Making a game is hard you guys.
I have been doing nothing over the last week but creating assets to fill the game with and while I thought it would be hard to make a POC, I realized that it's actually much harder to make content to fill that game world with.
Never the less, I am still on track (somewhat) and shooting for that september 26th release date... even if that is a bit optimistic.
So, as a gift to you and a sign of good faith, I give you this shot of an enterior from the game.
I have been working in 3D for the first time in a very long time, something that I did not thing would be as dificult as I am now learning that it is.
The really annoying thing is that I have worked in 3D (in this case blender) before and I remember it being a bitch to work with, but or some reason I throught that it would be a great idea to create a 3D game again.
I can't say what I was thinking... I am now suspecting that I wasn't thinking at all.
Never the less, I have now married myself to this game and I have put too much work in to turn back now, so tere is only one way forward: complaining allot and working more than I complain.
In that spirit, here is an exaple of what I have been working with (mind you, I think there is 5 hours of work in this file)
I am currently working on my next title called "Cryogenic" which will be out at the end of this month.
Builing a game required allot of structured thinking, but never more so than when you are creating a puzzle. There is allot that goes into making a puzzle, not least the fact that you have to figure out how the player is going to interact with it.
I am currently working on building a puzzle around one of my main character called Maggie. I want for a clue to the puzzle to be on the back of several photo's of Maggie, which are hidden all around the station. Well, that is the plan, but I have yet to figure out if it's going to work out... so here is hoping
It is said that you never realize how messy somethong is, untill jeg are knees deep in it. I find that this apples to Videogame development in a very real way, as I have been working on my game "Cryogenic" non stop and the work seems to be never ending.
I am by No means a perfectionist, but still, there is a mountain of work ahead of me. Never the less, I will soldier on and I will make this happen... even if it kills me.
and on that note, here is another still from the upcomming game:
Making a game is difficult. In fact is is downright hard, which is why, when you game turns out to be rather shitty, you get a bit down on yourself.
This is what happened with my last game "Gogo gets the Glow", which did not get the praise that I was hoping it would (not that it deserved any parise at all).
However, the best thing you can do when you output a shitty game, is pull youself up by your boot straps and keep going, and in that spirit, I am happy to announce my next project... which does not have a name yet.
Ok, so I am still in early development on this title, but what I can disclose is the fact that it will be an isometric 3D experince with a deep space theme. I am looking forward to sharing this project, as your oppinions really matter to me, but for now, all I can share is this screen from the game:
So I have been working on a new game for the last month or so, and now it is finally out.
The game is called frankie and stein and chronicles the journey of a young girl as she attempt to create a monster to be her best friend.
But, as the rule of creating video games dictates, there has to be a bunch of technical difficulties ascosiated with creating the damn game.
In this isntance, the problem has shown itself in the form of Unities damn problems with playing in chrome. Having spent almost an entire day dicking around with the WebGL I can safely say that I do't get. The file sizes are humungus and I get very varied feedback on whether or not it actually works.
So for now, I have had to go back to the trusty web player, which only works some of the time... sigh.
Well, I will keep slaving away at this and hopefully it will work at some point. I will be sure to update the game as soon as I can, but it is rather annoying that I can't just have a single release date that is relatively uniterupted by these kinds of issues.
So, I recently uploaded a game to Newgrounds and it was not recieved well.
The game was intended to be a tongue in cheek shooter with a hash/stoner theme, but what it ended up being was a reminder to me just how important good game design is.
I can't say that I ever thought it was designed poorly, in fact I think it was designed OK, but I think the issue was that I never got beyond OK. I am not much of a programmer and in attempting to do something that was a little bit more like a conventional game, I created a challenge for myself that I was not able to meet.
Still, this will not deter me. I am coming back at the end of this month with a new game, and this time I am really hunkering down on the design... so, look forward to that.
Hi out there.
So I am going to be publishing a game in the near future. The game is a silly little stoner shooter (a sentence which will make sense when you play it) and I have been working in Unity 4.6 for this game.
The question is, now that I have finised this little game and would love to start a new title, should I move into Unity 5?
There are allot of arguments on either side of this question, so that is why I pose it to you.
So, I am aware that I am not the only person to be hit by this, but it is as annoying now as it ever was. I am working on a game currently, which I would like to have out soon'ish, but I have hot a wall, I simply don't know what platform to release it on.
I love Unity and it is a great engine with which I have just gotten friendly, so the thought of having to whitch is something that I am dreading, but it seems that I have no choice, untill the whole webGL problem has been solved.
So for now, I will have to try my luck with other game making tools or maybe just stick with Unity and try my luck.
Developing a protagonist is always difficult. You want to make sure that she is likable and relatable, while remaining cool or awesome.
for our game we went through a few iterations of our protagonist, moving from rebel, over nerdy, to girly, but we finally decided upon introverted.
We wanted to create a character who was the embodiment of the experiences that she had been going through, experiences that the player would have to uncover through the course of the game.
We wanted her to seem like someone who would not call attention to herself, but someone who would be capable of amazing strength when it was called upon.
This is of cause allot to read into a couple of sketches, which is why our animator has his work cut out for him.