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Member Since 11 Nov 2004
Offline Last Active Aug 07 2016 04:01 PM

etodd makes games > Enlisting IBM Watson as a voice actor

Posted on 02 May 2016 - 08:15 AM

Allow me to regale you with an exciting tale: the birth of a janky dialogue and voice system. I have a JSON file with all the localized strings in my game, like this:{ "danger": "Danger", "level": "Level %d", ...}
A preprocessor takes this and generates a header file with integer constants for each string, like this:namespace strings{ const int dang...

etodd makes games > The Poor Man's Threading Architecture

Posted on 12 January 2016 - 01:32 PM

The game industry hit Peak Advice Blog a while ago. Every day I [s]read skim ten articles telling me how to live. Fear not! I would never give you useful advice. This series is about me writing bad code and you laughing at my pain. First Contact
Say you have some voxels which occasionally get modified. You regenerate their geometry like so:vox...

etodd makes games > Ludum Dare 34 Postmortem

Posted on 28 December 2015 - 09:16 AM

Friday 21:15
Fifteen minutes after the theme announcement, my friend Ben Homan walks through my front door. Not really my front door, I'm just a subletter. But this is a first. Normally he ignores our instructions to walk in without knocking. The first time, he texted me from the driveway. 21:30
Jesse Kooner walks in, also unannounced, bearing fro...

etodd makes games > One Weird Trick to Write Better Code

Posted on 28 September 2015 - 02:41 PM

Developers hate him!

We'll cover some standard tips and tricks here, but we're not really interested in those. We're looking for the One Weird Trick to rule them all. Hopefully each trick we encounter brings us closer to coding Mecca.

In the beginning
The first video game I ever wrote was called Ninja Wars.
Yes, t...

etodd makes games > The Poor Man's Postmortem - Lemma

Posted on 25 June 2015 - 11:52 AM

The big secret of our industry is, we don't actually enjoy making games. We slave away in obscurity for years in anticipation of one glorious day.

Not release day, no. The day we can finally write a postmortem full of pretentious anecdotes, bad jokes, and unsolicited advice.

Well I just finished a game, and doggone it, I am going to exercise my inaliena...

etodd makes games > It's done!

Posted on 12 May 2015 - 04:32 AM

It took nearly 5 years, $30,000, and most of my sanity, but the game is finally done! Check it out: lemmagame.com

Look for a more in-depth postmortem... soon. It's 6:30am and I haven't slept yet.

etodd makes games > PR-o-matic

Posted on 27 April 2015 - 05:55 PM

Lemma is finally coming to Steam on May 12. Check out the new trailer:

For the first time ever, I shelled out for Adobe Premiere rather than hacking something together in Movie Maker and OpenShot. I didn't use any of the fancy features, but it was worth it just to avoid dealing with crashes all the time. Altho...

etodd makes games > The Poor Man's Character Controller

Posted on 06 April 2015 - 09:34 AM

Let's say that, like so many of us, you want to make a surreal voxel-based first-person parkour game. You're trying to figure out a production schedule. What will take the longest? Graphics? Sound? Level design? I bet it will be the character controller. And I bet it will take 4½ years. Why?
In running/jumping games, player movement is paramount. It takes...

etodd makes games > Screenshot Saturday 213

Posted on 27 February 2015 - 08:19 PM

It's the end of February and this game is supposed to be content-complete. In a sense, it actually is. All the levels are done. Twenty in all. I thought this month would never end!


Just so you know, there are sixty of those lights and I had to hook up each one individually. It fell just barely beneath the "worth i...

etodd makes games > The Poor Man's Voxel Engine

Posted on 18 February 2015 - 05:46 PM

This is not a tutorial. It's a story. A Voxel Odyssey.
The story starts with 19 year old me in a dorm room next to the Ohio State stadium. I don't have the repo from this stage of development (SVN at the time), but I remember the process clearly.


Photo by Kristen Sutton
XNA 4 comes out in September 2010 . I imme...

etodd makes games > Screenshot Saturday 211

Posted on 13 February 2015 - 11:03 PM

Last Saturday we had the Short North gallery hop . Hundreds of people came through our gallery to see art. The guys helped me set up the Oculus and a projector on the wall.

Sometimes I had to go out and pull people in, but most of the time, there was a line. My favorite customer by far was this kid:

He jumped righ...

etodd makes games > Screenshot Saturday 210

Posted on 06 February 2015 - 10:48 PM

I finished last week's map. It has some spinny things.


Then I made this week's map.



Who knew purple and green could look so... not terrible?

Anyway, this puts me ahead of schedule. There are three levels remaini...

etodd makes games > Screenshot Saturday 209

Posted on 30 January 2015 - 01:18 PM

This week was crazy productive. I finished last week's level, finished another level, which looks like this:


...which also included some story-related writing and scripting, and actually started working on NEXT week's level, which looks like this:

I seem to be on a purple s...

etodd makes games > Achilles + Screenshot Saturday 208

Posted on 23 January 2015 - 09:53 PM

This past weekend I participated in the CivicHacks "Game Jam for Good". The goal was to raise awareness of the global water crisis and ultimately promote PackH2O , a Columbus-based startup that designs water backpacks for developing water-stressed regions.

The jam lasted 48 hours. My entry is called "Achilles".


etodd makes games > Screenshot Saturday 207

Posted on 16 January 2015 - 02:04 PM

Records continue to be broken. This week's map was actually done on Wednesday!

Although most of Lemma is a strange hybrid of natural and alien-looking architecture, my design calls for a few "industrial / man-made" themed maps. For story reasons, and also because I just want to parkour through a skyscraper.

So on Monday I asked Twitter this question :...