Just when I thought I was out, they pull me back in. And this time, we actually finished the game. Check it out below.
The Den post is coming soon. In the meantime, enjoy that. I’m gonna go take a long nap.
Just when I thought I was out, they pull me back in. And this time, we actually finished the game. Check it out below.
The Den post is coming soon. In the meantime, enjoy that. I’m gonna go take a long nap.
I don’t think I really need to point that out to you guys; but in relation to Space Cart, what feedback I got was somewhat useful.
A little video of what the game currently looks like. Let me give you an overview of everything that’s changed.
Some may argue that list is a little light for three months worth of work, but I would say that the game is now a lot less rough as a result.
I’m quite thankful to those who gave me feedback, it really motivated me to make the game a lot better.
I have begun the process of relearning C++. Every Monday or so, I stream myself doing some C++ programming.
It has been interesting. Now that I’m doing it at my own pace, I seriously wonder why I was having issues with it at Uni. I suppose my sleep deprivation and general burnout may have been the main reason.
But getting back to the point; C++ has a few interesting features that I quite like. Ternary operators are quite an interesting feature. My less liked feature that is still interesting, is having to declare functions before making them. I’m kinda glad C# doesn’t do that.
I’m gonna stick with it.
Due to an influx of spam messages, I am going to disable the Contact page until further notice. If you want to contact me, try my Itch page instead for now.
Yes, I am currently taking a break from development work so I can play Ghost Of Tsushima. I’ve been streaming it on Twitch in case you want to come watch.
On a less dumb note, I’ve been upping my Kanji study by spending most of my mornings writing Kanji and their readings. It’s OK, but I don’t know if it’s sticking in my head much. I’ve been looking into additional phone apps and learning tools to see if I can help that.
Anyway, that’s about it from me. I’m probably gonna do a Den update soonish. Take care.
-Adam
The demo will be available on Friday at the link below.
After several weeks of stringing it together, it’s finally ready for people to play. It’s not super dense in terms of content, but it shows some of the ideas that I’m going for.
I’m curious as to what kind of feedback I’m gonna get. Have fun.
-Adam
Above are some images I’ve collected while working on my new game, currently titled “Space Cart“; and I quite like the look of them. And yes, this post is mostly an excuse to dump them on my site.
But getting to the point, random generation isn’t for everyone. But also, this isn’t technically random, as there are some bits in the code that define shape and positioning. Regardless, there are a lot of negative opinions about random generation of worlds.
Most of these views are along the lines of; unfocused design, laziness, “soullessness”, and so on. Then there actual complaints about bad RNG and bugs with collision or scripting.
While I’ve been working on this game, I’ve been learning things about this type of creation method and coming face to face with a lot of its drawbacks. With the example of planet generation, some of the sprites used to create those planets can look Godawful at times and point out how much of a video game this is. Take a look at this.
Look at the planet there, and you see a sharp square edge where the sprite isn’t properly alined or sized correctly. It looks awful. Thankfully, I know how to fix this issue, so it won’t be a problem in the future.
That said, there are other issues with positioning. Currently the planets are so rare to spawn that they don’t collide or intersect with each other. However, on the few times it does happen it looks very bizarre. I don’t have an example image to show unfortunately.
When I originally started making this, I thought about making all the planets from scratch. Then I realised that would be bad idea as I could potentially spend a lot of time doing sprite art instead of making the damn game. Doing what I’m doing now was probably the best choice in the grand scheme of things.
But aside from random generation there are other issues with my game, mostly the noisy art style that makes it difficult to differentiate objects on the screen.
If you want to know more about the nitty gritty of development, you can see the newest development log post here.
In short: Not much.
I’ve been unable to find a job that I’m qualified for, and not just because my degree grade isn’t great; but rather because a lot of the lower positions at companies are starting to get out-sourced out of the UK, meaning what’s left are senior roles that I couldn’t hope to get.
I’ll keep looking, but I don’t have much hope. I’ll work on improving my portfolio in the meantime.
Video game wise; I played some Dreams, but I found the creation tools to be kind of overbearing. There’s a lot to learn, but using a normal DualShock isn’t really all that intuitive when using their editor. I feel off it pretty quick.
I finished playing Prey. I enjoyed it but it has a lot of caveats, mostly relating to the combat. If you’re into the System Shock or Deus Ex games, you might enjoy it.
Finally, I’ve been playing some Tokyo Xanadu. It’s a bit Persona-esque in that there are social aspects to game. It does things differently though by letting you explore the world openly during your free time, and only limiting your interactions with others using a consumable, something that you can gain more off by taking on some optional dungeons. On the subject of dungeons, you can revisit them as many times as you want without penalty. No cat telling you that “you’re tired” and that you should “go to bed”. Hell, there’s no talking animals in general. Plus mini-games that you can actually play.
Persona has the advantage in terms of personality though. A lot of this game from the writing to the dungeon aesthetics to the menu design seem really flat and uninteresting. Thankfully the action game combat and enemy variety stop it from being too boring, just don’t expect a high budget.
That’s all really. Demo Day 32 is happening in under two months, so I’m gonna try and focus towards that. Knowing how frequently I post, I might not write again until that demo is ready.
Finally, as a reminder, you can follow Space Cart’s development on my Twitch channel every Tuesday, Wednesday, and Thursday. Feel free to follow too.
-Adam
I’ll keep this short. I finally made an Itch.io page for the game I’ve been working on. I’ll be posting updates there and playable builds (Hopefully). I’ll still be making regular updates here as well.
-Adam
P.S. New Den post soon as well. I have things to talk about.