A game development blog! I dabble art, music, sound design, 3d modeling, animation, programming... Basically a whole lot of things related to gamedev in general. Everything is a useful tool in my eyes.
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The First Ever BreadBox is here!
What the heck is a “BreadBox”?
BreadBox is the name for a collaborative week-long jam, in a combined effort from the BreadUp community, a discord server hosted by @wunkolo. BreadBox is administrated by both myself, “Libretto”, and Malevolence, another mod.
Participants have one week to create something relevant to the voted on theme, and their submission can be ANYTHING, as long as it is redistributable in some form. More rules can be found on our Discord channel over at: https://discord.gg/VdEANt2
Once a particular BreadBox is over, all submissions are collected and piled into a repository, to be downloaded and shared with anyone and everyone!
This BreadBox had 9 entries, all of which are worth taking a look at.
The theme was “Glitch” this time ‘round, and you can take a look at all the entries over here!
DOWNLOAD JANUARY’S BREADBOX!
If you’re interested in participating in the next BreadBox to flex your creative muscles, hop on over to our Discord! We’re currently voting on how often a breadbox runs, and for how long.
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I’ve Been Quiet.
Very quiet, lately. But, of course, I am not dead, and neither is THF.
The reason?
I have found a job! In game development!
I won’t disclose any details right now, but it’s all very exciting.
What does this mean for The Hunted Few?
Currently, The Hunted Few won’t be able to meet its end-of-year deadline.
To that effect, The Hunted Few is having its release date pushed to Mid Summer, 2017.
That’s a good, appreciable distance from now, allowing me to focus on getting to grips with my new job, and allowing for free time to work on both this current job and my personal projects.
Will that work out? Who knows! Point is, it’s a delay, and will allow me to release a product I feel is slightly more finished and polished.
If you have any questions, send me an ask!
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Went through a crash course of learning SQL/MySQL today!
[Exciting Things Rumble in the Distance]
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On the surface: Calm and ready
Underneath: Nervous
Palms: Sweaty
[Things Happening]
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August 29, 2016, 11:59 PM
12:00 AM
12:00 AM plus Broken Shore
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Bear with me here;
Snowpocalypse Cowboys.
Something i’ve been thinking about for a small, simple, almost minimalist game. Probably gonna make it when the year is up!
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WARNING ABOUT A REALLY NASTY NEW VIRUS.
Meet CryptoLocker. It’s your worst nightmare. A lot of antivirus software, including the big names, cannot yet detect or stop it. If your computer gets it, CryptoLocker takes all your files hostage by encrypting them and giving you a certain amount of time to send a certain amount of money to the man behind the virus.
The encryption is very tidy, and so far seems uncrackable (well, crackable, but it might take a couple centuries). If you tamper with the virus itself, it will pretty much self-destruct and take everything with it. And the way the money is transferred, the dick programmer behind it all for the moment is pretty much uncatchable.
YOU CANNOT GET RID OF THIS VIRUS WITHOUT COMPLETELY WIPING YOUR COMPUTER. YOUR ONLY CHANCE IS PREVENTION AND PREPARATION.
Back up your computer to something like an external hard-drive, or even an internal hard-drive that you just take out and stuff away somewhere for safe keeping. Make sure your antivirus is up to date, avoid skeevy sites, and don’t open random emails. DO NOT download email attachments unless you know exactly what it is, because that seems to be how this is primarily being transmitted.
You can learn more about it here.
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It was my pleasure really! It was a fun little challenge to try out some more unique poses.
marvelous gratitude and thanks for @librettodev, who drew me my new D&D OC, Elody, the technically Undead Drow Elf
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He’s just happy to be here!
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A little friendly(?) monster creeps from the shadows...
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Gonna be spending the next week or two studying PHP in preparation for jobhunting and possibly expanding my language proficiencies.
Time to look for some good resources
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Care to elaborate on your feelings regarding NMS's release?
Sure!Now let me preface this by saying I have had a mildly positive outlook on NMS throughout its entire development. I thought the simplest concept they were trying to push was the most interesting for me; Using procgen tech to create a universe of mystery and exploration. That’s all I wanted from it, and I made to sure to take note of when the devs were being vague or when systems weren’t elaborated upon.
No Man’s Sky is a product of our age, I feel. Where the push behind indie games has become this sort of primal creation pool where games can surpass the quality that a AAA company can put out. Or at least, that’s what gamer culture has bred it to be.
When I said NMS is the conceptual opposite of Undertale in terms of release, what I was referring to was how hyping can affect outlook and overall success.
Hype is born from mystery, fueled by theories, and locked in by interest. When you don’t deliver on hype, it absolutely eviscerates the title’s approval in most cases.
Undertale started off small and unknown, which is honestly probably for the best. The hype for Undertale came after its release, which meant it was regulated and contained. The people who were pushing it knew exactly why they were pushing it. (Of course, it eventually came to a point where everyone was talking about “A little indie game called Undertale”, and people got sick of it, but that’s for another time.)No Man’s Sky however, made one simple promise; A universe of procgen planets to discover and explore, with a path to carve through it. Little else was elaborated upon. It was created by a small indie team, who promised something technologically impressive, with a sort of wander-whimsy attached.
