As Ren'Py enters its eleventh calendar year of development, I think it's going as strongly as ever. Indeed, it's blossoming as a proper open source project, with 20% of contributions coming from other Ren'Py developers. Contributions range from large features to translations to small fixes - every one makes Ren'Py better. I thank everyone who's contributed to Ren'Py in the last year.
I'm proud of my own level of contribution to Ren'Py. Although I didn't meet my goal of contributing to Ren'Py every day, I did manage to make contributions on over half the days - 825 total, according to github, including a 100+ day streak that's still going on.
I hope that we can meet the expectations of the Ren'Py community, which downloaded the SDK over 41,000 times. Over 130 visual novels and other games were released last year - potentially many more, as that only counts projects listed on games.renpy.org. Ren'Py was used to make all sorts of games - commercial Steam games, Kickstarter demos, multi-year epics, jam games, tiny experiments - and everything in between. I'm proud that we could be a small part of such a creative community.
I also think the forums have been running incredibly well for the past year. While we've had a few technical issues, those seem to have been sorted out as of late. We've been largely drama free, and we even have the kitchen spammer under control. People are friendly and helpful - the way people help each other in the Ren'Py section has been instrumental in giving me more time to program. Thanks to everyone who's been a part of this.
There were two releases of Ren'Py in 2013, giving us a new translation framework and massively improve Android support, as well as a host of other features. (Have you tried the shift+O console yet?) These raw numbers kind of underestimate the development velocity of Ren'Py, as 6.15 should probably count as two releases - there were dozens of improvements in the 3 months between the first and last 6.15 release, and much of the work for the next release is already done.
One of my goals going forward is to try to have smaller and more frequent releases. To that end, we came out with the Ren'Py nightly build site - http://nightly.renpy.org/ - where you can download the latest Ren'Py code, fully built, whenever you want. My hope is this will allow people to test and develop with the latest features, when they want them. At the very least, having Ren'Py built nightly will alert me to errors in the build process, making actual releases easier.
Another goal is to make it easier for people to contribute to the Ren'Py project. While we've had some phenomenal contributions by programmers, documentation writers, and translators, right now contributing to Ren'Py involves dealing with tools not everyone is familiar with. There's been a lot of progress on that front in 2013, and my hope is 2014 will bring it further along.
I think there's a lot of opportunities for people to contribute to Ren'Py, even if you're not that familiar with Python programming. At 800x600, the Tutorial and The Question game are kind of showing their age. The default Ren'Py theme never looked good. In both cases, the path to improvement will involve working with people who are far better at art, writing, music, and Ren'Py programming than I am.
(Of course, there are people who are way better Ren'Py programmers than I am. I mostly work in Python and Cython, and while I created Ren'Py, the way I use it is different than the way most people do.)
Beyond that, I plan to keep developing Ren'Py. Although I don't have firm plans beyond the next release, which will focus on improving the style system, my goals for 2014 are to modernize the foundations of Ren'Py, by updating the software it depends on, even if it means rewriting portions of Ren'Py.
I'm also hoping to do a few things - outside the usual programming - for the 10th anniversary of Ren'Py. Although I might have to pick some people's brains about this, maybe some sort of merchandise? I've also been pondering the idea of a contest involving educational VNs, so hopefully I'll be able to run that sometime this year.
Lastly, I have to say that the highlight of 2013 for me was going down to Dallas to see people from the forum. Being able to see fellow creators - people I've known online forever, but never met in real life - was phenomenal. I enjoyed myself more on that one trip than I did in any vacation I took in my adult life. I'd been to cons before, but being with such phenomenal people brought it to a whole new level of experience. (And then there was the time we wound up on the wrong side of the tracks - the bottom.
So here's to 2013, 2014, to us, and to the medium that unites us all.

