is to advertise an iOS release effectively). That's not to write off game development altogether, Interactive Fiction remains an interesting area, a niche area, and one in which the development process is sufficiently driven by creative writing that it could prove worthwhile (it's the gaming equivalent of radio, I think, allowing you to present more to your audience than your budget might otherwise allow).

To this end I've been toying with some UI ideas (that I will probably expand upon in future posts) but mostly keeping my eye on the Playniax Framework as, should I want to support multiple platforms, having the framework testing and maintenance for that essentially outsourced should prove invaluable (otherwise the danger is that you'll get bogged down on unifying cross-platform behaviour rather than actually developing your product).

So. More modest and more achievable aims, I reckon. Can't wait to get going!

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