It's kind of strange having GDNet+ again, as the last time I had GDNet+ I was in the struggling student phase, juggling the burden of university with working enough to pay for university, as well as maintaining my long term relationship. Since then I've dropped out of university and went to a technical institute and got a diploma there and though I did it with the intention of getting a programming job so I could make enough money to go back to university, it's looking very highly unlikely that I'll go back. Things have changed since then as now I'm married, have a full time job as a game programmer at XGen Studios (working on my art abilities, have been able to do a few assets for our upcoming stick figure game now), and had a little girl on March 16, so things are much better now. So with the reintro aside, I'll post what got me back on GDNet+ my entry to the 3HGDC!
When the 3HGDC was announced I was kind of bummed at the date, as it was my great aunts birthday and she was going to have a barbeque. Come the day of the 3HGDC Alberta weather took over and there was a terrible wind storm so the barbeque got cancelled and gave me a chance to participate, so I took to IRC until the contest was announced. With the theme of Spring/Puzzle I though of an action puzzler where you'd try to get spring to spring using a pinball like spring to launch spring time elements to the earth (I had springs on the mind at the time), so I through it together as quickly as I could using the environment I'm most familiar with. The first hour was spent quickly cobbling together assets, drawing very frantically and skipping the whole fixing the mistakes in the art, and pulling out the microphone and making noises I thought suitable to be sound effects. Hour two was spend half and half programming and play testing and I found a couple of problems. The first problem was the spring launcher was too hard to use accurately, and also posed an problem for instructions so it was scrapped in favor of a mouse control that would spring towards the cursor, which resulted in the balls becoming much easier to control, which I found made the game more fun to play. The other issue was with randomly choosing balls made the game frustrating when you had time and picked ones you had no use for, and made it impossible to win when you were running low on time, so I altered the ball generation to be based on which blocks remain, I created a list of which balls were needed to advance each block and then picked an index of the list at random, it was simple to implement and balanced it so that when you had more blocks of the same type you were more likely to get the ball you needed. Around the end of hour 2 my great aunt had called and had made a restaurant reservation, so it meant my last hour was cut in half. The last half hour I used to put in scoring and an instruction screen, then fixing an issue where the levels got too hard when the balls weren't falling fast enough, so I changed the game to have the ball falling speed increase with each level. At this point I sent the game off to capn_midnight for evaluation and went out for the birthday dinner.
Play the 3HGDC Entry(Flash 9 required)
I was happy with the results of the contest, and what I came up with. Doing my entry in a way that wasn't derived from another game I've played means I could probably make a few design changes and flesh it out to a full game in the same vein as Spate(which I'll explain in another entry), as well as netting me third place of the five people who submitted which in turn lead to a part of this GDNet+ subscription. I say part as capn_midnight was generous enough to throw in enought for a 3 month subscription, I decided to make it a year long one. I feel this contest broke me out of a development slump, and with a Journal availble for the whole year it might spark me to make something neat just so I can update this journal with the progress. A big thanks goes out to capn_midnight for hosting the contest. Now off to come up with something cool to make to blog(journal?) about
See last post to see why nothing has been updated, seems it'll be like that again, till, about say.. After New Years.. My subscription from here prolly will end before then, and I've yet to decide this is worth a second donation. Maybe I'll resubscribe once I get a beta up and going of my almighty almost started game.
So I get time away from school and what happens? I end up getting many more shifts at work.. Like a lose-lose situation.. On the bright side it's giving me enough money to squander away on something(looking at laptops, cept it's hard to find one under $1k(CAD) that's half decent, or even one that's not 15"). Since none of you care about this stuff, I'm gonna put a blank line then info on how my game is progressing..
Since nearly everyone one of my projects either died or got cut short because of the art(and me not being so great at it), I decided to keep it simple, and do it first, and I must tell you, it's working quite well. I've modeled nearly everything, just have 3 models left to go(brainy enemy, the boss, and the almighty set of truck keys). All that I'll have to do after that is render the models and animate them.. Only 56 frames of animation to go... Slowly but surely it will get done.
