Even more personal annoucements

And so 4 years have passed. Oddly enough not much has happened since, I moved houses 3 times and worked in 3 places. I found out I am workaholic and my fears about the game industry turned out to be true, I did about 22 months of consecutive crunch (some weeks working over 70 hours), in the end I really felt burned out… it took me a while to recover and I finally left.

Time kinda flew by, but I don’t really complain, I learned a ton and met a lot of awesome people which was the whole point, also succeeded in moving my folks out of Aberystwyth. Now I’m in a much better place, work is awesome and satisfying, new colleagues are ace and I can finally start focusing more on personal growth, etc… :)

On that note… the YouTube thing I mentioned I might try about 4 years ago, I’m starting that now!!! Well, in a sense – I’ve got a channel and I also got twitch but not sure what content to make. I started streaming playing games on twitch first to practice public speaking, and boy, do I suck at it. Unlike a blog post I can’t just go back and edit my sentences until they sound ok, I drew a blank and had no idea what to say, plus the added pressure of trying to be entertaining and engaging (even though I stream for 0 viewers, on purpose). But despite all that it is so much fun. I think I’ve gained enough confidence to not care that I suck and I’m simply enjoying it.

And yeah, speaking in front of an audience is a just a skill that you can learn and improve over time with practice. In theory it is slightly easier with YouTube because I can prepare a script and fake confidence by doing many takes and then picking the best one, but then again YouTube comes with a plethora of other skills to learn like scripting, editing, pacing… so there’s plenty of opportunity to suck there too. But as a general rule of thumb if you make a 100 of something, your 101st will be many times better than your 1st. Skill growth is also generally logarithmic – i.e. skills grow really fast at first (trust me, I’ve played tons of RPGs). So yeah, baby, it’s grind time!!!

Anyway if you’re thinking about starting your own YouTube channel, but are not sure about it, and for some divine reason you’ve come to this place and are reading this blog post – first of of why?! and you’re still reading are you nuts? these are just the random ramblings of a mad man! but second and most importantly JUST DO IT! Start now, make a crappy video and put it out there, you can always remove it later but you’ll learn so much in the process. It’s my most important advice I can give you and take this from someone who hasn’t even started theirs, so you know I am credible and have authority on the subject. Actually that applies to anything, definitely does to making games your first few of anything are going to suck, you’re in it for the long game and the grind, like a true gamer. If you’re not a true gamer get out here… This post slowly transitioned into inspirational, I have no idea what this post is about.

Speaking of which I have no idea what my channel is going to be about. I like making games, playing games, anime and making art… in that order, so probably along those lines. But I also like software engineering, computer science and occasionally mathematics, however those two groups of interests a bit too disparate and don’t quite mesh together, it is already way too broad of a spectrum as it is so what I might is keep the super technical, deep or personal content on my personal YouTube channel, and publish the light and fun stuff on the main channel as lots of people do. Probably should stop writing about it, but I am really excited… plus so far it has been such a blast, I think that may be my new hobby.

 

 

 

Status Update (10.11.2014)

There is no release this week. Why? (here come the excuses) Well a couple of disasters stroke me: first there was my birthday, then I got sick (and still am), on top of that I’d decided to dive into online multiplayer code.

Oh.. the multiplayer code… I’ll get the hang of it, eventually. I had to learn a lot about how networking stuff work in Unity. Furthermore before I can make a fully functioning online version I have to revisit all of the game logic so far to make sure it works as expected and syncs across multiple instances of the game. On the other hand I’m glad I decided to do this now before there is too much content.

I don’t know how much it is gonna take before I finish this quest, but it doesn’t seem like an easy feat! So at least two more weeks. I’ll keep you folks updated  ;)

I chose a name for the game – “Weaggles: World War”. Because it abbreviates to WWW :D. Also “Weaggles” is also a very unique (made-up) word which is always a good thing. A close runner up was “Weagles: Waging Wars”, it lost because “world” can be associated with online (as well as the WWW).

In other news in two weeks time I’m taking part in the 72 hours “Indie vs PewDiePie” game jam hosted at GameJolt. I have a pretty funny idea and an awesome team, and it’s gonna be loads of fun. I need to get a lot of things ready before the jam starts (collaboration tools, streaming and recording, and other bits of tech) so it’s unlikely that I’ll do any progress on this game. Ah yes, I’ll be streaming the development on Twitch (as SuperIzzo), so you’re welcome to come :)

Day 4 – making things pretty… er

Today was mostly dedicated to visuals. I started the day with 3 new block types:

  • ground/grass – which replaced the previous giant ground box, and allowed for making holes
  • water – so that the holes don’t look so awkward (its an impassible indestructible block, which allows for bullets to fly trough)
  • crates – for now they just take two hits, jiggle a bit and get destroyed (a little bit like bricks), but I have huge plans for them

Then I decided to add some texture, because plain colors were starting to look boring. I also meddled with Unity animations and finally got the hang of them (I think). Minor game-play tweaks, minor setting adjustments here and there, but nothing really significant on the functional side.

