Every Semicolon

Profile
None
I'm making a new game and videoing the whole process for the world to see. Scary stuff.
26 comments
22 entries
Advertisement
Matt Carr
August 18, 2013
Probably Archery: A Brief 7DFPS Post-Mortem
This year's 7DFPS game jam is the first game jam South East Games (my cousin Shane and I) has taken part in, but I'm pretty sure it won't be the last. In one of those all-too-common moments in developing our larger game where we stopped, turned and began throwing around concepts for something small…
2,822 views
Matt Carr
June 30, 2012
Volumetric Objects in Unity
For something a little different than just posting hours of video of me making an unnamed game, I thought it would be good to write something and talk about something different here for a change .

First, I recently left my lead programming job to start doing indie development full time. The job was …
18,520 views
Matt Carr
June 16, 2012
Every Semicolon: Parts 13 to 18
[color=#111111][font=Helvetica, Arial, sans-serif][background=rgb(254, 254, 254)]It's been a while since I've done a post here in the journal. I didn't want to do a post per episode, but since there's been 6 episodes since my last post I thought I should do the update. I think that's all I'll write…
1,910 views
Matt Carr
April 25, 2012
Every Semicolon: Parts 11 and 12
I've done another couple of episodes focusing first on getting the first iteration of the Dwarf model into the game and then creating a component copying editor window using reflection. I wrote up some thoughts on my experience doing these videos a little while ago and never posted them. I'll most …
2,054 views
Matt Carr
April 11, 2012
Every Semicolon: Parts 9 and 10
Keen to get some of the new artwork in and working, I've done another couple of episodes of Every Semicolon. One of these days we're going to need to name this game...

Part 9:

[media][/media]
(I recommend watching in fullscreen 1080P.
1,465 views
Matt Carr
February 27, 2012
Every Semicolon: Part 5
Part 5 is now online. I wanted to spend a bit of time on something other than the core gameplay mechanics so in this relatively short (1 hour) video I create a waving grass shader and an editor window to support mass placement of said grass (or any other prefab).

Part 5:

[media][/media]
(I recommend w…
1,918 views
Matt Carr
February 25, 2012
Every Semicolon: Parts 3 & 4
Parts 3 & 4 are now online. I've created a playlist that I'll update as new videos are added.

Part 3:

[media][/media]
(I…
1,401 views
Matt Carr
February 25, 2012
Every Semicolon: Part 1 & 2 - A video capture of a game made from start to finish
Before starting our new game project I had a thought: that I could record the entire process from start to finish and put it online as both a learning tool for others, and a way of receiving feedback on what I do so I too might learn some new things and improve the game before it's released. This w…
1,934 views
Matt Carr
May 02, 2011
Unity Asset Store
As an indie game developer it is hard to find the ideal marketplace for your current needs. Depending on your circumstances, the time and budget you have available will vary, as will the required monetary success.

Thus far through South East Games' short existence, our focus, like most others, has b…
2,606 views
Matt Carr
September 14, 2010
The Bridge
  • Stopped working on my engine because of time constraints (next point)
  • Worked at The Creative Assembly for a year on Xbox 360/PS3/PC game Stormrise and briefly on their next title
  • Moved to a programming job at a company making 3D 'serious games' training sims (still there)
  • Started a business to develop…
1,366 views
Matt Carr
August 27, 2008
diarB dna kroW enignE
This entry: Entity Component System for my engine, Braid and stolen ideas (!!! :) ).

But first, I've got my first (well... second, but first that I'll be sticking with) job at a game dev. It's pretty much as entry level as you can get, but that's fine since there hasn't been any other jobs locally a…
1,634 views
Matt Carr
August 11, 2008
Slow development
I'll be talking in this entry about my engine progress, changing game plans, some thoughts on potential XNA development and thoughts on making a game using Exult Studio.

ES Engine Development

I realised it has been a while since my last journal entry so I thought I could use it as a way of getting my…
1,121 views
Matt Carr
June 22, 2008
Engine work
Since my last entry my focus has been on my engine more than any RTS gameplay aspects. I did get level editing/painting stuff working and generating pathfinding information from the terrain done, but I'll talk about that more later when I get back to it.

The main reason I've avoided working on RTS s…
1,001 views
Matt Carr
May 16, 2008
Some info on my new game project
WARNING: NO PICTURE IN THIS ENTRY :O

I thought I'd provide a bit of information on the game I'm currently starting because I'll be updating the journal often to talk about what I'm doing, what I've done and how I did it, and anyone that's interested in seeing how this project goes will know a bit ab…
1,196 views
Matt Carr
May 15, 2008
6 Months Later...
I guess it's kind of fitting that I stopped updating my "Tool of Procrastination" after finishing my game ("Outworlder"). I never intended to stop so abruptly, but things were pretty hectic at the end of my degree and my intention had been that I would get the game ready to be put online for downlo…
1,026 views
Matt Carr
November 09, 2007
Play Testing
So here's the promised entry about my experiences thus far with play testing.

To summarise my following thoughts on play testing: Do it. Do a lot.

One of the most painful experiences on development of Outworlder has been the play testing and the key reason for that is silence. When someone that had n…
1,126 views
Matt Carr
November 05, 2007
So tired
I never intended to have such a long gap between journal updates, but things just got really hectic for a while and the journal suffered because of it. After an 80+ hour week on Outworlder though, I now have the time to update.

We've done a lot of work over the past month and now that we're probably…
1,059 views
Matt Carr
October 07, 2007
Big Week
So coming off the week where I possibly did the least amount of work of any week yet in development of Outworlder, I'm now at the end of my busiest week yet. My goal this week was to get level editor and game to the stage where the level could be created and then played from beginning to end. I'm h…
1,089 views
Matt Carr
October 01, 2007
Design Things
One thing that comes to mind that I've perhaps learned from making Outworlder is that you should make the player learn as few things as possible and give them multiple abilities based on what they learn. In Outworlder this is achieved with the jetpack. All the player needs to learn is that the main…
1,142 views
Matt Carr
September 30, 2007
The To Do List
As well a new season of TV shows starting up, a wealth of new games coming out and limited "free time" because I'm interning in a programming position as part of my course 2 days a week, a big problem with working on the game at this point is the deceptively short to-do list. It makes me feel like …
1,275 views
Matt Carr
September 29, 2007
Journal Justification
If this journal is about my game, then it's not really procrastination, right?

I've been reading GameDev journals for years now and I've been waiting until I had something to write about before I ever made one of my own. I don't know if that time was really now, but I should be working on my game at…
1,370 views
Advertisement

Popular Blogs

shawnhar
Generalist
101 Entries
9 Followers
15 Entries
10 Followers
johnhattan
Programmer
1,277 Entries
47 Followers
ApochPiQ
Generalist
628 Entries
44 Followers
dgreen02
Generalist
338 Entries
56 Followers
Advertisement