NOTE FROM EEDOK's PROJECT: Hey I may be slow but it's no reason to call me Shirley
Isn't it kind of funny how dropping a university level course is much like breaking up with a girl? The feel of the load taken off is great, but there's still the emotional discourse of it not working out the way you expected it to. Well I've said I'd post more about my game so I'll start off with a bit of the background story, and the genre. Since I like to do things backwards I'm gonna say it's an RPGesque action game, from top down view(because it's easier to make art for that view). As for the backstory(v1.0):
"Once upon a time in a square volcano up by where Santa lives, a big yellow ball with a mean face one it, was taking a vacation away from the volcano. When he was near the top of the volcano, he realised that he forgot his truck keys. Suddenly out of nowhere came a loud whooshing noise. After that instant all the balls except him were mutated. Simply getting back a set of truck keys isn't going to be so easy anymore."
Well it looks like I'll probably be dropping physics, as I only took it as I thought it would be interesting, but what a fool I am to think that interesting and physics would fit in the same sentence. Too much calculus makes my brain hurt. This should turn into a much greater amount of time I can spend on my game, as the only thing blocking it was the daily boring physics homework.
So about my game I'm planning, the only 2 details I'm going to release are it's going to be an RPGesque action game, which will go beyond the realms of sensemakingness. I'll post much more details once I finish up my file dialog, and figure out how I shall release my game.
Anyhow that's all for today(hopefully), so don't spend too my time pressing F5 waiting for my next post to appear.
Just wanted to share what's in my library(wall beside bed): Linux Power Tools* Linux Game Programming Focus on SDL* Isometric game programming with Direct X 7.0 C Primer Plus(3rd edition)* Java Gently* 3D Game Art Indie Game Development* Unix unleashed* C++ for Dummies- Solaris 8 essential reference* Windows NT Security Handbook- Programming with Qt Teach yourself Direct X 7 in 24 hours- Java I/O- Perl!- Windows 2000 Developers guide-
ones marked with a * are ones I read and enjoyed, and the ones marked with a - are ones I read part of but stopped because of how bad it was. Thinking of either reading TANSTAAFL's Iso book or Linux Game Programming, haven't made my mind up yet..
Well seeing how I paid for this feature I might as well make use of it, so what better way to start off than with a life story.
So who am I? Well if you're planning on developing a game that will compete with one of mine, I will be your worst nightmare, unless you affiliate with me, then I'll just be a good nightmare.
Currently my name is Cody Hollis-Perdue, and I am of 19 years of age attending the University of Alberta majoring in Computing science(2nd year). I enjoy long periods of sitting on the beach with a laptop with a C compiler. I am not single.
What brought me to this point today? Well it all started with playing games(and yelling and screaming and the likes). Being fustrated with a certain game, I looked into options on making it easier for me, and came across gamehacking. Well I tell you, playing a game is one thing, but when it comes down to looking at assembly opcodes in the morning, lemme tell you. As fustrating as gamehacking was, it had a strange effect on me. Having the control over the way the program worked got me addicted to the control, and I started just hacking games for the state of fustration, I enjoyed it. This was back in my 12th year of high school, so I said, hey why not try my hand at my own game. Pulling out my TI-83+ I created my first real game The Quest For Redundancy Quest: The Quest for Redundancy, which spread through my high school like a disease, mods were made, it was spread further, and last week I talked to my cousin who still goes there, and the game is still in circulation, 2 years after it hasn't recieved an update. Since my high school years I've tried my hand at 6 games, of which only 1 was dropped due to loss of interest, but only 1 was finished the way I had in mind. The game that had the most impact on being spread around was my Stones!!! game, which I think bonus.com had a bit to do with. There is a big gap between my game dev times and you can all blame that on linux. I am one of the few that tried it not out of discontent, but out of curiousity, and to this date I have tried over 15 different distros, having arch and EvilE being of my favorite.
To end this I'll put my todo list: -Do Physics homework -Post about game I'm making in journal -Try to help EvilEntity devs in what ways I can -Try out ubuntu -Try a gentoo installation with extreme optimisation compile flags -Attempt a LFS