July Life Update – Changes for the Better

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Hello, I’m going to try & make this concise since there’s a lot I want to bring up.

A quick overview for those low on time:

  • Work – my old boss returned & changes are happening + temp contract ending next month. I also made an offer with him; if he wants to keep me.
  • D&D – need to actually put into action the campaign I’ve been planning all this time (yes I’m terribleĀ  šŸ˜› ). May keep my word of posting about it next time.
  • Health – taking action to cut down & change my diet. Going dairy-free & reducing sugar intake.
  • Return to Game Dev – I made a simulation demo in Unity based on an old assignment & I have more assignments I’m planning on re-imagining.

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Decided to DM

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Hello

I don’t have anything planned for this week so I’ll keep this short. This is partially because it’s the Easter weekend but more because I spontaneously said I’d be the Dungeon Master for my flat last weekend. Since then I’ve been brainstorming almost constantly about what the campaign would be & I had a practice session on Friday. Continue reading

Surprise Game!

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Hello, I decided to make the most stupidly simple top-down shooter I could think of.

You play as a white cube in a small room. You can’t move but you can aim & shoot a green projectile using your mouse. Very soon red cubes spawn in & quickly charge you; when they touch you its game over. That’s pretty much it.

Taking good screenshots of this game is tough.

Taking good screenshots of this game is tough.

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Unity & Tiles/Procedural Generation

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Hello, first another brief life update. I’ve been feeling sick, which has made my sleeping patterns worse. Also, at the time of this post, I’m still waiting to hear about my car being fixed. They have told me that another component went faulty & it will cost over $600 (fuck!).

I’ve tried to not let any of this stop me from trying to make some progress, which focused on my top-down shooter project this week. Since my current implementation of tiles is causing lag with only nine rooms generated, I’ve been looking online to see how people have tackled tilemaps in Unity.

I stumbled across a forum post that made me realize there’s bound to be some things on the Unity Asset Store relating to tiles & level generation that do things more efficiently. I had only ever gone to the Asset Store to download resources for tutorial projects; I never tried to find anything else. Turns out there’s several free tile/procedural generation packages available so I decided to check some of them out. Continue reading

August Life Update

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Hello, I’m afraid I haven’t done much work on projects this past week.

Every time I do one of these posts where I have very little to share, it feels like I’m coming up with excuses just for the sake of making a post. I feel like I could do more, & I apologize for this.

This seems to be a common habit for me. Roughly every third week I won’t do so well with my game projects, usually due to some mix of life events & downtime habits. Technically yes I do have time to work on my game projects, but instead I vouch for games, youtube, anime, or whatever I may be into at the time. In other words, I’m like 90% of people in western culture today who like to be non-productive for some odd reason.

I’ll at least share some things that have come up recently: Continue reading

Random Top Down Shooter

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Hello

First some random news, I got instant failed on my driving test earlier this week for driving through an amber light – but, I passed the second test today. Yay!

Back to topic. Not long after I got back from Te Anau, I decided to start a random project. I don’t have any formal plan other than this:

  • “Run-n-gun” top-down shooter.
  • Small & simple above everything else. Should be about a month’s worth of work.
  • Everything is cubes & can be killed in a single shot.
  • Player moves via keyboard & aims/shoots via mouse.
  • Enemies of two types: chargers & shooters. Kill player on contact.
    • Optional: coloured variants, e.g. fast, two lives, etc.
    • Optional: other enemy types, e.g. spawners, shielders, etc.
  • Very simple level generation.

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Project Update – Tutorial Projects Stretch Goals

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I finally solved that fucking annoying bug! Turns out there was a nav destination check, as part of the tutorial, that I didn’t account for when I added searching. This check essentially told the robot to go to it’s first destination if it’s not near it, resulting in robots running back & forth between two positions (ha!). Continue reading