It's true, the project is over! And all it took was failing everything else. In seriousness though, it is a bit disorienting not having to sit down in front of Ubuntu anymore, switching furiously between Eclipse, a Wiki, message board, Jabber, and SVN log. I'm actually contemplating continuing work on it, just for the sake of it. Then again, it's easy to say something like that, but given some of the torture I've gone through just because it was assessible, I dare say that I may find myself giving up trying to tame some of the complexity.
But it should go without saying that the experience has given me the drive to finally go ahead and make a proper game (maybe). I can say that if this does happen, you can be darn well sure that I'm not going to be using DirectX or OpenGL; those days of being a "real programmer" are behind me. It's PyGame all the way now! It's remarkable, actually, that it took me so long to actually figure out that there were better ways to do things than trying to wrestle with DX/GL, at least for the things I was aiming to do. I've been continually amazed what growth I've seen in my whole approach to thinking about programming these last three years, and it makes me feel as though there's a chance I will rise above being merely mediocre as a programmer. I guess the life of a JN is not for me, but being an FD is equally good.
Before work on any future games, I have to make sure that the project is carried on, to make it the DX-Ball killer we all know it should be.
"Beautiful maiden," answered Candide, "when a man is in love, is jealous, and has been flogged by the Inquisition, he becomes lost to all reflection"
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