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supermikhail

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About supermikhail

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    Art
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  1. I've wanted to avoid making posts like that. I'd prefer something that would be fun to read, and a self-therapeutic stream of consciousness is not my idea of fun. But everything tells me that it's what I need. I've tracked my motivation and mood problems down to feeling a lack of control. There are circumstances in my life that seem impossible to change, at least if I keep doing things the usual way: slowly and steadily working at my real job and doing my hobbies in the off-time. The nature of my job and other circumstances make this an extremely demotivating long-term perspective. At the same time, it's probably the most realistic one. But it seems keeping realistic just isn't going to get me anywhere, so I've decided that a healthy dose of self-delusion is in order. Namely, I'm going to delude myself into thinking that my next hobby project is going to be achieved in a reasonably short time-frame, get published, and become a moderate financial success. In other words, let's get younger by a few years (at least mentally). Of course, for the delusion to work, the ideas can't be completely out there, but at the same time they have to be ambitious enough to appear commercially viable. So, I'm going to devote some time on this blog to simply searching for ideas and developing concepts. Hopefully, I can make this somewhat entertaining. If not, then therapeutic. P.S. I guess to make it not a complete waste of time, there's a few illustrative doodles. ๐Ÿ™‚
  2. The week after finishing the Frogger challenge was pretty tough. It was the first time I could say with some measure of confidence that I had completed a project, but the usual doubts came back with a vengeance. I still don't feel confident, but at least confident enough for a blog with "small and miscelaneous things". My recent chore is walking my sister's dog, and with this inspiration I've been working on and off on a prototype involving that activity. First I spent a while drawing dogs, actually. A miscelaneous thing that emerged as a result: Today I finally got down to prototyping in earnest, in 2D, but I probably want to eventually switch to 3D, which I consider my stronger suit. You walk between waypoints (or can take a rest with the "Stop" button). I thought this would free the player up to focus on other things such as commands for the dog (which I haven't gotten to work yet), but now I see that it would be much more natural to just point and click to go to a spot. Anyway, I don't yet know... well, a lot of things. Ideally there'd be an element of training. And the small matter of displaying the leash, especially combining it in an intuitive way with the length slider. Maybe there is a grain of fun to this. I certainly like an AI companion, regardless of how primitive its behavior is at the moment. Except I'm afraid that a big part of the charm comes from the clean 2D look, and I don't know if I'll be able to transfer it to 3D.
  3. supermikhail

    A dog-training game idea

    @Stragen Thanks for the response. I guess I'm mostly looking for a short fun game to develop, instead of a serious big one. I've dabbled in neural networks previously, and if that's anything to go by, I'm afraid half of all the work will be figuring out the structure and tuning. Which... yeah, I'll be frank, leaves little time for the fun parts. But if dog reactions directly correspond to your commands, that kind of takes the whole motivation away. I'm hoping maybe I'll be able to fake it in some way. CATZ and DOGZ are virtual pet games, right? I have never even heard of them. Maybe I'll get inspired. I mean, it should be clear that my main focus is that there be artistically represented dogs.
  4. supermikhail

    A dog-training game idea

    A week ago I had what I thought was a great game idea. Well, I spent the whole week improving my art skills, which, I thought, would be necessary. But now I'm not sure it's such a great idea. Anyway, here's the results of a week's worth of sketching: You train a dog from zero, teaching it a number of commands, based on some kind of neural network. You then are able to take on "real-world" missions in various fields, such as police, and search and rescue. You get bonuses for your performance in each mission, which allow you to purchase different upgrades. My primary issue is the appearance of the words "neural network". But if I remove that, I don't really see any gameplay left... I guess I don't see a lot of gameplay, in general, beyond getting the dog to do what you want. Uh, I suppose it's time to stop with scribbling and get to prototyping?
  5. supermikhail

    The Flesh, the Gear, and the Flame

    In this dark variation on the Frogger formula, guide the robotically-enhanced inventor through a deadly dungeon, to reach a source of ultimate knowledge that might just claim his soul... ...or something like that. Controls are the arrow keys. I made this game with the Unity 3d engine, using Blender for modeling and animation, Krita for art, and eventually LMMS for music. Most sound and particle effects were taken from free unity store packs. In the spirit of a gamejam, there's a lot of rough, unfinished stuff, some bugs and glitches, but I personally sort of enjoy playing, although I suspect mostly because my sound track has grown on me.
  6. supermikhail

