Low Poly Landscapes

Website Design
Progress: Uhhhhhh……… 70%?

Technical Design
Unreal Engine is so much fun to play around with. I could sculpt landscapes allll day. I was thinking of recreating my street/block in a low poly style. That would so cool… here is a test of that look, which I really like. It could nice with some help on the art.

A question I’ve had on my mind since I started looking at the pre-made engines, is ‘Am I having fun with this?’ I really enjoyed building the original Element test and I haven’t had a good time like that since I started using Unity/Unreal. I don’t know if the aesthetic of the game is as important as me having a good time building it. I want to make a good game, that I enjoy working on. It’s something that I’m keeping in mind while I try all of these engines.

Game Design
I did a bunch of writing this week, mostly about the events that lay the foundation for our story. Everything I wrote takes place before the game begins. The idea is to have discoverable items that supply pieces of the backstory, a lot like Grimoire cards from Destiny. Writing backstory and character details is a lot for fun for me, I’m going to spend a lot of time on these things.

 

Hexo is the Best-O!

Website Design
I cannot wait to be done with the redesign of the website. I’m moving to from a fully static site to hexo, as recommended by Josh of Silicon Reign. I’ve entered all of my existing entries into the post database (some markdown files) and now I’m working on the theme.

Technical Design
I took a look at GoDot Engine and it is definitely not as polished as Unity. No surprise there though, it’s pretty new. That also means there are less tutorials, examples, samples, and questions posted for it. I’m not saying no yet, I’ll check it out the next time I need a break from Unity.

The Unreal Engine, on the other hand, is flat out amazing. It seems more polished than Unity and the amount of support you can find for it is enormous. I’m going to check it out for a little while. I need a couple of days away from Unity and maybe I’ll never go back. The Unreal editor give you a nice tutorial when you open it for the first time. It includes examples for many common types of games and they are all well documented. I’m excited to see what kind of youtube content there is, as well as what’s sitting out in the asset store. One of the downsides is that it’s C++ only if you want to write code. There is a ‘Blueprint’ system that I’m not familiar with. I don’t know what you can or can’t do with it, so I’ll need to look into that. For now… sleep.

 

Taking Stock

Technical Design
No matter what I do, loot will be a huge part of **The Game, so I’m working on getting items up and running. This includes; item database, generating items, spawning items, player inventory. I can’t until you can kill an enemy and see loot dropping. That will be a nice day.

Taking Stock
It’s been about two months since I started working on the game formally known as Project Ever. I can’t say that I’m happy with where I am. I can say that I’m happy with what I’ve learned, and very happy with the decision to move to an existing engine. I’ve definitely settle into a habit of sitting down and working every single day. Most days I look forward to it. Other days, I start off by blowing things up in Just Cause 3 for 45 minutes before I code anything. I need to remember my design edicts, ESPECIALLY number six.

  1. Figure out what FUN is and make it rewarding.
  2. Make the FUN competitive, and let people compete.
  3. No fetch quests. These are not FUN.
  4. Have lots of guns, really hundreds.
  5. Drop loot from the enemy that awards it.
  6. Breadth, then depth. Iterate to add depth.
  7. Loot must change gameplay, must be interesting.

Because I’m constantly learning new things in Unity, I’ve gotten into the habbit of building something, finding out a better more ‘proper’ way of buidling it, then rebuilding it. So maybe the way I did it isn’t how it’s ‘supposed’ to be as far as Unity is concerned, well too bad, keep going. Fix it on the next pass. I’m guilty of this as recently as this weekend, when I ditched my orignal inventory system to rebuild it with a little more flexibility. Sure, it’s better, but it’s also no longer done.

This is my first big game, so I’ll cut myself some slack. We’re in pre-production, and things are changing constantly. Keep going, move on. “Everybody’s coming back to take stock of their lives. You know what I say? Leave your livestock alone.”

