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GameDev - Doom Challenge - D.O.A

Rutin

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Sadly I've decided not to go ahead with this game challenge as planned. On Friday I finally finished my corporate year end for tax season and I have the rest of the week booked up. Prior to that I opened a new division for my company around the same time as this challenge and that has taken most of my actual time.... then when I did get free time I wasn't too inclined to sit and work on anything to be honest.

I did manage to complete a weapon (meh.. wasn't too happy with it due to the time spent) and some environmental assets (modular walls, floors) and textures, but beyond that I would still have to make enemies, texture the enemies, rig the enemies, then program and level test. No way I can do that in 3 days or even a week with my current availability so I'm just going to pull the plug on this one.

I'm thinking I'm going to just take a break from this all until I get my new business operations settled in. Any future timed challenges (with deadlines) I most likely will not post about unless I actually have some kind of game play video to showcase which means I was able to devote enough time as it's extremely hard for me to predict a steady schedule with work and family commitments.

Heck! I still have to create my 3D Chess music track as that game has been done since June...

I'm looking forward to playing other people's entries. Good luck!

 



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Man, sorry to hear that. Priorities are tough. You made some good progress though.

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I might be a wee to blame for the timing and the suspect initial push in the Unity Group. :) Life is doing that thing for me as well and I'm only up to reporting Q3. (late as usual)

It was amazing to see the community response to this challenge in particular.

I took a step back as well and instead of repeating my personal old tired tricks, I've been reaching deeper in the bag for undiscovered machinery (ogl3.1 ubo) (pre4.3 glsl uniform location bind) I'm stuck on passing large(ish) arrays to a shader uniform block object. The figure it out part, I think is another one of the reasons why I do it. 

Good Times.

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8 hours ago, DavinCreed said:

Man, sorry to hear that. Priorities are tough. You made some good progress though.

Yea it's a bummer! I had some nice wall variations and flooring. I had already planned out some lighting effects throughout the level and even how the laser would look.

 

7 hours ago, MarkK. said:
I might be a wee to blame for the timing and the suspect initial push in the Unity Group. :) Life is doing that thing for me as well and I'm only up to reporting Q3. (late as usual)

It was amazing to see the community response to this challenge in particular.

I took a step back as well and instead of repeating my personal old tired tricks, I've been reaching deeper in the bag for undiscovered machinery (ogl3.1 ubo) (pre4.3 glsl uniform location bind) I'm stuck on passing large(ish) arrays to a shader uniform block object. The figure it out part, I think is another one of the reasons why I do it. 

Good Times.

Will you be releasing anything by October 18? :) 

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