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"Faced with crisis, the man of character falls back on
himself."
- Charles de Gaulle
They say God gives with one hand and repeatedly
punches you in the face with the other. We've certainly found that to be true
here at MDickie.com! From day one, every year of miraculous
productivity has been plagued by at least one month of inexplicable bad luck.
One particular month to be precise. Although my work as we know it began one
August, the month has since grown to be a rather unsavoury anniversary. For the
past 5 years in a row, as regular as clockwork, the end of the summer has left
my career sunburnt and in critical condition...

An
Explosive Debut ~ August 2000
The month of August has only ever had
one positive contribution to my work, and that's the rather large
"contribution" of existence! It began, at the turn of the 21st century, as a
joyous period of time that held nothing but promise - for both myself and my
players. After months of slaving over various industry-standard (difficult)
programming languages, I finally discovered the blissful simplicity of DIV
Games Studio. Instead of struggling by with crude text games, the door to
action-packed graphical games was finally unlocked to me - and my design
skills shot to the forefront. The result was a charming tribute to the
high-flying stunts of pro wrestling, which would go on to form the backbone of
many future games (culminating in the 3D Big BumpZ concept that we know
today). In addition to giving me a style to build on, the game also gave me
audience to play to. Within 24 hours of being posted on a wrestling website,
the game had been downloaded some 15'000 times - and established MDickie
as an exciting new contributor to the wrestling phenomenon. Shortly
afterwards, the website was launched due to popular demand - and the rest is
history. Unfortunately, as far as August is concerned, that history would be
forever tainted...

Foreign
Languages ~ August 2001
DIV Games Studio had served me
well in the early months, but it was rapidly running out of steam as my first
anniversary approached. A fully blown 2D wrestling simulator had pushed its
modest capabilities to the limit, and it became clear that I would have to
reinvent myself to progress beyond mediocrity. It pained me to leave the one
and only language that I had ever enjoyed success with, but the 21st century
stylings of Blitz and Dark BASIC provided the perfect escape
route. Unfortunately, my novice mind found them substantially harder to master
- and a decent project in either camp was failing to materialize. I was in
creative limbo - with nowhere to go in one language and nowhere to start in
the others! Not only was this a stressful time for me, but the lack of
activity at the site also made the fans question their faith in my work. It
wasn't until Blitz returned at the end of the year with a new &
improved product that I finally regained my focus, and strived to rebuild my
faltering empire. In the meantime, it seemed August had drawn first blood -
giving us a slight knock as a warning of things to come...
 
The Boxing
Match ~ August 2002
Any worries the previous year had caused were compensated for in the
months that followed. My exploits with Blitz BASIC were so productive
that the first 3D game I ever made in the language was marked for a publishing
deal! Meanwhile, an all-new 2D wrestling simulator was showing even
greater promise and looked sure to follow in its footsteps. I spent
much of the year simultaneously grooming these 2 projects for a
career-defining debut in the world of publishing. However, the curse
giveth and it taketh away. With both projects nearing completion - and with
deadlines to meet - my monitor burnt out beyond repair and rendered me
helpless to continue. Ironically, I needed to deliver the games to make enough
money to repair the situation - yet I couldn't do that until I had a computer
to work with! The curse had manifested itself in the world's most
excruciating "Catch-22" situation - and at the worst possible time to boot.
Trying to struggle through it was proving costly and time-consuming, so I
threw what little money I had at the cheapest second-hand monitor in town. Its
sorry excuse for a display wasn't ideal, but it did allow me to press forward
with the games and negotiate their release in time for Christmas. Crisis #2
had been averted, but the curse had given us a taste of what it was really
capable of...

