10/1/2017 – Time To Talk About What’s Going On With My Projects

First off, it’s no longer 2016. Secondly, as always, my apologies for not posting more regularly.

My project, the one I’ve been working on since 2015, is cancelled. You can view what is was here. So, let me discuss exactly what happened with it.

Around July of 2015; I have the idea to make a game, and I figured a platformer would be easy enough. I still had some left over code from Global Game Jam of that year and figured it wouldn’t be too difficult to make something playable relatively quickly. In all fairness, that part went fine. I made something playable in about a day or two. The point after that is where the problems begin.

I figured I wanted to make something with an under-lying story. Told through thing you would find in the environment. Then I thought, maybe put important things like codes and stuff into those pieces of story documents. And then I thought, what if playing the game poorly means you can’t access the real ending of the game.

OK, getting a bit complicated, but I still built the foundations for these systems with relative ease, and they actually worked quite well at tracking how the player was doing in the game. For the record, I got up to 500 deaths while debugging.

But then I decided, I should put enemies in the game.
And make it a stealth game.
And add even more types of enemies.
And then have all the enemies swarm you if you alert one of them.
And so on.

Over about 5 months, working almost everyday, I managed to get one enemy type to actually get in and out of alert states and follow the player. Along with a bunch of other tweaks.

Around January, I decided to work on a side project, and that took about 4 months away from this project.

Once I got back to it, I felt somewhat unmotivated to continue, even though I had learnt some new techniques from that side project that I should of ideally implemented into my main project. I carried on regardless, and implemented a new, stationary enemy type. While doing so, I realised the why I was handling AI was wrong, and that I really should be doing some inheritance-based structure for my code to make things a bit easier. Which never got past the early implementation stage.

Then I just played video games because I was lacking the motivation to work on it entirely, and because I wasn’t enjoying what I was doing. The sheer amount of work I had made for myself become far too daunting.

At some point in December, I decided to say “Screw it”, and play video games until the new year. Once the new year came, I looked at what was done, what needed to be done, and what the game was supposed to be; and considered it to no longer be viable to complete within the time frame I had set myself.

And so, here we are.

Overall, nothing significant was made. Frankly when you look it, it doesn’t seem like much. It was my first real Unity project though. But yeah, it looks like something other people would probably make in a couple weeks. As a learning experience, both from learning Unity and in general, I gained a lot of knowledge that will be invaluable for future projects.

Speaking of which; I have started a new project. This time, I decided to actually design what it is supposed to be from a gameplay standpoint, and will not add to it until the base design is implemented and it is absolutely necessary to expand upon it.

I don’t know how long it’s going to take, but I learnt something. Designing the game is something you should do before you start building. Doing things as you go will probably lead to feature creep, and then it’ll just become a nightmare to work on as you add more and more on. Going forward, I’m going to try and avoid that.

The rant on the Xbox One can wait a little longer.

And because everyone loves top-10 lists, here are my top-10 video games of 2016…

10. Senran Kagura Estival Versus
9. Uncharted 4: A Thief’s End
8. Zero Escape III: Zero Time Dilemma
7. Digimon Cyber Sleuth
6. Odin Sphere Leifthrasir
5. Steins;Gate Zero
4. DOOM
3. Titanfall 2
2. The Last Guardian
1. Final Fantasy XV

Honourable Mentions: Hitman (2016), Trackmania Turbo, Amplitude
Released Games I Wanted To Play or Play More Of: Quadrilateral Cowboy, Redout, Dishonored 2, I Am Setsuna, Dark Souls III, Furi, House Of The Dying Sun

And my top-10 anime of 2016:

10. Lupin III Part IV
9. Keijo
8. Shokugeki No Souma S2
7. Fune wo Amu
6. Bungou Stray Dogs
5. Koyomimonogatari
4. Yuri On Ice
3. Uchuu Patrol Luluco
2. New Game!
1. Shouwa Genroku Rakugo Shinjuu

Special Mentions: Kimi no Na Wa, Sansha Sanyou, Sakamoto desu ga?

Pretty good year for both those things. Now to get back to work.

-Adam

11/10/2016: Things I’m Doing These Days

That’s a good five months between posts? My bad.

First things first, I released that shitty pong clone I was working on, it took me 3 months longer to make than I thought, and 2 months longer to mention the fact I released it. Either way, you can go play it now. I’ll be making a page on this site for it at some point. Here is the site page for the game.

Additionally, I still intend on updating the site with all the stuff I did at Uni at some point.

Now on to what I’ve actually been doing.

I’ve been working on my game, or at least half-working on it. And when I wasn’t working on it, I was going to the Enterprise Centre to sort out my business plan; which is now more or less sorted, I just need to fix it up a bit more. Unfortunately, my game isn’t ready to show yet, probably won’t be until sometime next year once I get the art ready and have something to play. I intend on releasing a demo on itch.io when it’s ready, so people will be able to give me feedback on it.

