One of the things about actually doing something, is finding out exactly what goes into doing something. For example, I just spent the entire of last week programming the camera. And looking after my wife and kid, who caught the plague.
Let’s back up a bit here.
I dare say the first gaming experience most people had back in the day was a platformer. It’s hard to imagine, but back in the day, platformers were like greybrownchesthigh spunkgargleweewee games are today – the default for every game. Some were great, most were not. Those that were great went on to do great things, like Mario and Sonic, and we never really questioned why the act of jumping on things was so entertaining.
So my current project is coming along… nicely… as you can see from the gif up there (for certain values of “nice”. Animation is hard). Unity actually provides really good physics, so you never really have to code too much. For the above, including keyboard controls, I didn’t have to code more than 15 lines or so, and the barrels are completely code free!
I need to get the police officers done, and I’m wondering if should leave the shooting off til later – shooting would be totally help the theme of the game, but at the same time, I don’t want this to become a shooting game – it’s a game primarily about running. Hrm. Still, for prototyping and testing, I should probably have a semi-finished build. Then, I’ll start working on creating the “endless” part of the endless runner. Continue reading
It’s been 3 weeks since I started learning how to make games, and I’m happy to say that my first game is finally up! Of course, it’s just snake, but finishing anything is always an accomplishment (especially for INTPs. We’re notorious for never finishing stuff once the “good ideas” have been kind of sketched out).
I’ve basically only been able to do anything during my lunch breaks, so I’m squeezing out the game in 1-2 hour blocks, and even then maybe only thrice a week. Some days I start coding after my wife and kid have gone to bed, and go on to midnight, but that’s rough on my body – I’m not twenty any more! All nighters are just no!
We must make the games we wish to play in the world – Auntie Pixelante
Those crystals are toast
I’ve been playing a lot of Hero Academy lately, for the past 2 years, really, and even started a rather in depth blog, Oh My Void Monks, about the strategies and tactics in the game.
There’s just one thing that Hero Academy lacks, though, and that’s fireballs. What? Fireballs? Yes, fireballs.
Ever since I was a little kid, I wanted to make games. I made games that you could play on paper (a horribly broken implementation of go), I drew mazes, I tried to make a “card game”.
Remember this one? It got turned into a SMB3 minigame if you had 2 players…
Then I got my first computer, a 8086, or an IBM XT (compatible, probably). It booted into a BASIC interpreter if you didn’t have a startup disk inserted. I remember the day a Mario game (the original Mario game!) told me my computer was too crappy and I had to upgrade to an AT to play it, and that I should, because “the game was really fun!”.
Dang. Continue reading