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.

Three Thing Game – March 2015

It was that time of year again.

Our words: Ninja, Platform, Bandit.

Being the only 5-man team at the event, we decided to move out of the main lab an into the .NET lab, away from everyone else.

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This is where we were set up. Pictured: Mike and Ed.

We had the gameplay more or less designed. It was a endless runner.

The player was a ninja that ran across a never ending train fighting a horde of bandits.

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My set up. Just a laptop this time.

Look, I don’t remember that much from the night. It took quite a while to get the game up and running, and even then, it was never really playable. I spent pretty much the whole time doing art for the game. Near the end I ended up re-making the main menu for the game after the person who had done it, left without committing.

FOOD.

FOOD.

MORE FOOD.

MORE FOOD.

That’s all the photos I took, unfortunately. Lukas and Rob ended up taking a bunch.

Anyway, we all ended up bailing around 7am. The game remained unfinished.

It was a ton of fun though, and I did a shit load of half-decent art.

 

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