Friday, 8 July 2011

I may have done some things.

Though I'm not really sure, I'm way past the point of being able to objectively evaluate if I'm making progress. Good thing I was handed a list of areas to work on.

Things are crossed off!
Feedback. Sometimes useful.

Tomorrow I will be getting area transformations in, and perhaps doing some mUziK recording. So that as the level becomes more transformed, the music becomes more complex. And thus an exploration reward!

To the comforts of bed!

Monday, 20 June 2011

Part 2

The game itself
is so obviously, still a work in progress. There are some things that I went with simply for how quick and simple it would be to implement rather than would work best for this project, and so much that I just didn't have time to do. Things like the GUI, which I don't think should be obvious at all (basic though it is now), and the textures and backgrounds, are pretty much still just placeholders. They may be looking better than what they did, but there's not really any sort of distinct or memorable style evident.

Next up is
jobhunting, joy!
Actually getting a portfolio ready.

And of course, finishing this game.

Saturday, 18 June 2011

A Postmortem Style Post (Part 1)

The final weeks
have been frakking nuts. In about week 10 I parted ways with the Genus group, so that I could work on turning my own vision of Jasmine's concept into something I could be assessed on (as the rest of the class won't be assessed til the end of the year).

I also had to write 3 essays and take a written test for my other classes, which is more theory combined in this one semester than the previous three years of my degree. Well, maybe equal... Yeah, I chose to do that, silly me.

I am sick of sitting at the computer and just want to spend a week or so wandering around outside, absorbing non-technical things. Like, ya know, nature or something.


I have discovered
that without a list of small, specific tasks, I will get distracted by playing with particle systems. Telling myself to "make it pretty" will mean many wasted days hours of exclaiming over camera effects, and then having to fix the camera system before doing anything useful.

I realised (a few times) that pulling an all-nighter when I'm also pretty stressed equals depressed and cranky Simone, which, it seems, is never a good thing for being productive. Imagine that.

Perhaps being direct is not always a good thing.

The reason unity kept crashing probably has something to do with the corrupt files in my project folder... Maybe. That's also why it took an extra two hours yesterday to get it exported, zipped and uploaded. Also why my submitted project is now missing some key assets.

Playtesting will almost always show you've been spending too much time on unimportant things. Like particle effects.

There are five particle systems in this screenshot.

To be continued...

Friday, 17 June 2011

Times Up

It's still very prototypey in many ways, but I'm out of time! Have a gander, a critique, a whatever floats your boat.

Elan: you are a seed bringing life back to the world around you, helped along by the elements.
Earth for places to plant, water for life, wind for direction and fire to see what is hidden.

This is a prototype level.

Proper write-up to follow when I don't have a birthday party to prepare for!

Thursday, 16 June 2011

Not done yet.

But now with its own name: √Član. Which is a French word that can mean: momentum, fervour, fire, enthusiasm, to soar, spirit, and many other frenchy things.

Here is my final to do list (before submission, still a long way from finished!):

Not much for the last 24hours...

And here is a video I meant to post awhile ago, there is sound in the game but you can't listen cos THAT'S HOW I ROLL!

click click!

Tuesday, 17 May 2011

On an Unrelated Note

Totally unrelated this, but here're some quick designs I had to mock up this afternoon for Mum's business (after having a quick drool over my newly arrived Witcher2 collector's edition). Next up tonight: dinner, sugar, unity swears and a distinct lack of sleep.