Posts

Showing posts from September, 2021

Infinite laser defender

Practice Practice Practice. And this, I think is the most standard practice path for new game devs. Here's an infinite "Bullet Hell"... Enjoy! And other game designs are still in the works. Dont you worry :)

Second game is done...

Alrighty then... Here's the very very poorly executed and extremely incomplete version of the game I tried to describe a little bit in the " Slice of Time " post. It has no content that was mentioned there, the functionality is not what I was intending. But making a proper controller for the characters is hard. And my library of unity tricks and understanding is simply not enough to pull that off right now.  In order to increase that library, I decided to upload this game at wherever it was and move on to learning new concepts and applying those in future versions of this. I still don't know how coroutines work, but at least, now I know that they exist. I will get back all these projects that I am starting here, once I have more understanding of unity and programming etiquette. Now is the time to learn... In the meanwhile, here's a basic starting point and you can give it a couple of runs if you like. let me know what you think :) Regards, Abdullah

TileBreaker Basic

Here we are. the result of following the tutorial and adding an additional "moving block" functionality that wasn't in the course.  I think I learned quite a bit making this. Here's to hoping that building a second game with same theme but previously discussed ideas in " A Slice of Time " post will solidify and expand on my currently extremely rudimentary understanding of C# and Unity. Issue remains the same, that I do not have enough programming vocabulary to execute what I am planning. I guess vocabulary comes with experience alone. First version of Slice of Time may add to it... In any case, have fun beating the 8 levels of this very very simple game (btw, the fun begins at level 4, first 3 are mostly tutorial). P.S. If anyone knows how to fix the iframe to match the WebGL resolution in blogger, let me know :) Regards,

A Slice of Time: Baseline Game Design Ideas

Alright! So the next task coming up on that course is to make some sort of a "Breakout" or "Araknoid" clone (block breaker games i.e.). Thinking up ideas about the genre led me to Mark Nelson's wonderful and extremely informative article on Gamasutra. Reading it, I realized that in its 40+ years tenure, the genre has seen an extremely huge number of variations, and since it is an easier game for novice/learning programmers to make, there are seemingly infinite clones popping up. And because of the sheer number of it, almost every possible variation within the constraints of the genre has been tried. Also, the novelty of the original(-ish games) has (understandably) faded. But all this doesn't mean that this isn't a fun opportunity to flex my own design muscles. So here's the plan: Step 1: I will follow the tutorial (course) and make something very similar to what they will be making. This way, I get to go through the basic process of making a simple

My first "game" is up...

Ookayyy, so here it is, the first "game" I ever "publish". Yeah, too many air quotes means too much sarcasm being targeted at myself. Because true as this might be; that this is a game, and I did publish it on the internet, this is not something I would take to the market. But this was a requirement of the course and here I am, doing it. I think it stays hosted up there (on gamedev.net) for a month, and then I'll have to find some other way to host it. Maybe blogger provides an option to host a Webgl game. I don't know. If any of you know, teach me how... So, I took away many of the systems I planned for it, because this was supposed to be a quick exercise gig and the longer I stayed with this, the longer I was away from the meat of the course. So whatever I could figure out quickly, I left in and off with the rest. Didn't spend much time on visuals either. Same reason. And last, but most importantly, although the systems are working, balance-wise, it i

Here's what we have so far

I am supposed to build a small "choose your own adventure" game where each screen will provide the players with some options, and based on the option opted for, the story will progress. And we are supposed to build a "state" asset in unity (not sure if this is the correct term :p ) which we can then use to build as many branches as we like. Each state will ask for its branches and when provided, we have ourselves a working "game engine". And this is what I meant when I said such games seem to be "deterministic". Your choices matter for the story to progress but the same set of inputs will always yield the same output. You are not dealing with chance, or even with a system that you can work. And I want it different for my game, albeit it being just a small assignment. So I went with this idea: You are given a randomized set of starting resources namely: Population (subdivided into male and female, separately) Dimaa (Source of magic and sustenance

Time to take matters in my own hands

First thing's first, an introduction. I am a game designer by profession and I sometimes do concept art and in-game art as well. But working for someone means you don't get to choose the limitations you want to be put on yourself. You don't get to choose the IP, or the kind of game you want to make. These things are dictated top-down. So I have been thinking of starting a side project of my own for some time now. I tried to get some programmers onboard, but I guess I am not as persuasive as I like to think I am. But now I have taken things in my own hand and this blog is going to be my diary of the journey that I am undertaking which may or may not end up in success. So, being a designer, I know the game(s) I want to make and the IP want to build around it. I can also dabble in some concept art. What I am currently zero at, is programming and 3D art (especially making game-ready assets). I can model a little bit in zbrush, but the direct output of that is millions of polygo