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Solokeh

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About Solokeh

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  1. Solokeh

    Decaffeinated Passion

    Indeed. As a self-taught Unity user, I learn some things late. You'll be glad to know that Rigidbody movement is powered by Rigidbody.MovePosition now. :)
  2. Solokeh

    Misc Photos

    Miscellaneous photos
  3. Solokeh

    hello world

    Take a look around, Gamedev.net is a great place to learn and find a community. If you're a developer yourself, consider starting a journal, or checking out the many resources this site has to offer. Welcome, and have a fabulous day!
  4. Solokeh

    Best way to be a game developer?

    Game development is tough. No matter where you go, no matter what path you take, you will be working long hours, with many sleepless nights. Making games isn't easy, In fact, it's brutally hard. I feel like your questions have already been answered by those more experienced than I, so I'll just say this: Find out what you want to do, exactly, not just a "game developer", but a level designer, environment artist, AI programmer, graphics programmer, systems designer, etc. Once you know what you want to be, find the clearest path toward that goal, and work for it until you get there.
  5. Solokeh

    Gadgets, 3D, and Open Space

    You're going in the right direction with the tools. Equipping the player with multiple means with which to progress is a great way to make your game feel expansive right off the bat. You mentioned wanting the game to feel large and cinematic, there are a few ways to do that, each with varying levels of success. In my opinion, Skyrim does this very well. Initially, it may seem like Skyrim's map is an open sprawl, spreading out in every direction, boundless and untamed. That's because it is, but there's more to it than that.   Take a look at this map:   [sharedmedia=gallery:images:7806]   You'll notice that everything is connected by rivers, streams, or the coastline. This isn't a strict rule by any means, but it is a major component of the map design. Players want open spaces, but they also need guidance, and that's where the rivers come in. Each river is accompanied by a road, which the player can travel upon, meeting several semi-scripted enemies along the way. (Bandits, trolls, spiders). While this system is useful, it's not all of what makes Skyrim's map design so great. The second component is contrast. When you go into a dungeon in Skyrim, all of the "You can go anywhere" stuff changes. Yes, you can go anywhere you can see, but you can't see much, since you're underground. You're guided into a linear path, encountering specifically placed enemies and loot locations, all until you pop out the other side, back into the boundless world of Skyrim.   Skyrim is not a perfect game, but it's got that sense of epic scale right by combining freedom, guidance, and contrast to make the world seem even bigger than it actually is.   That's all for now, so have a nice day! 
  6. Solokeh

    Shepherding Wizard Project

    In which a wizard takes care of sheep
  7. Coffee is my fuel. I drink straight espresso, a lot of it, about 12-16 shots a day, if not more. This morning I realised that I had run out of caffeinated beans. Rather than get some from WinCo, I decided to drink the decaf and tough it out until I had a chance to make a store run. I understand how dependent I am now. I spent a good hour trying to save a few variables with little success. Simple little things would trip me up, or I would blank out in the middle of typing a line. It was a nightmare. I kept at it anyway, plugging along until a midday appointment, which turned into a mission to get my sister's license reinstated. After her recent wreck, the police informed her that her license had been suspended due to a mailing mix-up, and she would have to pay a good deal of fines to reinstate it. Anyway, long story short, thanks to a makeup shipment she got her license back. (Don't ask). This really has nothing to do with the game, I just thought I'd tell you all how my day went. The sheep have new models, but I'm not quite happy with them. Perhaps I need to animate them to get a feel for the way they look in motion. Here's a pic: [sharedmedia=gallery:images:7805] Speaking of animation, I've been avoiding it for some time. The entire reason I make space games is that they require very little animation, at first, anyway. But now that I'm making something with character models and animals, I really need to learn. It's not that I think it's going to be hard, though I know it will be; it's that once I become entrenched in rigging, animating, and blending, I won't get out until I have a good grasp of it, which could take a while. In the less interesting news, I made all of the sheep rigidbodies kinematic. I don't know if that's a universal term, but in Unity it means that you can manipulate the rigidbody in every way except for force and torque, but it is not affected by gravity or external forces. The reason it's different from a Unity Transform is that it can detect collisions, due to the fact that it's still a rigidbody. I had been putting the change off for a while, since I knew I would have to rework the uber-simple movement system, but it was much easier than I expected. I simply had to change this:rb.AddForce(transform.forward * moveSpeed); to this: RaycastHit hit; if (Physics.Raycast(transform.position, transform.up * -1, out hit, 999999)) { if (hit.transform.gameObject.tag == "Terrain") { rb.position = hit.point + transform.up * distanceFromGround; } } rb.position = Vector3.Lerp(rb.position, rb.position + transform.forward * moveSpeed, 0.1f); Since this is Unity C#, the programmers among you, and probably everyone else too, can see what I'm doing. Essentially, the sheep shoots a ray straight down, and if the ray collides with the terrain, the sheep's position is set to exactly the position of the point where the ray hits the terrain, plus distanceFromGround on the vertical. The last line simply moves the sheep forward at a rate of moveSpeed lerped by 0.1f. That's all for now, so have a nice day!
  8. Solokeh