    Frogger Entry (Monster Frogger)

    Phew! Thanks! Well, something not being kid-friendly doesn't mean it's not for kids, right? Thanks!
  7. supermikhail

    Frogger Entry (Monster Frogger)

    I just want to mention, for full disclosure, that fire and other particle effects came from free and mostly standard Unity Store assets. ๐Ÿ™„ I'd like to be able to do them by myself, but a) I only figured out how all that works during the challenge, and b) painting 60 frames for each effect (which seems to be the standard) would have gone beyond the scope (and time limit) of the project. (But I so wanna.)
  8. supermikhail

    Day 2 Feature 2 of 4 - Music

    ๐Ÿค  I don't know anything about banjo music, but I'm loving that tune.
  9. supermikhail

    Frogger Entry (Monster Frogger)

    Thanks. Well, there's music, I've redone all the levels (had to, really, to accomodate a traditional lives system) which, perhaps unfortunately, made them easier. And there's a cheesy last-minute victory screen. Thanks for the update. I think you wanted to test your game on Mac. Did you manage to? (Edit: Or maybe it wasn't you. ๐Ÿ˜• Sorry, I have a terrible memory for names.)
  10. Here's my submission: Didn't think I'd put it off until the last day, considering that I had a week to fix some issues since the last update, and haven't. My excuse is I got burnt out. (Or something like that.) ...Oh, yeah, the Linux and Mac builds are untested. ๐Ÿ˜• I'm especially suspicious about Mac. It's kind of weird, but I don't know what a Mac game is supposed to look like.
  11. I started this challenge one week after quitting my job. I had calculated that with my frugal lifestyle even my small savings would last me a few months. I feel this is somewhat unfair to the other challengers, but in the state I was before I went AWOL I just couldn't participate. I had kind of a mad hope that what I would accomplish dedicating myself full-time to my hobbies would somehow let me make a job out of them. Well, this doesn't seem to be happening, but the giant boost to confidence should be worth something. I think I only installed Unity after I 'signed up' for the challenge (I had stopped using it a year before to experiment with other engines). I was supposed to be the art guy, but the other person fell through, so I ended up doing everything. I used Blender for models, Krita for art, and eventually LMMS for music. I'd say everything went even smoother than I expected. Issues came up, but nothing that I wasn't able to handle. There's a lot of stuff in this project I promised to myself and at the blog that isn't there, but I didn't feel like starting something major at the last minute. I also toyed around with the idea of making the source code publicly available, but my project looks like a mess of unity packages (which would probably make its educational value rather limited). Sorry. In the end, I think the most important part for me making it through the challenge was the support of a like-minded group on the forums. Hopefully I'll be able to keep up after the challenge and develop more crazy ideas together.
  12. supermikhail

    3 Days, 4 features - Menu

    Wow, you actually coded an engine from scratch since then?... Sounds like an accomplishment to me. (Sighs wistfully.)
  13. supermikhail

    The bliss of recording sound effects

    That's encouraging. Probably the part I liked the least about my current project is searching for sound effects. I often think that I'd like to learn to make them myself, but always put this idea off.
  14. supermikhail

    A test build for (formerly) Monster Frogger

    Phew, thanks for this update... Well, there's still plenty of bugs to catch, I'm sure, but the one where I somehow managed to screw up counting filled pentagrams would have been pretty nasty to test. Yeah, maybe I should make the "Next" button more visible.
  15. supermikhail

    Frogger GameDev Challenge - Part 7 - Level Draft

    I was wondering a lot about all this. I actually started out my project thinking I could do randomized levels, but abandoned the idea early on because I simply couldn't figure out how to code it... And now it would be probably elementary, because I've got different lanes set up as prefabs anyway... Oh, well, that way lies perfectionism and eventually madness. But really cool, again. And that level looks really intimidating, Rutin.
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