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Basked in light from the LCD monitor, I tell a tale
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The past week was great -- I took a leave from work and was coding the whole day, each day for a whooooole week. The game progress is great, but the lack of properly animated assets still bugs me. I realised that making games is challenging not due to the difficulty of coding or designing art assets -- it is because it requires synergy from all these fields (plus audio, marketing and whatnot). And actually, coding isn't even in the top three most important things -- well, not MOST of the time.
Nowadays, games seem to be all about visual sparkle. There are only that many mechanics you can come up with, and rarelly any player stops, looks at the game enviroment and thinks "Wow, this must've been such hell to code! I really appreciate all the work the people who made the game put nito it so I can have an enjoyable experience!". Yeah, I'm no better, started appreciating it all quite recently.
Back to the game however. Most of the progress is visible on my YT channel (handle Zethariel), although it gets old quite fast (spending whole days on code really works wonders). Other than that, I believe that soon I'll be desperate enough to dive into blender myself and at least rig and animate the models I have already. Later, maybe I'll even alter then to look like they are supposed to.
Yesterday the main menu scene was brought to the point it only needs models, some particle textures and sounds. Think I'll be able to find most of that in some free online resources, then post an update with a nice screen-shot. Still, the problem with lack of animated organic models bugs me. Placeholders it is...
As I go deeper into the rabbit hole and learn new techniques, tools and arcane magics of programming, I find myself enjoying it more and more. Maybe even to the point of obsession -- My average day consists of an 8-4 job, coding, talking to people and sleeping. Where does all the time go?
The most irritating part of this whole project is deffinetly lack of art assets -- I can create some simple 2D stuff, like I did for the GDD (playing around with GIMP was a barrel of laughs in its own right), but 3D modelling is just too time consuming. Guess that explains why no-one wants to do it for a project they are not certain will get finished. Oh well, the best thing I can do is prove my spirit and determination by finishing the demo, posting it and waiting for a passionate person to trot along.
Another annoying thing is the string of game designs already waiting and trying to break free. There is just not enough time in the day to do all these things in parallel. And not enough Mountain Dew as well, probably. Hopefully writing them down will ease their spirits.
Epic got to see its finish, albeit without models and textures (lack of interested artists, huh). I'm not posting it up anywhere, as it doesn't look as impressive as it should. Maybe someday someone with whom I'll manage to collaborate will lend their time towards improving the game and releasing it to the gamers
In the meantime, I'm starting to code a fan game based around the show My Litte Pony -- Friendship is Magic. As always, modellers, texturers and animators are warmly welcome to help out, really any form of support would be wonderfull!
For those of you that are interested in reading the GDD, it is available in this Unity forum post:
Have a nice day everyone!
The work on Epic continues:
* Added a few new models and animations
* Added Pause menu, ability to reset game
* Levels now affect eachother -- the mineral you get from mining defines the quality of the weapon you craft, which then in turn defines how well you fight in level 3.
* The boss at level 3 has 1000 HP -- will add a HP bar soon. At this moment he isn't challenging.
DropBox .rar standalone Link
WebPlayer hosted on DropBox (I would still advise to read the ReadMe.TxT in the dropbox game folder)
ReadMe.txt -- a direct link to the ReadMe
After nearly 3 months of working with Unity (and learning a lot about programming itself) I have completed the first stage of my game -- the prototype.
This framework contains most of the functionality I expect from the game, but it is ugly (only placeholder art, some mismatched textures and sounds).
Next step is increasing the functionality by adding a Pause menu and steadilly refining models, textures, shaders and lights.
I expect this project to yank another 3-4 months out of my life (i.e. free time after work).
[size=1]Too bad no one wants to help ._.