Game design is a dirty job.
The Kickstarter project was accepted a little while back. I haven’t put it live yet because they strongly recommend a video presentation, which seems like a very good idea but the parts I’ve been working on so far aren’t good for it. (That thing I mentioned a while back, about not wasting time on mock-ups when I should be working on the final product… eh, live and learn!)
Still also not quite done with the Oblivion stuff, because I decided to go a few extra miles with it. Since I have no formal education or paid experience in the field, that material is essentially my resume as a game designer and as a programmer. If I’m going to be chasing funding, I want it to be something I can proudly show off; not just good, but outstanding. I’ve been promising to fill in that page here for quite some time, and I’m close, I promise. ;)
Now, the news I can’t really call bad but which makes me grumble nonetheless: a reasonably good day job has fallen into my lap. It’s full time for at least a few months. We’ll see what effect this has on my productivity; I’ll have a lot less time available, but past experience suggests I’ll be more diligent about making the best use of it as a result. Where the balance will fall remains to be seen.