Jump to content
  • Advertisement

PC Warfront Infinite Dev Blog #19: Dealing With Procrastination

EddieK

781 views

The days between now and when the last blog entry was written were pretty hard. Not because I had some hard programming problems to solve, but because of procrastination. This is not the first time it became an issue, but this is the longest period of time where I did mostly nothing, and I feel REALLY bad about it. I guess I'm a bit perfectionist and wannabe workaholic who tries to work every minute of my life, but that this when the procrastination doesn't get the best of me.

Reasons For Procrastination

Before the procrastination started I thought that to become a good game developer you firstly needed to play games yourself. And this might be true, but when playing games becomes more important than actually making games, I see it as a problem. In the last week or so I became kind of addicted to games. That's because it feels like an achievement every time I beat a new game, and somehow it makes me feel good about myself. That never happened to me before. I mean, I did play games, but I didn't enjoy them THAT much. And I think this is the problem. I started enjoying playing games more than developing them, and this needs to be fixed FAST.

My Plan For Ending Procrastination

First of all, I will try to play less. I will make games a reward after I do something new with my project. Maybe for every hour of coding, I will let myself play 30 minutes of Metro 2033. Next, I noticed that most of my procrastination comes from me being lost between all the different tasks that need to be programmed. Well, the tasks themselves may not be the problem, but the fact that I'm not sure HOW I should do it is. To fix this, I decided that for each task I will spend at least 15 minutes to brainstorm ideas on how it should be implemented. For example, yesterday I knew I needed to make allied bomber plane airstrike which would target enemy vehicles. But I didn't know how to implement it. Where should the airstrike button be, how should it look like, what happens after you click it, should the game randomly choose which enemies the planes target, or should the player do so, and so on. To answer these questions, I turned off my youtube tab (less distractions is better), took a pen and paper, and started writing. And voila, after 10 or so minutes I had a small plan figured out. There's something about writing things down which make them more important and urgent than having them in your mind. Also it makes it easier for you, because you don't have to remember as much stuff.

What I've Done

Although I procrastinated a lot, there are still some things which I've done. One of them is the allied airstrike which I mentioned earlier. Upon clicking the airstrike button, the mouse turns into a target icon and you can select which enemy you want to bomb. There will be a limited amount of airstrikes per given time.

Next, I added some motion blur into the game, which is not necessary, but pretty cool I guess. Also added ambient occlusion. And most importantly I prepared the project to support multiple levels, since now there's only one.

Art

My artist is working hard on the last turret models. This is what he came up with this week.

gap.png

slower_turret_maybe1.png

Next Week

During the next week I think I will start implementing other levels, and finally will try to get the project closer to release.

 




0 Comments


Recommended Comments

O the struggles of procrastination and motivation.  It gets us all.
Over the years I've become comfortable with the cycles of motivation and procrastination.  I know that even if I resent my project one week, I'll love it again another.

The artist you're working with is doing an incredible job, it looks professional.  However, I wonder why such hardened structures would expose their soft insides via those tin-foil hoses sticking out.  If I was in a jeep passing by I'd get out and cut a hose or two.

Share this comment


Link to comment
14 hours ago, Awoken said:

The artist you're working with is doing an incredible job, it looks professional.  However, I wonder why such hardened structures would expose their soft insides via those tin-foil hoses sticking out.  If I was in a jeep passing by I'd get out and cut a hose or two.

Hmm... Haven't thought about that. Although it might not be visible from this picture, but those hoses are pretty high above the enemy jeeps, so they could hardly be able to reach them. But still, I get your point. I might ask the artist to do something about it, but as of now it's not that urgent, since there are LOTS of other things which need to be modeled first.

Share this comment


Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
  • Advertisement
  • Blog Entries

  • Similar Content

    • By sevenfold1
      I'm looking for a open source PBR rendering engine that I can use.  Basic requirements are Windows (C/C++) and free to use type license.

      The first two hits I get on Google are:

      Filament
      https://github.com/google/filament/

      LuxCoreRender
      https://luxcorerender.org/

      Does anybody have any experience using any of these, or do you recommend something else that's better?
      Thanks.
       
    • By jb-dev
      This is a picture of a regular room. 
      Each rooms has a chance to have props with a certain layout.
      If a rock is spawn the player can try to break it by exploding it. These can spawn common collectibles like money and such...
      There are many different type of layout possible, including a totally random one.
      The generator simply picks a shape, an anchor position and the type of prop to be generated.
      The process itself is simply a 2D boolean array. We simply draw on that array like we would in a bitmap using traditional image manipulation algorithms.
      Once the array is set, then we simply add a given prop for each true cell of the array 
      We then finally remove every props that are either outside its room or obstructing an entry/exit point.
      Right now, only two types of props can be generated, although the algorithm itself is kinda flexible.
    • By Josheir
      This is a follow up to a previous post.  MrHallows had asked me to post the project, so I am going to with a new fresh thread so that I can get the most needed help. 
      I have put the class in the main .cpp to simplify for your debugging purposes.  My error is :  
      C1189 #error: OpenGL header already included, remove this include, glad already provides it  
      I tried adding : #define GLFW_INCLUDE_NONE, and tried adding this as a preprocessor definitions too. I also tried to change the #ifdef - #endif, except I just couldn't get it working. The code repository URL is :
      https://github.com/Joshei/GolfProjectRepo/tree/combine_sources/GOLFPROJ
       
      The branch is : combine_sources
      The Commit ID is: a4eaf31
      The files involved are : shader_class.cpp,  glad.h, glew.h
      glad1.cpp was also in my project, I removed it to try to solve this problem.
       
       
      Here is the description of the problem at hand:
      Except for glcolor3f and glRasterPos2i(10,10); the code works without glew.h.  When glew is added there is only a runtime error (that is shown above.) 
       
      I could really use some exact help.  You know like, "remove the include for gl.h on lines 50, 65, and 80.  Then delete the code at line 80 that states..."
       
      I hope that this is not to much to ask for, I really want to win at OpenGL.  If I can't get help I could use a much larger file to display the test values or maybe it's possible to write to an open file and view the written data as it's outputted.
       
      Thanks in advance,
      Josheir
    • By Swartz27
      I'm looking to create a small game engine, though my main focus is the renderer.
      I'm trying to decide which of these techniques I like better: Deferred Texturing or Volume Tiled Forward Shading ( https://github.com/jpvanoosten/VolumeTiledForwardShading ). Which would you choose,if not something else?
      Here are my current goals:
      I want to keep middleware to a minimum I want to use either D3D12 or Vulkan. However I understand D3D best so that is where I'm currently siding. I want to design for today's high-end GPU's and not worry too much about compatibility, as I'm assuming this is going to take a long time anyway I'm only interested in real-time ray-tracing if/when it can be done without an RTX-enabled card PBR pipeline that DOES NOT INCLUDE METALNESS. I feel there are better ways of doing this (hint: I like cavity maps) I want dynamic resolution scaling. I know it's simply a form of super-sampling, but I haven't found many ideal sources that explain super-sampling in a way that I would understand. I don't want to use any static lighting. I have good reasons which I'd be happy to explain. So I guess what I'm asking you fine people, is that if time were not a concern, or money, what type of renderer would you write and more importantly "WHY"?
      Thank you for your time.
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!