Midworld's Gone Gold! ;)
Well, we finally managed to ship Midworld, the ISU Game Developers Club's first game, on Thursday... Or was it Wednesday? I don't remember; this week has been a haze of projects, deadlines, and late nights. We submitted it to the Independent Games Festival, unfortunately with some pretty major gameplay and performance issues. But at least it's a game! I haven't actually completed a real game since I was coding in QBasic, oh, seven years ago. Also, this is the first time the gamedev team has gone through the entire development of a rather large project. I must say, we learned a whole lot.
Actually completing a game and having to deal with gameplay issues as opposed to creating engines really lit a creative fire within me. I've been reading Gamasutra and other articles on games in the past few days. Several of the more ambitious people in #sphere, including me, have started a new game called Empyrean. More news on that later. ;)
For those interested, Midworld itself is 14,844 lines of code (not including external dependencies such as OpenSG, SCons, Audiere, Corona, GLText, AI Loom, SDL, and GMTL). It contains 2.2 MB of images, 1.58 MB of models, 12.4 MB of music, and about half a meg of other resources.