Massive, the company I have been so busy at over the last 22 years was sold a few months back. This is an amazing milestone. It’s rare to have a job that you love to go to every day. In my role as the person who solves the new and technically hard stuff in a user experience centric manner, I get to work on the most amazing technologies with the most creative people in the world.
My Son’s Game
You can purchase it on Steam for US$3. It’s a bargain.
— Rivalry (@RivalryGame) January 14, 2019
MetaWrap Rides Again
As a side project, I’m turning the game’s core networking engine into a separate project and product. It’s been evolving over the last few years into my main side project, mainly as a way to save hosting costs and distribute load for his game. People who knew me from back when I was working on MetaWrap kept drawing my attention to the last season of Silicon Valley as their ‘new internet’ is similar to what I was talking about many years ago. The distributed object model that MetaWrap exposed to the world was always imagined as a ‘free’, consistent and more useful version of the internet developed over the top of the existing one. While working on the game networking engine I kept being drawn back to the old ideas and solutions I came up back then that solved the same problems, so it’s merged with the goals of my old vision of a distributed decentralised internet. I’ll definitely be posting more about this in the future.
Hex – But In Unity
I’m resurrecting my cellular automata physics game. I sank years into Hex, only to have Microsoft abandon XNA. This made me down tools for a while. I’ve been working on the networking technology required to run such a massive world in the meantime and been testing it on my son’s game. I’ve done so much in Unity over the last 5 years helping my son with his game that I feel confident in using Unity starting Hex up again. Luckily I designed it with many layers of abstraction and Unity also uses C#, so this will be more of a port than a re-write.