But then a whole mess of things happened; The Hello Games flood, which pushed back development a ton. The delays, which ignited animosity in people who wanted to play the game. Sony’s backing of the game, and the launch date separations, along with patch-divergent versions of the game and absolute explosion of the NMS Servers.
The struggle to get to the game made it seem so much more significant than it actually was. That struggle, coupled with the hype, probably caused the game to crumple inward on itself in the public eye. Every cynic could point and laugh, and every person on the fence would feel uneasy. Even some diehard fans would redirect their hate, because they feel like they were lied to or hurt.
I guarantee you, if NMS announced 6 months before release, and quietly released on Steam with little fanfare and then let fans do the talking, it wouldn’t have the absolutely abysmal review scores and public opinion it has right now.
Hype + Significance of Struggle + Time = Disaster.
As for my own opinion on the game? I took a quick peek into it, and I feel like I’d like playing it some more. Is it GOTY? Certainly not. But it’s definitely impressive.
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No Man’s Sky released today
I’m one of the peeps who kept their hype levels regulated in this whole debacle.
Might do a first impressions + review later on, as well as a commentary on the whole situation.
Personally, I feel like NMS is the total conceptual opposite of Undertale in terms of how the release went down.
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Can’t wait for tomorrow
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Feature Friday: The Swing of the Thing
I’m not dead! I promise!
While working my way back to programming hardcore and focusing on THF, I also have been taking more Narrative writing courses in school.
I did however force myself to do some things this week, however small;
- Debugged the Network code causing player positions to flicker.
- Updated the player physics, esp. for handling when a player character is on an edge (up til now, with enough finessing, a player could end up getting permastuck on ledges and edges.)
- Minor UI tweaks for the Script-created Inventory system (It scales with resolution now!)
- Reworked player movement to make it as snappy and responsive as possible without making visual movement look odd.
I’ve also started a rolling To-Do List, so I can come up with things to do and mark my progress. Expect much more specific Feature Fridays in the future!
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SUPERMASSIVE QUADRUPLE ANNOUNCEMENT GO!
youtube
Tonight, we are proud to present the first ever official trailer for Aliens Go Home Run! Look forward to it being available in Q4 2016!
We’re also releasing a new demo over at https://anim-ace.itch.io/aliens-go-home-run
BUT WAIT THERE’S MORE!
We’re also putting our game on Steam Greenlight! If you’d like to see Aliens Go Home Run on steam, feel free to vote for it! http://steamcommunity.com/sharedfiles/filedetails/?id=730297867
BUT WAIT THERE’S MORE!
We’re also launching our Patreon over at https://www.patreon.com/user?u=847216 ! If you want to get exclusive secret build access, or just support ULTDEV, Artisano, or +TEK, feel free to pledge however much you like!
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I have a lot of trouble world building and such. Like i start up and thn i just lose interest :(
I’m flattered you think that i’m an askable authority on this type of thing!
I entirely understand what you mean; I’ve actually been in a rut for a little while now regarding the world of The Hunted Few, but I do have a strategy for adding onto the world when the ideas and passion start to dry up.
Often times in worldbuilding, it’s not the grandiose settings and the interesting rules of reality that grab (and hold) people’s interest; It’s the collection of miniature stories and interconnected nature of a rich world that makes people invested. This is the skill of a great writer and worldbuilder. Not to make an interesting premise for a world (though that’s part of it), or to write out in detail the 1000 ways government is handled (though impressive), but to answer questions and provide captivating plot threads and conflicts for those who are interested to follow. To make the world breathe. One mistake I’ve made is creating a world that is static, and doesn’t have any outstanding crises or plots by characters that are in motion.
The premise is the sell. The actual stories of the characters that inhabit that world are the investment. If I had to go with a very basic example of this kind of philosophy in action, it’d be Overwatch, or any other game where story is not one of the core focuses. The premise and mechanics of this world are straight-forward and simple (Humans vs Robots, Private Military Protectors, etc) but what really draws people deep is how they can connect the story of Symmetra to Lucio, as a surface example.
In Dark Souls, a story/lore HEAVY game, there is indeed tons of exposition on the world that is lived in, but most of the time it’s presented in a way that drives players to think about that tidbit in relation to their plot progression, or a realization about a character.
So when you start to lose interest and your passion for the world that you’re building, but still want to work on it, try going down a different path. Try asking what-ifs in your universe, and see if you can tell genuinely intriguing stories within the mega-story that is the world you’re crafting. Leave questions open, maybe for yourself to answer later as a writer, or intentionally unanswered so it draws readers to invest.
If I were to reference my own work, I’ve left some frayed threads of plots open, in the hopes that some would pick up on them. I’ve introduced strange behaviors in characters that could require some investigation. Of course, THF as a world is brimming with mystery, so that’s the way I approach the worldbuilding.
And lastly, it’s a pained process. When that spark of passion hits you, it’s incredibly stressful to see that spark fade and the visions of your world along with it, especially when you feel you haven’t done enough. All that can be done at that point is to push forward. Maybe expose yourself to other media and stories as you go! Don’t be afraid to expand your inspiration sources!
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