I have to admit to the fact that under normal circumstances keeping me quiet on the internet takes either an appocalpse or a dyke who puts out faster than an amphetamine pumped gazelle on heat.
After peering through the curtains it transpires that there is no appocalypse, and my lacklustre sex life is testament to just how slowly the local dykes are putting out.
Instead I have been up to geekery. It's been a long time since I wrote a computer game, my last one was about 3 or 4 years ago, and that game followed a several year dry spell whilst I was distracted by the X-System project.
I realise that becoming a professional developer has killed my hobby, don't get me wrong because I really do love my job and I realise just how lucky I am to be able to say that, but my old hobby of making games is more dead than The Parrot Sketch.
In the last week however something odd happened and I started writing a computer game, and I realised two things: Firstly that being creative is the polar opposite of keeping the flat tidy; and secondly that web games are an aweful lot better when you ignore absolutely everything else out there and instead write them just like you would a conventional computer game.
Coding for the web has numerous challenges that making a conventional application doesn't have and i've enjoyed solving these issues, I find this worrying because i'm all too aware that getting exciting over programming code isn't natural.
So what is it? Well as ever i'm sticking to space ships and laser blasters, but i'm going the massively online route and making it a perpetual universe strategy game. Before you start saying "oh no not another tick based game", it isn't... It's realtime, and i'm not putting it out there until it has gameplay.
Anyway that's all i'm going to write for now, if anyone actually read this far then i'll consider posting again about some of the challenges of coding this rather unusual game.