    Aimless Times

      I agree; something will stick, I just have to be ready when it does.
  9. This new project is extremely relaxing, I quite enjoy watching sheep graze, grow, and multiply. The basics of a herd simulator are rather simple, I'll outline them here: Wander until food is found Note food's location When hungry, return to food and eat Grow in proportion to health and calorie count Once mature, if female, become pregnant (I could program some sheep humping, but that would be childish, for now it's magic) Have babies Rinse and repeat It's funny how I ascribe meaning to simple little meaningless things. For instance, I programmed the sheep to eat a certain type of grass. The combination of the distance they were instructed to be from the grass and the speed and force of their movement caused them to shove other sheep out of the way in order to eat. I found this hilarious, and spent a few minutes watching them fight over food. Once I had a good laugh, I tripled the minimum eating distance, and the problem was fixed. The problem with speed development is that I often don't have the time to observe how the game develops in the long-term. This can cause issues, but is easily fixed by setting aside a few hours to just play the game. This also brings up what is often a nightmare in my projects: saving. Initially saving is not hard, in fact it is very easy. Saving becomes difficult, or more tiresome, when the number of variables you need to save gets out of hand. For instance, in my first dev-log, I mentioned a ship-building module for MLR. That module used arrays of floats to record the position, type, and rotation of blocks, once the arrays were saved, they could be loaded again. Unity would dutifully follow what was essentially a construction manual, placing every block with it's correct type, position, and rotation in a fraction of a second. It may seem as though that system is complex, but really, it was three variables. Just three. Yes, each variable was an array sized at 9,999, but it was still only three variables. Now, saving in this new game will be slightly less complex. I will need to save approximately four variables: age, gender, health, pregnancy state, pregnancy development. The reason it's less complex is that two of those are bools, and the arrays are going to be at a size smaller than 149, rather than 9,999. Once I have some actual gameplay, I'll throw a build onto itch.io, and you peeps can check it out. That's all for now, so have a nice day!
  10. Solokeh

    Indie Game Jam

    [sharedmedia=gallery:images:7788]   I see a lot of people looking for help with big, long term projects. Sadly, many users, myself included, cannot take time to participate in such endeavours. This is why I am suggesting an indie game jam. It would be in a 24 hour time frame, and there are no limitations other than that all assets and code must be original.   Now, there are many game jams, most much bigger than this one, so why participate in this jam? Firstly, this jam will have a very flexible date. The date will be decided by popular vote, and late submissions will be allowed. Secondly, there is no team size limit. Whether you're solo or with a twenty member team, you're allowed to enter. In addition to that, there will be different sections for different sizes of teams, so that the playing field is level. While there will be no prizes, this will be an opportunity to forge new connections and friendships, which is a prize in and of itself.   To sign up, just follow this link and fill out the form. :)   https://goo.gl/forms/0X9BPBJYQNEZ1hXp2
  11. Solokeh

