Blog Entry #8
August 29th 2007

We're getting there... slowly...

The most depressing thing about having a hobby project is that everything has precedence over it. And I mean EVERYTHING. You'll only have time to work on your hobby project if real life doesn't get in the way, and the older you are, the busier you get, so real life pretty much BECOMES your life, especially when you're trying to balance your job with your family responsabilities. After a few years of commitments, duties and compromises, you get to the point where you spend precious minutes of your time reminiscing about your teenage years, when you still lived with your parents and had much more free time on your hands. And then you look at your life in the present day, and wonder if you'll survive the stress long enough to make it to retirement, where you're likely to have more free time again. In theory anyway.

Trying to get any hobby work done when you're in your thirties is like walking into your boss' office and telling him that you need some time off. If your boss says no, there's not much you can do except moan about it and get back to work. If he says yes, you better enjoy it while you can, because you know you'll be paying for it later, one way or another. Real life is your boss, and trying to shirk your responsabilities is almost always a bad idea that you end up regretting later. That's the way our universe works, and that's why we rarely hesitate to put our hobbies on hold when we have various duties to attend to.

I believe hobbies are what keep us from turning into zombies. They are food for the soul, activities that we look forward to, work that we actually want to do without a paycheck because the end result of the chosen hobby is a reward in itself. However, hobbies can also be a source of stress: We feel the sheer stress of unhappiness when we can't pursue our hobbies because real life keeps getting in the way, and we also feel stress when the hobby in question becomes so tedious that it's hardly fun anymore.

In that sense, working on homebrew video games is perhaps the hardest hobby of all, because it usually involves months of tedious coding, testing and debugging. Homebrew authors also feel pressure from people who anxiously await the fruits of their labours, because releasing a new game is always a fun time (for both the author and the gamers who play the "finished product") that serves as reward for all the time and effort invested into the game. So when progress is slow it can be profoundly annoying because it eats away at you a little more each day, and it makes the work even more of a burden because the pressure to get the game done is like a dark cloud that hangs constantly over your head. Team projects are even worse because deadlines have a way of turning into empty promises made by people who underestimate the workload and overestimate their available free time, and much angst ensues for all the people involved.

If you've been following the world of homebrew gaming these past few years, everything I've said above is nothing new to you. You've heard it all before, and so have I. Opcode Games doesn't escape this "hobby stress", and perhaps we even feel it a little bit more, because we've released games in the past and our reputation for quality is already established. So then, despite all of the above, I still feel the urge to ask: Why MUST everything be so frickin' SLOW????

Of course, there's always a reason. For example, the Road Fighter box art displayed below (in the Latest News section) was started in mid-March, and was finished in August. Why did it take roughly 5 months to get a single box image done? Because our artist friends Dale and Vu were swamped with work during the summer. They did a terrific job, and it was well worth the wait of course, but taking these long delays into account, I can't help wondering how many new titles Opcode Games could realistically hope to release on a yearly basis.

When I came onboard as executive producer, the plan was to speed up the game release rate. But I've learned that having someone to keep things moving along is no guarantee that things will actually get done. Our current situation illustrates this rather well: Assuming Road Fighter gets released later this year as planned, and Pac-Man Collection gets released within the first couple of months of 2008, the next project on our list will likely be Konami Sports Collection, which in essence is a collection of seven MSX ports crammed into one ColecoVision MegaCart. Eduardo is confident that he will get it done, and I share his confidence from a purely technical standpoint, but how long is it going to take? I'll be honest here and say I wouldn't expect KSC to be released before October 2008.

Eduardo himself will probably raise an eyebrow at that last statement, and tell me that cramming those seven games into the MegaCart will not be as hard as it is for Pac-Man Collection, and that he can get it done sooner than that. My response: Perhaps you can, Eduardo, but take a look at the last couple of years, and you'll see that your track record for getting software done is nothing to brag about. Also, work on KSC's box and manual hasn't even begun yet, we'll need to purchase more MegaCart PCBs, etc. etc.

And that brings me back to my earlier point: Real life is our boss. Eduardo went through all sorts of things these past twelve months, things which kept him from working on his Opcode projects. You might say there's no reason to believe that 2008 will be as much of an ordeal as 2007 has been, and you may be right, but I expect that next year will bring its own share of unforseen problems, distractions, delays, and burdens. Also, I've noticed that summer is never a good time for homebrew development: The more you do to make the most out of your summer, the less free time you have for your hobbies.

Perhaps Opcode Games will never be able to release more than one game per year (or perhaps two, if we really decide to pull out all the stops) but there's a lesson to learn in all of this: You can't let a hobby become too elaborate, or else it eats away your personal happiness. If it was solely up to me, I would remove most of the games listed in the "Projects" section of the sidebar of this web site, and leave just the ones that are close to actual completion. Perhaps then our future projects would become less of a burden for us...


LATEST NEWS

As I mentionned in the text above, Dale and Vu came through for us and I'm proud to present the fruits of their labours:



Pretty darn cool, wouldn't you say? As for the actual software, Eduardo still needs to put in a pause feature, and he also wants to implement a sprite flicker routine, because the original MSX game doesn't have one and that becomes a problem when you play in "hard mode" (a.k.a. "Game B") when too many cars are on-screen at once.

As I'm writing this, I haven't heard from Eduardo in a while, so I don't know if additional progress has been made on Road Fighter, but I'm hoping the game will go into beta-testing in September, and while that is being done, Eduardo will resume working on Pac-Man Collection for the next few months. I really hope he can finish PMC's software before Christmas. If he doesn't, well, I'll start calling him "Eduardo Too Mellow". :-P

Oh, and for those who were worried that I might quit, rest assured I'll stick around for a while longer. The impending release of Road Fighter is quite enough to keep me happy. For now anyway. ;-)

Later, people!