It’s been a few months since you’ve last heard from me, but I’m alive. Rising from the crypt like a reanimated corpse. The past few months of my life have been a complete and utter hell, and I’m so happy to say that it’s finally wrapping up.
In 2010, I took a sabbatical from UC Irvine when my daughter was born in an attempt to find work at a game development studio. All I needed was one final class to finish my degree, but a mix of financial, logistical and opportunistic reasons kept me from going back. After almost 4 years, I decided to return to take the final course required for my B.S. in Computer Science: Compilers.
Without a doubt, it was the most grueling and difficult class I have ever taken in college. 6 massive weekly projects, each about 12 – 16 hours long, and all inconveniently unapproachable until the latter half of the week’s lecture… culminating in one final project that was wildly out of context and scope of the class curriculum. I take back everything I ever said about Computer Architecture and Cryptography. If it hadn’t been for the curve, I’d be forced to take Compilers over again, and to that fact I am eternally grateful to be done and over with college. Good riddance.
On top of the class workload, I was lead developer in a grueling, rushed project for a top tier client. I was asked to use Haxe with the Flambe framework to build an HTML5 browser game. The problem, of course, being that I had never used Haxe or the Flambe framework. This fact alone made this project exceptionally difficult. Flambe, while being an effective cross platform framework, is grossly under-documented, and lacks some very common and innate features that are offered in many other well known tools. Building these missing features (Buttons, Toggle Buttons, GameObjects, proper audio managers, etc) turned into a major time sink, which made this project a complete priority in my life for 6 solid weeks. 14-20 hour days. No weekends. No holidays. Nothing but days of mind-boggling frustration and ridiculous work-arounds.
The game was essentially two in one; with a top down exploration and collection mode mixed with a turn-based RPG. On top of that, I also had to build a level editor.
So… it’s over. I’m back into a more comfortable work-flow, and TigerHawks can finally get the attention that it deserves. Keep an eye out for new updates.