As for video games, I’ve been playing the new Destiny expansion, Forza Horizon 3, Dark Souls III, and the Japanese version of Persona 5. I’ll probably give my impressions of them when I can be bothered to do so. Although do expect a post where I rant about the Xbox One in the somewhat near future.

But yeah, that’s what I’ve been doing. See you whenever.

-Adam

20/05/2016 – Mobile VR 2: Electric Boogaloo, Uncharted 4, and Dealing With Boredom

Hello again.

So that previous mobile VR headset, well turns out that the lenses were fucked. On the inside of it, the plastic was corrugated, so everything I looked at was blurry as shit no matter what I did. So I ended up replacing the thing entirely. Now I have the VIGICA RIEM 2.

This headset actually has a magnet switch (Albeit on the wrong side, so I had to switch it), lense adjusters, suction cup grip for the phone, and generally fits better. But most importantly, the lenses are smooth plastic.

It certainly an improvement over the previous piece of crap I had. Actually it’s so good, since I start using it, my previous complaints about getting motion sick have been minimal at best. So I imagine the clearer picture helps a lot with that. Additionally, it’s Google Cardboard compatible out of the box, although the model I have didn’t have the QR code, but luckily someone had generated one.

That being said, I still can’t see the point of it outside of being a head-mounted display. A decent one at that, but only that.

Now. Uncharted 4.

After the disappointment that was Uncharted 3, I didn’t have that high of expectations going into 4. And after playing a good chunk of The Last Of Us and despising it for it’s animation systems and combat, I really thought it was going to have the same issues.

Thankfully, Naughty Dog have learnt and improved.

Pretty game is pretty.

Pretty game is pretty.

The gameplay systems have been improved where combat is concerned. Gunplay is relatively tight (Although they decided to reinvent the wheel and change how aiming and recoil is handled AGAIN) and enemies a little less bullet spongy. Additionally, other than maybe 3 areas of the game, you can use stealth to get through all your encounters. You could do this in Uncharted 2 as well, but the systems have been significantly improved here with indicators showing when an enemy sees you and so on. And should you want it, you can turn these features off.

The dialogue is good, general quips are still pretty interesting and the interactions between characters works in a believable way. The main two villains aren’t great. The main guy is kind of an arsehole in a “I’m a rich guy who wants to become famous, despite already having fame and fortune from my parents” way, which OK, it works but come on. The other is a woman who just seems over-powered for SOME REASON, but ultimately does the “You guys are crazy I’m out” thing right at end of the game. And frankly that just makes her existence seem pointless.

My biggest problem with the game is that it’s not very memorable. No particular events stand out in my mind like Nazi stuff in Uncharted 1, or the train level in 2, or the desert scene in 3. This might change as time goes on and I think about the game again, but who knows.

The in-game graphics filters are great.

The in-game graphics filters are great.

Well, that’s my two cents on that.

The other game I started working on is near completion now. Just needs some adjustments and extras and it’ll be ready for release on Android.

It should of been finished weeks ago, but unfortunately I’ve been having a problem with keeping myself motivated. I’ve barely been doing anything. I just sit in my chair and browse the Internet all day sometimes and listen to the same songs I’ve heard before and then complain about how bored I am. I can’t even be arsed to go through my staggering backlog of games. So if there’s something I can give Uncharted 4 credit for, it’s making me motivated to do SOMETHING other than slowly dying in front of two LCD monitors.

Now that I’ve gotten past the mental block, maybe I’ll actually be productive again.

And I’ll call the Enterprise Centre soon. I sent them an e-mail a few days ago but never got a reply.

-Adam

P.S.

I’ll be updating this site with stuff I’ve done from Uni soonish. I need to clean up this damn room first.

28/02/2016 – Mobile VR

This is my first post in 2016.

Right, well, first off; I am still working on a game. It’s not the same game I was working on the last I made a post though. That game is currently shelved until I finish the one I’m working on. And the one I’m working on is basically an advanced Pong clone, because I wanted to make something for Android. Surprisingly, I’ve learned a lot more about using Unity with mobile platforms and more of the APIs it has.

Regardless, you’re gonna be waiting a little longer for a release. I’m kinda busy sorting out paperwork, which is almost done.

But onto the main topic; Mobile VR.

I recently got a Mobile VR headset, a DESTEK 3D Virtual Reality Headset. I got this one partly because my phone is small, and I prefer the sturdiness of plastic rather than cardboard. Thing is, this isn’t Google Cardboard. It has a NFC sticker on it, but not the QR code the Cardboard app asks for. You can still run it though.

Add it to the other pictures of white guys with VR headsets I guess.

Add it to the other pictures of white guys with VR headsets I guess.

