davidkilmer

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Oregon, USA

 

You are a primitive in a burgeoning world of mystery. You are alone to survive the brutal wilds. Scavenge and harvest raw materials for tools and shelter. Hunt and gather food and water. Discoveries await, if you survive.

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25 entries
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davidkilmer
February 18, 2020
Back In The Game

Ice Man said it; we got bogged down with life and kind of hibernated on the project a bit. I got to be honest though, I have felt like this before the holidays and I need to get it off my chest. After I wrote the initial design, I began to detail the mechanics and formul…

2,709 views
davidkilmer
January 28, 2020
Whats next

It has been nearly three months since the last to-do list was created. It really is hard to say if it has been such a long journey because of holidays or if I am just getting bogged down. I have, all of a sudden, found it harder to wake up super early, and I am not sure if it is due to being tired …

1,805 views
davidkilmer
January 18, 2020
Update!

No, I swear, we are still alive. With the holidays, birthdays, november and december just flew by.

The october post with a to-do list has been slowly been getting eaten away. Right now, for that near three month old post, I have audio, message system, and disasters left. And of course, a handful…

1,933 views
davidkilmer
November 15, 2019
Digger wigger, nose picker

I told jake, the game designer, think in more details and forget the fear of how long it will take to develop. I know that guy has a uber-creative mind, and I have felt this whole time he has been limiting his ideas to a crutch of how “hard” it might be to develop an idea in the game. I said “thin…

1,688 views
davidkilmer
November 05, 2019
Shelter/Holding , the second to last major overhaul

A shelter/holding is something that you can either sleep in ( a function not yet implemented ) , a shelter, or a holding , something that you can store items in. I decided that these two things were to be together since a shelter can be both, and a backpack or tresure chest can only do one.

1,666 views
davidkilmer
October 30, 2019
Burn Some More!

The player can seemily burn everything, and at times, nothing. I had changed the WhichTile() function to look at any part of the map and instead of relying on the sprite name of the tile, to instead look at the perlin and its value. This was so the player could be placed on a non-water tile ( and …

1,567 views
davidkilmer
October 20, 2019
Burn Baby, Burn!

It is now time to implement FIRE! It seems odd that just now, after eight months of development, we are implementing fire into this game, being what it is (essentially a caveman).

I think I have now come across one of the few same issues that I have spawned from the inception of this code. That…

1,468 views
davidkilmer
October 13, 2019
Inching towards an elusive goal in mind: playable

At this point, I am shocked I have gotten this far. I keep having issues, I keep solving them, and it keeps moving forward. Un-freaking-believable.

I set up a todo list 31 days ago, and got most of it knocked out. I figured, this would be a good time to square it back up, tack on some more , a…

1,574 views
davidkilmer
September 28, 2019
Getting there, and what I have learned so far

What I have mostly learned, is that doing something that is fun makes motivation come the easiest , compared to anything else I have ever done in my past. Making a game is probably one of the most fun things I have ever attempted. Doing the work, though apparently harder for most, is the absolute …

1,728 views
davidkilmer
September 10, 2019
Crunch Time To-Do List

It seems as though we are a little closer than I realized to having a prototype of this game completed. So , I need to crunch to get this done. These next couple of weeks , I am going to try and do some double time and get this sheet done, so we can test and tune, and hopefully get a playable vers…

1,283 views
davidkilmer
September 09, 2019
Reworking Land Generation to include Landform types

So , I have spent some time on the land generation before, turning it from something smooth to something more organic, and then adding another layer with a tilemap for other landtypes such as trees and mountains. The problem is as it stands right now is that the world is fairly predictable and obv…

1,477 views
davidkilmer
September 08, 2019
Regeneration and randomness

A big part of this game is randomness , which is obvious, since it is based on random generated terrain. I have my work cut out for me on that part, as I am going to have to eventually get the terrain generator to pick from terrain types in order to get it to get real interesting.

