December hasn't nearly ended yet, but I though it would be a nice idea to recap what I did in 2016. I have the feeling that I wasn't very productive this year, but let's see:
The most interesting event this year for me was that Valve opened the floodgates and more games than ever before were added to Steam. Including my small hobby project, PostCollapse
and released it in October as Early Access. It is a survival game, it is ugly because even the horrible graphics are created by me, but interestingly, a handful people on Steam seem to like it and its unusual approach to this genre. I created these updates for it:
|3 PostCollapse updates:|
, my free responsive website editor is rather new, and people really seem to like it. I should invest a bit more time into that next year as well. This is what I did for it 2016:
|2 free RocketCake updates:|
- 1.1 - new slide show features, better images galleries, headings
- 1.2 - more templates, better master/client pages
Also, I spent quite some time updating and maintaining CopperCube
, my 3D game engine. User/Customer support is probably the most time consuming task for this product. These were the updates:
|4 free CopperCube updates:|
- 5.4 - Texture packer, heightmaps, compressed WebGL
- 5.4.1 - internal update for enterprise users
- 5.4.2 - Dynamic day-night cycle support
- 5.5 - Steam Integration and more open source
Of course, there is still CopperLicht
|2 free CopperLicht updates:|
- 1.11 - compressed files, full page rendering, etc.
- 1.12 - faster collision detection, nicer touch support
And I released two updates for WebsitePainter
, my website designer for beginners:
|2 WebsitePainter updates:|
- 3.0 - a big update improving nearly everything.
- 3.1 - basically minor bug fixes for that big 3.0 release
Additionally, I did a lot of experiments with various app stores, wrote about 40 blog posts, tweeted about 100 tweets (I know, I should do this more), and created 5 youtube videos. All in all, it looks like I wasn't that lazy.
This was a year were I had a lot of distractions and my time for developing software was a bit limited because of personal reasons, but starting with next year, this should be much better. I hope to continue creating nice new software and updates for my existing ones, and hope that people will continue liking my work, also in 2017.