The MDickie
No-Show ~ August 2003
Despite the cult success of
Federation Wrestling, the publishers dropped the ball on many following
projects - including its infinitely superior sequel Federation Booker.
Fuelled by my unshakable faith in the project, I was forced to go into
business for myself and added publishing to the growing list of
responsibilities. It was a surprisingly smooth transition that brought me more
creative and financial freedom than ever before. I invested the profits in a
new state-of-the-art laptop, and embarked on a new era of superior projects
that would culminate in my first true 3D wrestling simulator. The first such
project was the generic 3D fighting of The MDickie Show, but my system
froze just as it was nearing completion! It was a haunting reminder of the
previous year's events - whereby I had a near-complete project wasting away in
a rotten shell. This particular problem was neither costly nor time consuming,
but it did involve technicians trying to get in and salvage what little they
could from memory. Countless pieces of data (including many early unreleased
games) were lost forever, and the project I just spent the last 3 months
making could have been one of them. Fortunately, it wasn't and went on to get
its release. Some might say that's not necessarily a good thing, but its
engine did provide the backbone of my career-defining project Wrestling
MPire and kept my work headed in the right direction...

Fade
To Black ~ August 2004
After that initial hiccup, my laptop
would serve me well throughout the following year. It gave me the power to
make Wrestling MPire as good as I could muster, and the freedom to
develop the project on American soil as well as various parts of England!
Unfortunately, the curse would limit its reign to just that one year. Sure
enough, as soon as August rolled around again, it was time for the system to
go down. This time is was a severe problem with the screen that had left me
unable to work on the games. An important (and expensive) component had burnt
out due to excessive use, and it would take the technicians almost a month to
come to that conclusion! In a business where time is money, such a lengthy
hiatus was near-fatal. Not least because it interrupted the progress of a
project that I had just started. Sure Shot 3D was supposed to be a
casual little entry to the arcade genre, but the delay stretched it out to
status of a fully-fledged game! Unfortunately, it was then destined to be
perceived as such - and many players resented having to wait so long for such
a modest release. However, like The MDickie Show before it, the game
proved to be a vital stepping stone to future successes - and served the
empire well by surviving the curse...

Rotten To
The Encore ~ August 2005
After the laptop had burnt out and been
repaired, I always knew I was on borrowed time. Sure enough, the screen gave
out again exactly one year later (when else?) and left me in the same
conundrum as last time. This time, I took the hint and emptied my bank account
to buy a new computer. However, I couldn't even do that without incident! In
classic curse fashion, the company I place an order with goes out of business
between taking my money and delivering the goods - leaving me with no money
AND no laptop to show for it. Meanwhile, masters of my new Tour Of Duty
compilation are failing to get through to California - leaving a gap in my
production schedule (and earning power). Fortunately, the CD finally does go
live towards the end of the month - and I push those profits into a
much-needed new laptop. However, by this time my business has been castrated
for almost 2 months. Not only does the website suffer an inevitable dip in
popularity, but the once unstoppable progress of Wrestling Encore also
grinds to a halt (which almost prevents it from meeting a very important
deadline). Although it would be a long time before it felt like it, this
debacle turns out to be a blessing in disguise. The 2nd laptop is infinitely
more powerful than the one that never materialized - and leaves my work firing
on all cylinders as we go into 2006...

Final
Thought
Of course, the moral of the story is that "every cloud has a silver lining". A
path without obstacles doesn't lead anywhere. Resistance builds strength -
whether it's in the gym or in everyday life. No course of action is without
challenges and setbacks, but it's overcoming those hindrances that prove your
passion and ensure your success. Lesser men would have given up at the first
hurdle, but at MDickie.com we get up after each blow and hit back
stronger than ever. Look at each entry in this article and imagine what would
have happened if the story ended at each one. No Federation Booker, no
Wrestling MPire, and we certainly wouldn't be looking forward to
Wrestling Encore right now! It would be a figment in the imagination of
some other, more determined game designer. As it is, there is no other. This
is the tried and tested saviour of gaming. Let's just hope my sentence has
been served at 5 years, so that I can be released on parole to do some real
work! And if not, give me another 5 years. We know what it's about now, so it
holds no power. When the lesson has been learnt, school is over...

Copyright © MDickie 2000 - 2010
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