So yeah, it’s been a while, huh? 🙂
Not even sure if I remember how to do this blogging thing. Lord knows, it took me forever to find a proper web editor, get access to my FTP server so I can actually upload the updated files, and in general, just get my laptop all set up for this stuff again.
So let’s get to it.
2 years ago, I released Rose of Eternity – Family & Country. It was, more or less, 5 years in the making. It was a long and arduous development cycle, but I came through it. And boy, was I happy. Because, in all honesty, I was burnt out. Just a gentle reminder to everyone, with regards to my game development cycles over the years (while working full time as a Software Engineer):
Rose of Eternity – The Coming: April 2004 – July 2005
Rose of Eternity – Cry The Beloved: July 2005 – October 2006
Mysteries of Westgate: December 2006 – September 2007
The Witcher – Scars of Betrayal: December 2007 – July 2008
The Shadow Sun: December 2010 – December 2013
Rose of Eternity – Family & Country: September 2009 – August 2014
I’m too lazy to do the math here, but through those 10 years of development, I had a total of like what, 18 months where I wasn’t doing any actual development?
Now, don’t cry for me. I’m extremely lucky that I’ve been able to do this. Back in 1999, I knew this is what I wanted to do with my life. And here we are.
All the same, however, I needed a break. My daughter was about 3 months from being born, and I didn’t want her to come into this world, watching her Daddy on the laptop all the time. I wanted to remember what it was like to be able to just get off of work, and just… do nothing… I wanted to remember what it was like to play other people’s video games, without that nagging thought in the back of my mind that I needed to get back to work.
But most importantly, I just needed to recharge my batteries. I always knew I would be back, but before I did, I wanted to do my due diligence on how best to do that. Anyone who has followed the blog on and off for the past 11 years knows that I always have some new project on my mind. I tend to follow a more slow burn development methodoloogy, where I let things sort of come to me in a more organic way.
And that’s exactly what I’ve been doing for these past 2 years (among other things): Slowly designing the next game I want to create. Slowly thinking about how I’m about to embark on yet another round of development (hopefully, not 5 years this time!).
At the end of the day, Rose of Eternity is as much of part of me as anything else I can think of. It’s always on my mind. And… Well… It’s back 🙂