So it’s been four weeks since we launched Drifter on Steam Early Access and I figured it might be worthwhile posting about our experience launching there. The short version is it’s definitely been a very positive experience so far and assuming that we can continue to grow interest in the game while we work on it this will be the best year yet for Celsius Game Studios.
I had originally meant to post this on my birthday a few days ago but a blizzard over the weekend with record cold temperatures followed by rolling blackouts necessitated by a sharp increase in demand on our electrical system and then ultimately a province-wide blackout for a few days kinda put a damper on any computer-related activities such as blogging.
That said, instead of New Years Eve, my birthday occasionally becomes a focal point of my life where I reflect on how things are going and look to the future. I think most importantly my impending 30th birthday, four years ago, became the catalyst that drove me down the path to creating Celsius Game Studios and attempting to follow my dream of creating my own video game company. While the road has been bumpy at times the journey overall has been great so far and despite occasional slowdowns and setbacks it feels like 2014 is poised to be an amazing year.
It’s been about two months since I put my game Drifter up on Steam Greenlight and it’s been going okay with the game having received nearly 10,000 yes votes and the ratio of yes to no votes is pretty much even, which is probably not all that bad for a niche space trading game. If you ask me, anyway.
It’s been a while since I last blogged, as I’ve been quite busy working on Drifter; both the game and the physical rewards for Kickstarter. Many of which, I might add, have already been produced and sent off to my backers. Also a close family member was diagnosed with cancer over the summer and that threw me for a bit of a loop so things have been a bit out of sorts, however while they’re not out of the woods yet things are looking very promising. So in an attempt to return to some level of normalcy I’m going to try and get back to my “hectic” one-blog-a-month-or-so schedule.
I was talking briefly on Twitter the other day about how I was using polymorphism in C++ to handle different types of AI in Drifter and someone suggested I should make a blog post about it. As I’ve been wanting to post something new for a while, I figured why not!
I apologize in advance if this is not the Right Way to do this, but it works, and that’s the main thing. Also I reference C++ but any object-oriented language that supports sub-classing should be able to implement something similar.