For now, I w…

1,114 views
davidkilmer
August 28, 2019
Manipulation of a sprite

I am thinking, that even though it is a prototype, we should build in the animation. Mainly, this is because I don’t want to do it later when we replace the graphics. So far we have the player attacking without any animation, and I am about to implement player jumping, again without the graphics…

1,749 views
davidkilmer
August 27, 2019
A Brief Origin Story

“It’s a big idea, but we can do it.”
-Me, an optimistic idiot, paraphrased.

Since 2014 I have had one night stands with programming and game development tutorials; only flirting with the journey of game development because committing to it meant work which significantly affected my privileged …

1,287 views
davidkilmer
August 21, 2019
My To-Do List

I was feeling a bit overwhelmed this last weekend, which is different. I knew that just getting to it would solve that feeling. And sure enough, here I am!

So the player can now run and sprint via double and triple tap on the arrow keys. The spawner spawns the mobs in appropriate tiles, at mob_…

1,476 views
davidkilmer
August 16, 2019
Stuck on Setting Tiles in Run time

I am now stuck on why I can’t seem to change the tiles during run time, which is in theory, something that should be able to occur , but seems to be a little more difficult , or at least was at one point for people using the brand new Tilemap construct.

So, it is now solved. Yeah, nothing a few…

1,444 views
davidkilmer
August 15, 2019
Combat System Berth

So, the snakes are harmless, and there is a lot to be put into the system of predators, but they need to be able to attack, and ya know, the player can fight back. We must now place in the combat system, which i imagine will be a center point for all contact of combat type.

Of course, my next q…

1,016 views
davidkilmer
August 12, 2019
Mobs and Spawning System

Yeah, I did say I was going to work on a few other things, but I was going to make the collector manager pick up items on the ground next,…. but what are we going to pick up? I will need to be able to allow the player to drop things from their inventory, but that sounds boring. And eventually we n…

874 views
davidkilmer
August 06, 2019
“building” system is good enough

So it took a bit, and I learned how to use the debugger for visual studio in order to find a infinite loop that was crashing unity. So thats awesome. The player can harvest, he can build, and I think that is good for now. There is a lot to be missing with the inventory panel, such as sorting the i…

655 views
davidkilmer
August 03, 2019
Working on ‘building’

So the player can now harvest some wood, with his bare hands ( he is a mad man …. or she…it , even….. anyways) . And it shows up in the players inventory. So what to do with this wood? Well, how about make some sticks?

This is where the “building_and_actions_manager” comes in. Of course, I name…

577 views
davidkilmer
July 29, 2019
Controllers and Machines

So its time to make this game actually start ticking. Well, I have actually been working on this part for a while, it seems, shooting from the hip, so to speak. Anyways.

I have built a simple inventory panel, which will later show build options depending on inventory, clothing and armor, and pl…

607 views
davidkilmer
June 29, 2019
Adding things….

This is where it gets tricky. In fact, if I blow something during this process, I could blow the whole project…. and that isn’t a positive thing

Since this game is quite expansive , even in the prototype, I need this to be as modular as possible. I was originally thinking of creating scriptabl…

571 views
davidkilmer
June 18, 2019
Player is alive

he moves, and he animates, and he totally does not look the part. We are using a ‘link’ like character, and he so damn cute, but definitely not a caveman. Oh well, this is just for prototype

So now, lets apply health, energy, hydration, and hunger bars. This will be the introduction of the UI.…

627 views
davidkilmer
June 04, 2019
Building the map generator

I am still not sure how to do a infinite map, and more importantly, I am not sure how to limit loading to much map at once, except maybe only loading X tiles past the view port. If we were to allow more than one player in the same map, would each application have to load that map as well? I am not…

562 views
davidkilmer
June 01, 2019
First steps

In my first project, I did half of the graphics, then went back and did more. This project has the intention of getting some better graphics in the future, so the ones for the prototype don’t have to be perfect, but I would like them to look a bit nice and be completely understandable .

Since t…

514 views
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