My original goal was to finish Depths of Marlayo in time for the OUYA release date and turn my focus back to Arx Catalyst, but I underestimated the challenges inherent to developing a game for a console who's development kit changes on a couple week basis. I've been frantically reprogramming the game to work on PC and Mac, with plans to convert to OUYA once it's become stable or Unity releases a native build option. If this requirement is never met, I'll most likely attempt to launch it through Steam Greenlight instead. Either way, I really need to become more wise when it comes to creating and choosing projects to work on. Just because I CAN function as a one man company doesn't mean I SHOULD, and the drastic increase in severe headaches I've been experiencing is a prime symptom of the amount of stress I fight against to create these games.
I look forward to the day I can hire a superb team to develop games with. Until then, it's back to the drawing board for me! I've gone through 5 different ways to program combat, and finally I've come up with a system that is both dynamic and manageable. Next up will AI patrol routes and group behavior, all of which should fit in nicely with my ability to assign and change overall 'behavior styles' on the fly. I know for sure that it will be very refreshing to step away from programming and make some more 3D assets after my goals are met.