Last year was pretty solid for me, but I still have a lot in my backlog. I'm gonna rattle off some stuff here; keeping notes. Feel free to join in.
- Finish Far Afield port to Raylib
This is progressing well. I see no trouble finishing this in a few months if I don't perma-slack. I do need to invest time in revising the graphics to fit the new filtering. The majority of my assets look fine, but some of the sprites have shading that washes out details or otherwise looks janky.
- Finish Far Afield
I was at the end of development before I started the port. What I was missing was a tutorial, final boss battle, and music... and that was it. That was the whole list. So you can imagine my natural reaction being "Hold up, I can't actually finish something!" But in reality I didn't want to carry a SDL project into the future. Anyway, I'm working on the missing items while I continue porting. I can knock this out in 2023, if I don't slack too much.
- Further music study
This is something I touched on last year, but didn't make a serious effort beyond spending a few weeks dabbling with DAWs, VSTs, and kicking out a few shitty loops. I'm going to put in the hours this year and make it work. The reality is that I can make an entire, highly polished game from start to finish (code, design, art, sfx) but music has been my Achilles' heel. This year we're gonna fix that. Priority #1, because this feeds directly into the above point on the list.
- 4x4x4
This has been amazing, and I'm going to keep it going. I need to put in some work on the site and make it a bit more polished, and easier for me to update. My web skills have always been poor, because it's not a domain I enjoy working in. Eventually I'd like us to have more regular participants, but the aim isn't to get huge. The goal is to create things, have fun, and inspire each other, rather than strict competition.