There’s a bunch of VR apps to mess with, but I only messed around with Cardboard and the YouTube apps, along with the Unity Demo App for Cardboard.

It’s not a bad effect, it takes a moment for your eyes to adjust to it, so you can get a screen-door effect sometimes. A lot of the apps I looked at required me to stand up and move around to see things, the only stuff for sitting down VR were side-by-side video players. I’ll get to the point with that, it’s kinda shitty. I felt like shit after like 5 minutes and had to lie down.

There’s already plenty of information on why that happens, but I feel not making me stand up in the middle of my room, spinning around like a spastic; would of helped minimize the nausea I had. I seriously hope those developing apps don’t have the intention of designing them in ways that fucks with people’s sense of balance or world placement. Maybe they’ll get the message after a few videos of people smashing into their living room objects.

As for the headset itself (Minus the phone part, obviously), it’s mostly comfortable. That is providing you don’t wear glasses like me. In that case, expect them to become embedded into the sides of your nose. To be fair, it did come with extra padding, and I used that to ease up on that issue, but be fair warned regardless. The lenses are fine, mostly clear. There is a weird blurring, but I’m not sure if that’s the lenses, my glasses being dirty, or my poor eyesight without my glasses.

So in general, I like the idea of VR, but less like the idea of people not taking into account how people’s bodies react to it. Then again, Mobile VR and something like the Rift or Vive are very different machines. If you want to develop the mobile stuff, consider slower things where you turn have to turn around as much. But holy Hell does this stuff make my stomach turn. I’ll keep at it to see if my body can become accustomed to it and not be sick as a dog after minutes, but fuck man.

Either way, if you wanna buy into it, Google Cardboard is cheap and supports any phone/tablet display from 4.7″ to 6″, with some of them going larger.

Now I just need to stop goofing around and finish these things I start.

-Adam

05/10/2015 – This Thing On?

In case anybody was wondering what I’ve been doing the past few months, it has been a mix of Destiny, MGSV, Yakuza, PC maintenance, and working on a game.

Oh yeah, I’m working on a game. Given progress so far, I should have something showable within 4 months provided everything doesn’t set on fire. Also, I bought out a separate domain for stuff, not sure what I’ll do with it yet.

I’ll try and post more.

-Adam

06/07/2015 – Back Home

I have finished my University degree and now I’m back home.

Currently I’m looking into self-employment and doing some programming related projects on my own. No game development yet, but the time will come. That being said, I’ve mostly been playing Destiny, gotta get my Hunter to 34.

I just felt like making a post seeing as I haven’t put one out since the coursework period. It feels fucking great to be out of the education system.

-Adam

11/04/2015 – Two Lessons Learnt

So since the beginning of the Easter break I’ve been keeping my head down and doing coursework. Meaning I’ve been doing little else minus watching a fair amount of anime late at night. Coursework is going OK, my final project report hasn’t really been started, but it will be shortly; Visualization is 4/5ths complete, with just one task remaining; and Mobile is coming along, albeit slowly.

Reflecting back to last year where I had a week to do 400 hours worth of work (Which I maintain was a fucking insane amount for a programmer with less than two years experience, and would still be insane even now), I definitely learnt my lesson about not doing work within a correct timeframe and falling behind.

I mean strictly speaking, I’m still somewhat behind with my project and this Mobile coursework, but it’s far easier to catch up.

Now that I’m done reflecting…

Fuck Adware.
I’ve spent the last two days dealing with Malware on my machine. I fucking hate this shit. It puts me into a cold fucking sweat every single fucking time. I’m almost certain it’s completely removed now, but I’m still panicking about it.

So, second lesson of the day: Stay the fuck away from dodgy Internet sites and make sure your antivirus is good.

-Adam

10/03/2015 – New 3DS Impressions and More.

I’ll be short with my impressions of the New 3DS (Specifically the XL version). It’s a better handheld. The decreased load times, generally better performance, significantly improved 3D to the point it actually works, and a C-Stick.

That being said, the shitty ergonomic design that makes it difficult to hold for long periods remains, and frankly the improvements are not really enough of a justification to upgrade unless you really are in the market for a new one.

In my case, my old one went to my half-brother to replace his DS which was pretty much on its way out anyway.

In terms of games, getting to play Monster Hunter 4 at 60FPS is neat, but I don’t have much time for games these days.

I still prefer the Vita.

So that’s that.

In terms of life, I’m almost about to enter the part of the year where I go completely off the grid to complete coursework. And on that subject, a small rant.

The lack of documentation for building a music visualizer is mind-boggling. People have created them, made some really pretty ones, but nobody has really documented the low-level process of building one from scratch.

It’s taken me 7 months of hitting my head on a keyboard to finally reach a point where I understand exactly what it is doing from a processing standpoint. Something that I should have completed within the first month of this project. The problem is that my project is specifically focused on the data processing aspect of the audio. General audio APIs like FMOD or OpenAL don’t really give me what I want.