    Aimless Times

    *Sigh...* What on Earth am I doing? In the past week I have created six game frameworks. I wouldn't call most of them games, but each is at least the beginning of a game. I'll go through them here: 6DOF Space Mining Fully newtonian flight model Asteroids to mine Physics based firing system Raycast based firing system Javelin Throwing Physics based javelin throwing First-person character controller Targets to hone your skill Terrain and grass for looks "Ant" Simulation Survival of the random simulation Ants have calories, if they have more calories, they go faster, and the inverse is true as well Each ant is colour coded, red being dead, blue being fast and healthy, and all colours in between Food appears on the map randomly, ants who collide with it by chance are rewarded with calories Top-Down Map Generator Blocks are placed down and a trigger zone deletes a path through them That's it Platforming Battle Arena Two player local multiplayer Ranged weapon 2D character controller One map Shepherding Wizard Wizard with procedural animations Third-person character controller Dynamic camera Essential peaked wizard hat Sheep which run away Sheep return home after being guided by the staff Trees of various colours between orange and green Grass and terrain for looks This is not intended to be impressive, because it isn't. Some people get creative block and stop creating, other people get it and spin wildly in random directions with immense speed. I am of the latter group. I was working on MLR for a little while, but really, I couldn't keep it up, it's just not a one-man project. The mini-game I might keep working on is the shepherding wizard project. It has promise, it's rather fun, and it's simple enough that I could work on it alone. I know it must seem odd for me to go from making a game with murder in the title to creating a gentle wizard herding sheep, but maybe my brain needs a break from all the blood, violence, and darkness. Here are a couple of screenshots of the shepherd game [sharedmedia=gallery:images:7790] [sharedmedia=gallery:images:7789] If anyone has experience in this sort of aimless behaviour, please lend your advice in the comments. That's all for now, so have a nice day!
  12. Holy shoes in a bucket, I've realised something! While working on the planet-side generation, I off-handedly used a bit of trickery to place walls only at the edges of the map, which you can see below. [sharedmedia=gallery:images:7751] This didn't strike me as being very important, because I was out of the context of bulkheads and corridors, I didn't see the contrast. When I went back to the space section, something was off. I couldn't quite place it, the feeling was almost claustrophobic. I soon realised that the entire atmosphere of the game could be changed with a few lines of code, and fewer walls. I am now working on mixing these two methods, having big open areas combined with corridors and bulkheads. I've given some thought to forming a team, but I really can't think of a way to give members a return on their investment. I could have people log their hours with a simple online tool, or perhaps return a royalty by code or assets contributed, but I don't want to make any promises. I personally am not in this for money. I don't think indie devs can survive off of releasing games on their own, so I'm not banking on making my fortune off of MLR. I would actually be surprised if I made more than a hundred dollars, if even that. [SOME TIME PASSES] I've given it some more thought, and I think I will form a team, on one condition. This game will become free, completely free. That way, there's no royalties or payments to be concerned with, just devs and the game. I'll write up some documents and post an ad in the Hobby section. See you all there!
  13. Solokeh

    The Space Game

    A space game I'm working on.
  14. I just needed a day or so to recover, I'm still working on MLR. I've added a little popup when the player mouses over an unequipped weapon. It tells you all of the information about that gun, and disappears when your mouse moves away. I've also half-implemented rockets, they just need weapon sprites and procedural stats. I've added a functional, albeit barebones, shopkeeper. It currently sells four weapons, each slightly better than the free weapons near it. For now, the cost is simply the distance from Vector3.zero. I'll modify that to take the weapon values into account soon. I plan to add ranged enemies soon, more than just RocketBots and the Rocket Boss. I'm thinking there should be elite enemies, almost like other players, with proc-gen weapons just like you. They would tie into the storyline and missions. Speaking of storyline, I plan to do some writing soon, perhaps you find documents scattered throughout the game, telling you a little bit about the world this game is in. [SOME TIME PASSES] I had a conversation with another developer, in which they mentioned having planets. At first I thought it to be ridiculous; this is a space game, not like No Man's Sky, this is a proper space game, in space! But I thought about it some more, and the idea has grown on me. I could make assets for planets, it takes more creativity and skill than making cold, dead hallways and bulkheads, but I could do it. It really opens things up, in more than one way. In the space section of the game, everything is essentially made of corridors. Some are wide, some are narrow, but it's essentially all corridors. On planets, however, I can open things up, rolling plains and open grasslands, boundless tundra or constricting jungle. As a developer, my limitations become almost non-existent. Now, I know I can't do everything, I do have limitations, but this makes things that much cooler. [sharedmedia=gallery:images:7750] Yes, it looks janky right now, but it's the product of a few hours' work. Once I implement lighting and a day/night cycle, things will get cool.
  15. It is just past four in the morning, and here I am working. Some things have happened, and I can't tell you all for the sake of others' privacy, but I'm down a team member. It's difficult to keep going when you lose the reason you started. I mean, I had been making games long before I met this guy, I'll call him Joseph, but this project was a team effort, something we were both invested in. But anyway, enough of my personal life. I've made a title screen, and I'm doing a few master studies of Hans Zimmer for the music. As an indie dev, it's necessary to be a jack-of-all-trades, I do everything from level design to music composition, and I like it that way. I've put the game up for a dry run on itch.io, but it's restricted until there's more of a game to play. Also, I've named the game, Murder, Loot, Repeat. [sharedmedia=gallery:images:7742] Even as I'm writing this, I know I can't do it alone. I'm a code cowboy, I'm a mad 'genius', yes, but I'm no lone wolf. If I don't find another team member, this project will flounder. I have a few people in mind, but Joseph was entrenched in this game, it was a big part of his life, and that kind of dedication is hard to come by. I'm coming back to this draft after some thinking. I can't keep developing this game, not right now, not for a little while. I'm going to keep posting my discoveries and progress on other projects, but this one needs to sit for a while. I'm sorry if this is a disappointment to anyone, but circumstances aren't favorable right now. If anyone wants the game's source, I can post it, but I'm hanging up my axe for Murder Loot Repeat.
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