Aaahhh… each month the difficult decision on what game idea to realize. Hmm, should I try something classical, e. g. a simple jump’n’run or tower defense thingy, just to have made one and gain technical insight? Or should I dabble at a fresh idea of which I do not have a clue if it works out, if it will make any fun, or I even can finish it given my time constraints?
So among last April´s free “level eleven” plugin offers was this somehow interesting Unity3D plugin: plyGame. It is supposed to be an out-of-the-box system for setup and management of ingame items / inventory, dialogs, quests, characters / level system. Also it comes with some features I am not really interested in, namely visual scripting (called “Blox”) and a screen menu system.
Today I decided to give it a try (version 2.5.8), but wanted to start small. I only wanted to use the feature of quest and dialog management (named “DiaQ“) which is advertised to be usable as a standalone element, i. e. without the plyGame engine. But as it turned out, there is very little in-deep documentation and simply importing the package does not suffice. There is one YouTube video by the package developer that explains usage of it but assumes the user utilizes visual scripting. Especially it does not explain how to setup DiaQ when you don´t want the rest. So I had to find out on my own, and like to explain my experiences a bit. Weiterlesen →
Play it here: http://jireugi.itch.io/hackman
You are very hungry for vitamin pills that lie on the floor.
Eat as much of them as you can by moving over them.
But watch out! Evil ghosts roam around and will drain your juice if they touch you. If you run out of juice you will die!
Once you ate all pills you will get teleported to another level with even tastier and more valuable vitamin pills!
ASWD – move around
Mouse – look around
Space – hack around
F1 – restart match
F8 – toggle fullscreen mode
Vabanque is a traditional dice game. You roll dice and decide if the values get added, subtracted, multiplied or divided trying to maximize the calculated score. In my implementation you play agains an AI.
Find the game and more detailed rules here: http://jireugi.itch.io/vabanque
It´s often the same thing with new year´s resolutions: full-heartedly sworn at the 1st January, suddenly remembered at the coming 1st July with a bad conscience, but completely forgotten by Xmas, and finally maybe re-sworn at 1st January of the following year.
One such resolution I was thinking about to make since I discovered the 1GAM site was to make 12 games in 12 months. Therefore I registered at 1GAM, now having my own achievement page over there. In my opinion it is not only possible to do this, but also quite worthwhile. I plan to not only have 12 little experimental gems under my hood after one year but also to have developed a nice custom framework for the Unity3D environment by which I am enabled to quickly engineer stable Unity3D applications. I´ll write about that framework at another time.
I decided to try to extend the well-known Tetris game mechanic in ways unseen before. At least unseen by myself – I am not sure if a similar clone already exists in the deep vast internet space. Well the base idea that extends the original Tetris game is that the tetrominos will not always fall downwards, but also can move in left, right and up directions. And I think I will not constrain the moving parts to only be tetrominos – i. e. parts that connect 4 square tiles – but also parts will emerge that connect more or less square tiles. Therefore I determined the name of the little experimental game to be “PolyominosUnleashed” – polyominos being the generalization of parts that connect square tiles, “unleashed” because the possibilities of the original Tetris mechanic should be amped up sizeably!
Hmm, hopefully I won´t wake up on 1st of July morning with a bad conscience…
What crazy game thing will I be hackcoding in this weekend? Don´t know yet… of course it depends on the yet unannounced theme.
Things that I really would like to try out are topics like ‘swarm AI’, ‘dynamic context-aware music / ambient sound system’, and ‘procedurally generated content’. But I´m not sure if that will fit the theme and the upcoming ideas.
But some I managed to decide some things in advance (bye-bye, spontaneity 😉 )
I will try to use some timelapse software (maybe Chronolapse). Never did this before… let´s see, what comes out.
I will have (more or less) proper sleep – means: no all-nighters, no sleeping bag, will go home over the night.
If I do not find someone to team-up with that can do sound / music, then I´ll try to compose an ingame tune myself. Will use FLStudio for this. (Only for this purpose I installed Windows 8 on my MacBook using Bootcamp.)
I try to do a *proper* brainstorming phase this time – using FreeMind, maybe with paper prototyping, … and some other, dirty tricks I learned from watching rad GDC videos. 😉
This time I try to manage the work by using a Kanban taskboard instead of a pure text file. Maybe KanbanFlow. Hopefully the local internet will always work…
I will try to update my progress regularly here in my blog.
By the way: do you care to help me as a beta tester? I think a testable version will be available after Saturday 2013-01-26, 16:00 h (UTC +01:00). Just drop some comment here.
Did I already mention that I like to experiment with small ideas? Well, if you take a look at my codemachinery website, you discover that mostly anything there is an experiment in some form.
I think coding some small experimental game now and then is a very good habit for any game developer. Because the time investment is not that big (usually between 1 day to 1 week), it is not so important when in the end the overall result can not be considered a success. Instead it is more important to celebrate all the new things learned along the development process itself. Weiterlesen →
Setup of a fresh blog is like being the first snowboarder to enter the untouched snow slope early in the morning. The slope´s surface bears a powder glance and is all white just as the background of my blog´s editor window. And as I type the symbols and lines leave marks on it not unlike a snowboard carving tracks on the frozen hillside. I hope there´s one difference though: whereas the boarder always rides downhill, I sincerely hope all my writing will be a welcome means to transport any reader uphill. Weiterlesen →
Diese Webseite verwendet Cookies um Ihre Nutzererfahrung zu verbessern. Wir nehmen an, dass dies für Sie in Ordnung ist. Falls dies nicht so ist, können Sie der Verwendung von Cookies auch widersprechen. ZustimmenMehr Infos dazu