What I do, When I do it, How it is done
Things have been busy in my life since releasing Perplexigons. The game has been well received. It was a fairly small project, but I am happy with the reception.
I've been putting most of my focus into an rpg project. I love tabletop RPGs, and my project focuses on a union of tabletop and digital play. I'm happy with the progress, and the system is very close to playtesting. My plan on the RPG front is to get it to a place to begin system testing for quite a while, allowing me to make design revisions. While that progress is being made, I plan to move forward on a new digital project.
I don't have a lot of details yet; but, my plan is to produce a local and online network-friendly co-op experience. I'm keeping the scope pretty small, given I am the only developer on the project again. However, I've gotten quite a bit of progress in unity working out some of the Networking aspects, including 2d Movement and controls, interactions with objects, and a few other systems that "direct the fun" of the game. I'm nearing a "first playable" state. I don't want to officially announce the project yet; but, progress has been fast and furious. If things go well, I want to get the project ready for launch in under a year, shooting for a PC/Steam release. If the project gets enough attention, I hope to approach Nintendo about getting it on the Switch.
Things will probably move a bit slowly at first, but I hope to more regularly update the blog and details, images, etc. I was in a head on collision with my family 2 weeks ago, so I am taking it slow right now. Between that and my day job, I still only have so much time to put into this each week, but I believe the game scope should ensure I can make the project in the scheduled time. (Most of it will depend on how well I can manage to create an art pipeline and style that works for me)