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slayemin's Journal



New Studio: First month in review

Posted by slayemin, 02 July 2014 · 356 views
business, gamedev, production and 2 more...
This week is a bit unusual. I'm taking a planned vacation on Friday and will be gone for two weeks. All I see is costly expenses and that's causing me to grit my teeth a bit, but I'm trying not to be too concerned about it. Life is too short to not take a moment to relax and enjoy it, right?

So, I finally tabulated all of my business expenses for the mon...


New Studio: Week 3 - Prototyping

Posted by slayemin, 27 June 2014 · 928 views
Indie, Business, Production and 1 more...
​Tuesday:
It's Tuesday night, I'm sipping a beer and barely feeling it. Let's do this!

My artist (Dan) and I started building the initial prototype for our game this week. The first thing we did is put together a user interface storyboard which explains how the magic casting system works in real time. I decided to build the prototype in C#/XNA because i...


New Studio: Week 2 review

Posted by slayemin, 21 June 2014 · 529 views
indie, game dev, production and 1 more...
These are my reflections on the second week of my new indie studio. I wrote them at the end of each day of the week while things were fresh on my mind. It's a bit unedited and long, so bear with me.

Links to previous weeks: [Week 0 ] [Week 1 ]

Monday:
I spent the early half of the day trying to figure out how to implement Perlin noise. The plan was to...


New Studio: Week 1 review

Posted by slayemin, 15 June 2014 · 741 views
Business, Production, Indie
The first week is over. The work days certainly feel a lot longer and much more busy. I thought I'd spend this journal entry detailing a few of the first week issues that I experienced and how I worked through them.

On Sunday afternoon, the day before the first day, I spent most of the day building a computer for my artist. It's got 8Gb of ram, 2tb of di...


Starting my studio

Posted by slayemin, 05 June 2014 · 4,618 views

Well, I'm taking the dive and going full on into starting my own game dev studio as an indie developer. I'm paying entirely out of pocket and have zero business income. It's got me a bit nervous.

I hired my first 3D artist/animator last week. He was asking for $36k/year, I counter offered a much higher offer @ $50k/year. My reasoning is the following:
1....


Thick line rendering revisited.

Posted by slayemin, 25 April 2014 · 393 views

I realized that the thick line rendering I came up with in my previous post was deeply flawed. I had been drawing thick lines in 3D space but thinking in 2D. I had assumed that the normals for the thick lines would all be the same. Boy, was I wrong!

So, what I'm aiming to do is allow users (myself) to create thick lines in 3D space. To do that, they need...


Lines with rounded corners

Posted by slayemin, 17 April 2014 · 381 views

My girlfriend asked me today if I'm behind schedule on my game. I didn't really want to answer her, but she pointed out that I was planning on hiring an artist to work with me in December. It's long past December and I'm not really ready for an artist to come in and start making art assets. That's a few months off, at the very least. So, yes, I'm behind b...


Quads on the GPU using HLSL

Posted by slayemin, 26 March 2014 · 193 views
C#, XNA, HLSL
Let me preface this entry by saying that I'm a newbie when it comes to HLSL and GPU rendering. This is mostly a cronological thought process of my research and development of my first GPU based primitive system.
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I've been working on creating a "primitive system", or as some people call it, "geometry system". The goal is to be able...


Refactoring and Mad Ramblings

Posted by slayemin, 20 February 2014 · 371 views

A few weeks ago, I posted an article on OctTrees . I put two days worth of effort and time into creating it. It needed to satisfy my own criteria for what an adequate article on the topic should cover and how it should cover it. It was kind of fun to get the exposure and I'm happy with it, but I'm also kind of silently questioning the point of it and the...


Projectile Motion

Posted by slayemin, 19 December 2013 · 1,175 views

YEAH!!! I got it! I got my math down for projectile motion in 3D space and it works!

Alright, so, let me explain what I was trying to do and how I figured it out.

Problem description: I am a wizard standing at any given position in 3D space. This position is given by the coordinates X, Y, Z. I am launching a fireball projectile at another position in 3...






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