How to finish your game?

Historically my individual projects have suffered from a syndrome called “feature creeps”, they always start small but grow exponentially in complexity until the point they are impossible to complete. Other times immense amount of time gets spent on features which turn out to be unimportant. Either way the finish line remains out of sight and the passion that started the project eventually burns out.

A healthy response to a problem is to acknowledge that you are not the first person to have experienced it. Others have probably found the solution, in which case Google becomes your best friend.

Here are some resources that aim to answer the question:

NotePad++ Lua Function List (with tables)

This morning was a morning well spent, despite being constantly distracted I managed to roll up my sleeves and do a lua function parser for Notepad++ (rather than wasting my time with actual work). In the process I learned that a) Notepad++ function list doesn’t support lua by default, you have to add them manually, b) the function list looks very pretty and allows not only function but class definitions as well c) regex have lookaheads, lookbacks and K.

I used this StackOverflow question as a starting point, but noticed that the solution that best matched my situation ignores table functions. This was unacceptable because most of my code tends to be structured in classes. After fiddling around with it I got it just about right.

The first thing to do is locate functionList.xml and open it. It may reside in the installation directory or %APPDATA%Notepad++, depending on your installation. Open it and add to <associationMap> the the folloing:

<association langID="23" id="lua_function"/>

The next snipped is added to <parsers>.

<parser id="lua_function" displayName="Lua">
	<function mainExpr="^[t|locals]*functions+[^0-9][_A-Za-z0-9.: ]+s*(" displayMode="$functionName">
		<functionName>
			<nameExpr expr="[.:]?s*K[^0-9][_A-Za-z0-9]+s*("/>
			<nameExpr expr="[^0-9][_A-Za-z0-9]+s*("/>
			<nameExpr expr="[^0-9][_A-Za-z0-9]+"/>
		</functionName>
		<className>
			<nameExpr expr="functions*K[^0-9][_A-Za-z0-9.:]+(?=s*[.:])"/>
		</className>
	</function>
</parser>

This will group together functions defined as <class>.<function> and <class>:<function> (or <class>.<class>./:<function>) and place them in their appropriate classes in the Function List viewer. It will also capture lose global or local functions and display them as normal. It will unfortunately accept illegal constructs and definitions, but you get compile errors for those.

Finally done

No more exams, no more side distractions, no more time wasters… I know I’ve been saying that for over a month now, but I hope this is the last time I say it.

Unity’s support for android (and iOS) is now free and I’ve been postponing it, but I think it’s high time I actually learned how to use unity, LOVE 2D is awesome (it’s 2d, it’s open source and it’s lua based, what’s not to like) but it’s platform support is still lacking and I was hoping to be able to make games for OUYA by this summer.

Unity’s 3D and even though I don’t particularly mind 3D games I know from experience that they are harder to produce, and not just the art, but the code, and usually 3D is an unnecessary complication in terms of mechanics (few games really benefit from the 3rd dimension).

I also took too long before I started serious work on the Battle Dyzx project, and lost interest, so I’ll drop it (and come back at some time later). I’m starting a strategy game with dice, which I do not have a name for yet. I’ll need to detail the rules in another post, but the main idea is that it is based on constructing a set of dice and cards and reading and manipulating probability in order to win. It should be a game which looks and feels like gambling, but is about making and controlling the odds rather than a series of random events. There are gonna be monsters too :)

Time!

Ok, time to do some management. University’s just ended… only formalities are left, which means no more deadlines and restrictions, I have all the time I need, and can use every hour of every day, so let’s make sure I do it efficiently.

A couple of other game ideas ended up in discussion – a traveling merchant in post-apocalyptic world. It was Emo’s idea which is why I was keen on continuing it, but we couldn’t get it to a point where it has any objectives or final goals, so it would end up being a toy and toys aren’t that fun. As it turns Emo wouldn’t be available in the following few months, he’s got a busy schedule, I alone wouldn’t attempt to tackle it especially when I haven’t got a clear idea of the gameplay nor have I prototyped it, besides I would lose interest if I’m not working in a team, therefore I shall continue with “Battle Dyzx” for now. The primary objective is to get a (incomplete) working version ASAP.

TDD is occasionally helpful, but very distracting and slows the process, I start to feel like it better to do RAD instead of XP. Next steps will be to properly address what needs to be done and try to plan at least a few weeks ahead.

Unity has announced that mobile games tools are now free, I have to absolutely learn how to use it and start using it. So there might be a slight change of plans. The game has to be 3D unity based!

21-26 May

This will be the basis for the multilayer and the battle system itself

  • Get a spinning disc working
  • integrate joypad control
  • make a server
  • have two discs remotely controlled on the same server

27 May – 2 June

Dedicate most of this to the battle system,

  • collisi0n
  • clashes
  • more physics battle mechanics

Later on start thinking about progression, how to improve the performance of tops over time, possibly without adding too many artificial numbers I would love to keep all data associated with the image only.