While I could more easily catch up with the number of ideas I need for this week, I know it will be incredibly difficult to catch up with the number of hours to put in. After all, during a week, about 21 hours need to be fulfilled in the first place. To catch up with the previous hours I missed would be terribly difficult. But as Scott says, actually achieving the 1,000 hour mark is not as important as keeping development at the front of my consciousness. In the past 15 minutes to a couple of hours a week was considered good enough, but I joined the Thousander Club to do great. My status so far(actual#/for the week/for the year):
Game Hours: 7 / 21 / 1000
Game Ideas: 37 / 21/ 1000
So I did a little better with regards to new game ideas than I needed to for the week. Ideas are a dime a dozen, as they say, but it is still good to have them. There is no need to lose any creativity to forgetfullness since I’ll be able to leverage it in the future with new ideas.
Game development hours showed a marked improvement over the previous week. A few hours might not be directly related to Oracle’s Eye, but I’m counting my practice time with The Gimp since I think it is a skill that I can leverage with game development. I was using a number of tutorials, including the ones mentioned in an indiegamer.com post as well as a few Gimp-specific ones. You can see the results of my work from Friday and Saturday morning here:
First attempt 35KB
Second attempt 57K
with planet! 55K
with atmosphere…kinda 54K
The rest of my time was spent on programming, and I will cover what I did in another post.










I like your “practice” game artwork. Those are definitely usable in my opinion.
Left by Jon Trainer on February 6th, 2006