It’s not lost on me that I’m fairly lucky. During the day, I work as a Senior Systems Analyst and team lead. I get to learn from a very impressive leader who, by virtue of simply being in the vicinity, tends to make projects and the entire development process easier. A real leader. Even though he isn’t a mentor, in official capacity, I continue learning by osmosis. I am lucky. Recently, I’ve begun studying to become a Scrum Master and as such, I’ve really started leaning into agile philosophies. If you haven’t already, I highly recommend looking into an agile approach that suites your style. That said, I’ve become more adept at releasing software and releasing it frequently. I’ll try to make this the last time I bring agile into this discussion, only because I’d like to focus on Circle Wars, but because of the first three agile principles, we now focus on more frequent, smaller releases that we then use to engage the client and gain invaluable feedback. We’re getting good at releasing!
When Flipo asked me to help out with the last 10% of Circle Wars : When Shapes Attack, I was a little surprised, but I understood why. We’re indies. We are in constant tug of war between priorities. Development sometimes stalls, for a myriad of reasons. Flipo is a driven individual, and so, true to form and in an effort to get this game out, he asked me. Now, understand that the game was nearly complete, and when it succeeds it’ll have little to do with me. Once I got up to speed, I implemented some fairly simple components, mostly the back end for the google play services stuff. It’s fun to be part of something that has momentum. A project with a direction that I agree with, as we all know this isn’t always the case. I helped with a few bug fixes here and there, and my developers role was complete.
Following the development help, I embraced a different role, that of the company partner who has a, sometimes, different set of criteria that defines success. I’m certain that this is the most difficult part of the last 10%. We’re developers, and we’re motivated, and so we’ll get the software out. We do it for our day job, and we continue to do it for our personal company. But the hard part, imo, is stepping out from the dev role and becoming a release manager, a QA manager and a social media guru. This part is crucial for the success of any indie project. Please, be critical and approach each part of the process with gusto. I think we have a solid release, I think it’s a high quality indie game. But if I’m honest, we still don’t have the reach we’d like. Many reasons for that, but I don’t think we’ll let it happen again. I’ve shied away from social media for quite sometime, other than an anonymous blog, and a few posts here and there. Time to embrace it. Social media isn’t the end all and be all of a indie dev shop, but, we have something to say…. and we may as well say it.
The last 10% is hard, I’ve blogged about it before for the dungeon crawler. We can and will do this. To all of you indies out there…. don’t give up, you can do it too.
Here’s the plug: Pick up Circle Wars : When Shapes Attack on Saturday April 8th, 2017!