** Tough to think of a name…

 

Content for You

These entries have been really light on content lately, and I’m ok with that for now. I’m really just learning Unity basics and rebuilding the homegrown demo. Let’s look at this list one more time…

  1. Tilemap: scrolls (done)
  2. Player: move (done), shoot, pickup items (done)
  3. Enemy: basic player tracking
  4. Loot Crate: generates random items (done)
  5. Maybe: inventory, cybernetic monkey?

You know, I am happy posting videos!

 

Zooooomies

This week is flying by! Here is the camera flying in and following the player. Also includes some loot popping out of a couple of chests.

 

Lootsplosion

It’s a new month, and things are progressing pretty well. Unity has proven to be very awesome, and I’m getting better with it every day. Here is a little guy popping open a loot chest. You can see I still have some things to figure out! So, I still have this to do.

  1. Tilemap: scrolls
  2. Player: move, shoot, pickup items
  3. Enemy: basic player tracking
  4. Loot Crate: generates random items
  5. Maybe: inventory, cybernetic monkey?

I’m using streamable for this video embed and it seems to work really well.

 

Zetroid

I would like to take this oppurtunity to coin the term ‘Zetroid,’ which is Metroid + Zelda. I think that will be good!

 

Unity Progress

Technical Design
It’s been a busy week! I’ve been working a lot in Unity, trying to get familiar with all of the things that make it soooo good. I’m working on the tile mapper now, trying to figure out a way to have really big maps. The stab at it had a 1000x1000 map taking up about 5gb of ram. I have some ideas about how to bring that back down to earth, so that’s what I’ll do next. The self-imposed dealine (Sunday the 5th) to have a working prototype is approaching very quickly. Is this my first crunch??

You know, I’m pretty sure I’m trying to make Diablo 3 style combat. If you’ve played Just Cause 3, think about how you feel flying all over the place, blowing holes in everything and everyone. I want to have some of that in a top-down looter.

Asthetically, I am thinking of two distinct styles, one for each main location. Then I say to myself “how many bloody main locations are there??” One of those locations is going to be cut. That saves so much time in map building alone. The world with a vaporwave palette and retro futuristic styling is the winner. Is the Vice City source code open source yet? Maybe I can just mod that game into a looter and I’ll be set! It looks like jte and clashbyte were working on something. Dead now though.

Website Design
I have some new colors in mind. If the bright green is gone, then I got them changed before I went to bed. If not, SOON.

 

Website Framework

Technical Design
I’m revising my prototype date to Feb 5th. I’m off the Thursday and Friday leading into that weekend and I think I will need those extra days to finish. I would really like to make this available for download, just for the heck of it.

Website Design
I am going to use Jekyll for my sitebuilder. Github supports it natively, so that’s a done deal. I have just have to convert everything. I think the workflow will be, edit on my pc, commit, push, github builds with jekyll, display to web. Sounds easy enough.

While I was messing with Wintersmith, I wrote a plugin for it to use crass css minification. It’s on npmjs, and is named wintersmith-crass.

Misc
Go mine some Garlicoin, the difficulty is still pretty low. Check it out on reddit. I changed the site icon to the old Doge Miner logo to feel a little bit of that memecoin nostalgia.

Such video.

 

Website Design

Website Design
I don’t like web design or html or css or any of that. I’m dreading adding another archive link when February comes around. To try and alleviate some of the work involved in updating this site, i’ve been looking into using a site generator. I’m going to use Wintersmith, which is described as, “a simple yet flexible static site generator.” Node to the rescue!

Technical Design
I’ve been working in Unity the last couple of nights, and it’s amazing. Like I mentioned before, I’m going to rebuild the little prototype I made with the homebrew engine. This one will have some core gameplay…

  1. Tilemap: scrolls
  2. Player: move, shoot, pickup items
  3. Enemy: basic player tracking
  4. Loot Crate: generates random items
  5. Maybe: inventory, cybernetic monkey?

I want to be done by 1/28.