01/09/2020 – We Got A Puppy!

First day we got her and she fell asleep on the grass.

Not to suddenly become an animal blog, but I just felt like posting about the adorable and equally bitey creature that has now entered my family and I’s life.

Her name is Summer, she’s a Retriever, and we’ve had her for a few weeks now.

She likes to bite my feet and clothes and sleeps a lot, when she’s not terrorising me.

But now onto other things; my brother managed to obtain an Oculus Quest. Being the curious lunatic that I am, I decided to see if I could get the Oculus Link stuff working and then maybe think about playing some VR games (Mostly Half-Life Alyx, I really want to play that).

While the Oculus software was setting up on PC, I cleared out a space in my room to do VR in. Using the Quest side of things, I set my playspace and ended up within my brother’s home screen.

I’ve goofed around with mobile VR before and I had a very mixed time with it. The lack of tracking often left me with motion sickness. But this; a significant improvement, a near generational leap by comparison. The sense of presence I felt within the Quest was a night & day difference to the pure headtracking on mobile VR/cardboard.

First thing I played on it was SUPERHOT VR. I’ve played the PC version before and thoroughly enjoyed that version. The VR version on the other hand was a bit too limited, especially in the small playspace that I had. I more or less couldn’t move either within the environment or in real life. Basically doing that arm rolling dance move that you might find in a typical 70s disco scene just to get the game to actually progress time. Not great.

During my playtime with that, the PC software finished installing and I prepared to begin the operation of Oculus Link. Which proved to be exceedingly difficult.

At first, it didn’t play ball with my front USB 3.0 ports; kept saying they were USB 2.0. Then I moved it to a 3.1 port on the back of my PC. It worked for a brief moment, but then disconnected.

Following that, I restarted my PC and then tried again. Mercifully, it worked and I managed to give Rez Infinite a go with VR on. And it sure is Rez. A oversaturation of images and sound with a banger of the soundtrack attached.

We tried to give Tabletop Simulator a go, but then my brother accidently quitted out of the Link side of things, which just led to more disconnection errors and an inability to reconnect. I eventually gave up and called it a day.

Which brings us to today, where I tried again. I started by power cycling the Quest. My brother never turns the thing off properly (Leaves it in standby), so I figured emptying out the memory might help. The computer was already refreshed from yesterday. This time, the whole thing worked flawlessly.

I goofed around in SteamVR, placing items around my virtual room. My favourite part being a two monitor PC setup, with a toilet as the chair. Fun stuff.

Games wise, I gave “War Remains: Dan Carlin Presents an Immersive Memory” a shot. It’s a very short VR experience that I decided to try out as I’m a fan of Hardcore History. I’ll talk more about in the upcoming Den post.

Now that I’ve gotten it working, I’m a bit more impressed with the current state of VR. I just wish I had more to do with it. I hope there’s a sale of Half-Life Alyx soon.

-Adam

17/07/2020 – Feedback Is Important

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.

  • Borders around the game world are now removed and replaced with a system that loops the player around to the other side of the map. Still needs some work, but it’s better.
  • Waypoints are now displayed in a circle around the player instead of around the edges of the screen. This makes it easier to aim towards where you want to go.
  • Information regarding the ship’s velocity and speed have been moved closer to the centre of the screen.
  • The delivery pages at stations now show what your current inventory limit is, and makes deliveries non interactable if that limit is reached.
  • Speed is now limited.
  • Stars and other far background elements are now parallaxed.
  • Player’s can now change their resolution and window modes within the game.
  • Waypoints now use a simpler sprite.
  • Did a first pass on several UI elements, including fonts.
  • The player’s ship can now have custom paint jobs on it thanks to sprite masks.
  • Fixed a bug where planets overlapping each other would cause a visual bug.
  • Debis and space junk now spawn.
  • Player’s can now rest and repair at certain stations.
  • Camera zooming is now smoothed out.
  • Survival systems are now partially implemented.
  • Various other bug fixes and changes.

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.

C++

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.

Contact Changes

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.

Anything Else?

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

28/04/2020 – Demo Day 32 Demo Completed

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

03/02/2020 – Pretty Randomness

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.

Bad generation example.

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.

So What Else Has Been Going On?

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