I’ll do a full write up on my project once Uni is finished, just so somebody somewhere doesn’t hit their head against a wall as hard as I did.

And finally, I’m entering Three Thing Game again. I’ll make a post about it after the event.

-Adam

Global Game Jam 2015 – Photo Dump and Thoughts

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COME ON AND SLAM, AND WELCOME TO GLOBAL GAME JAM!

 

So I travelled to Grimsby with Ed Brown for the 2015 Global Game Jam. This was the first time the event had been held there, and incidentally mine and Ed’s first time going there. It was held that the Grimsby Institute, which was actually quite a nice venue. It reminded me of “The Tech” in Omagh. Anyway, the theme this year was “What Do We Do Now?“.

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Presentation before we began. Showing the theme.

After getting with a group of first years from the institute, we went about designing some ideas for what we wanted.

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The whiteboard we stuck all our ideas to.

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The “Yes” pile of ideas.

Originally, we sort of planned for a “What-if” scenario where the Y2K bug became real, and most computing equipment went completely haywire. The player played as an IT technician during the point when all the computing equipment was going nuts, and you had to navigate the environment. Later on, stealth mechanics, items, NPCs, and other environmental hazards would pop-up.

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Writing some ideas.

The first level would have taken place in an office, and demonstrated some of the navigational mechanics the player has, as well as partly setting up the game world. The second level would act more as a set piece, showing the world around being thrown into a state of havoc. The third level that was planned was a underground level, showing more of the use of items and environment navigation.

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First level design.

It was a very ambitious design, heavily relying on art. Thankfully we had 3 artists. The being said, the morning after, we abandoned the design in favour of something else.

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The room we were stuck in for 48 hours.

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Ed being Ed.

The new game was a more simplistic platformer that heavily relied on it’s art to standout. The reasoning for this decision was because we had 3 good artist, 1 sound guy, 1 good programmer (Ed), 2 not so good programmers (Including me), and 1 other person. The idea we originally came up with was quite taxing from both an art and programming standpoint, so changing it to something less crazy was probably for the best.

Anyway, GitHub is not as great as people say it is. With Unity anyway.

Myself and Ed hadn’t really used it much, so we had no idea what to expect. But basically it broke down to this; Ed would do a thing, someone else would do something as well, Ed would commit it, other guy would get a fuckload of conflicts and try to merge, other guy loses hours of work.

Because of that, programming turned into a “one PC at a time” kind of deal. So Ed was really the only person working on it from a programming perspective. Actually, his laptop’s Internet would crap itself, so it he eventually started using other people’s PCs. In case you were wondering what I ended up working on, I programmed the Checkpoints within the level (Which I then rewrote with Ed sitting next to me), made the particle effects for the butterfly, and rigged the level.

Oh yeah, I guess I haven’t explained fully what the game is. The game was a platformer where the character would try to chase a butterfly through a continuous level, filled with enemies and devious platforming. The butterfly was meant to represent the characters dreams. I won’t spoil what happens, you can play it for yourself later.

Anyway, in the downtime; I re-familiarized myself with Unity by watching tutorials. Especially the new ones that covered 2D games. After a while, I became more confident in my ability to work and started to help out a bit, suggesting solutions to problems and such.

The people we were working with were alright. Other than the occasional loud noises and Nerf gun fights, things were mostly pleasant. People coming into the room and distracting us was a problem during the second night though.

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Our team. Ed and myself on the far right.

 

Somehow I managed to get some sleep, although it was the most uncomfortable thing in the world having to sleep on the floor underneath a desk. Not to mention the sporadic heating problems, whether it was either too hot or too cold.

Anyway, back to the game.

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The art was great, my checkpoints mostly worked, and it played fine.

There were a handful of issues, like most games made in 48 hours.

  • The collision detection on level objects was not correct, meaning the player would be left running or sliding on surfaces meant to be straight.
  • Checkpointing would break and the player was left floating between some objects if they died in a specific spot.
  • Enemies would get stuck on terrain.
  • Touch controls did not work that well.
  • There are missing aspects from the game, such as enemies, more platforming pieces, and events.

All things considered though, I’m relatively happy with what we made, and I had fun at the event. Eating food, bantering, designing things. Was fun.

And guess what, we won a thing:

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Woo! We won a thing!

And then Ed (After being awake for about 30 something hours) drove me home. Which was fun because we were both tired and the GPS would occasionally point us in the wrong direction.

This is the second time I have stayed for the entirety of a jam, and the first time I stayed for the whole of a GGJ.

Our team’s page can be found here: http://globalgamejam.org/2015/games/painted-wings

Additionally, here’s Ed’s Blog and here’s an article about the jam.

For those wondering whether you should go to one of these things, I’d recommend it. But I’d also recommend bringing a sleeping bag.

-Adam