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Showing posts with the label video games

Path leading to Video Games

  "Being" occurred from a zero to one what wasn't in past, suddenly was "done"   Whatever is there is clearly in view But how to study it, well that's up to you   A mountain, an elk, or a bullfrog You can dub it "Real" or an "analogue"   Relentlessly sending the signals it makes Unceasing, forever, without any breaks   But then humans learned to focus a bit breaking things down to "atoms" and "bits"   Division, it led to data concrete Rather than analogue, something discrete   Enters the digital realm of mankind leaving the abstracts of "real" behind   With Alan, it came, innovation mean First of its kind, the Turing machine   Then Neumann came up with idea bright "Division of Hardware and Software is right"   "Convert it to symbols", as Shannon would say "To make data travel a rather long way"   Well, Shockingly, Will Shockley made something new Transistor, to make signals ...

Snow Boarder

Snow Boarder assignment. Added some random torque all the time to force the players to balance, otherwise, just letting go of the controllers take you to the end :D Use the arrow keys to control. Fwd and Back for balance, up and down for speed while on ground. Anyways, another quick assignment. The thing I am struggling with is that even though the assignments are quick and simple, every now and again, they will share a technique or a method that I was not aware of and can have many possible uses afterwards in other places. So if I skip the easy sections, I miss out on those concepts. But I don't want to, hence I'm sticking to the flow of the course.

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,

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...